cRPG

cRPG => Suggestions Corner => Topic started by: Aderyn on January 28, 2013, 11:37:11 pm

Title: Fix archer-weight
Post by: Aderyn on January 28, 2013, 11:37:11 pm
At the moment archery is all about standing still and shooting. If there's a cav you don't have the option to try and dodge it using footwork anymore.

I believe reverting bow/arrow weight back to the way it was will make it fun to play archer again and it will be a nerf to cav somewhat since cav can't just run archers over without even trying.

inb4 2h/piker/cav whine.
Title: Re: Fix archer-weight
Post by: jtobiasm on January 29, 2013, 12:53:29 am
True, most people who whine about archers are just ignorant. Most haven't player archer since the weight increase and on Eu1 you can't jump and shoot, which is yet another nerf to ranged.  You can't jump and throw/shoot but you can swing a maul and jump. Great logic.

Inb4 people like leshma downvote me
Title: Re: Fix archer-weight
Post by: Haboe on January 29, 2013, 12:55:51 am
The whole point about the archer weight nerf is to prevent them from running around and kiting...

Its not something you can fix since its not broken...




Working as intended
Title: Re: Fix archer-weight
Post by: Miwiw on January 29, 2013, 01:07:21 am
Having 5 ATH, 12 weight body armor, 2.5 head armor, and light gauntlets/boots and I'm still moving quick enough. The recent changes were alright, I'm also using only 1 quiver of arrows (bodkins) which is far enough for a round of battle while using a 1h cleaver as well.

Dodging horses becomes hard on open field. 1 is often fine, depending on the opponent. More than one never works anyway... :P

I like the changes and would like to see more of those, e.g. people being forced into getting some melee stuff. :)
Title: Re: Fix archer-weight
Post by: Osiris on January 29, 2013, 01:09:16 am
well you could drop one quiver and take a weapon or something :P
Title: Re: Fix archer-weight
Post by: Gurnisson on January 29, 2013, 01:17:08 am
It was a good change. Before the increase in weight any archer doing bad decisions, positioning or had bad awareness wouldn't get punished for it, like the other classes does. They could just abuse the kiting and/or jump shots to get clear of their mistakes. I've seen you play before the nerf, Aderyn, and it was absolutely disgusting to watch.

I play an archer myself on EU1... and it only has 3 ath. No problems. :P
Title: Re: Fix archer-weight
Post by: Jarlek on January 29, 2013, 01:18:21 am
inb4 2h/piker/cav whine.
I'm a dedicated archer, can I "whine"?

Get a real melee weapon and cav won't be a problem. Take some armour too if you already can't run away. Even with a real melee weapon AND armour I can still dodge horses.
Title: Re: Fix archer-weight
Post by: Penguin on January 29, 2013, 01:19:56 am
Archery will only continued to get nerfed, that is the nature of playing a class that is a minority. Of course archers see the injustice of weight-related nerfs, while melee players either choose to be blind to the obvious and try to rationalize that somehow kiting archers are/were OP, or downright don't care as long as it gives them the advantage.

The only option is to adapt, and accept that no change will come as long as 2 handers/shielders/polearms hold the most sway with the dev team.
Title: Re: Fix archer-weight
Post by: Haboe on January 29, 2013, 01:28:59 am
Also, i recently saw kiting archers again, sweet mother of god i was happy... They saw me coming, dropped their bows and ran off with only their melee wep  :mrgreen:
Title: Re: Fix archer-weight
Post by: Leshma on January 29, 2013, 01:33:32 am
True, most people who whine about archers are just ignorant. Most haven't player archer since the weight increase and on Eu1 you can't jump and shoot, which is yet another nerf to ranged.  You can't jump and throw/shoot but you can swing a maul and jump. Great logic.

Inb4 people like leshma downvote me

I did play a bit on STF char. I was slow and unable to kite. At some point I actually wanted to turn my main into archer/melee hybrid but that doesn't work exactly how I imagined it.

First of all, kiting archers are a plague and should be eradicated. Have no sympathy for them. Also jump shooting is silly and I'm glad it was removed. It should also be removed from certain melee weapons (long and heavy ones). But that's melee issue and we shouldn't discuss it in here.

However I do agree that this isn't the most elegant solution. Why? Certainly not because of kiting archers. Problem is that extra weight affects a player even when that heavy weapon is sheathed. That makes sense from realistic standpoint but creates many issues in cRPG.

For example, if you're an archer/melee hybrid you will be slow even when you put bow and arrows aside and switch to melee weapon. That is a great issue imho and should be changed in some way to encourage more archers to actually fight back.

But if they make archers fast with melee weapon equipped, most of them will abuse that to run away and switch to bow to keep kiting. Solution for that isn't simple but if there is a elegant and meaningful way to fix that it would be awesome. Because that would also fix those lamers to abuse hit and run tactics.

In other words, I'm against you and Aderyn's point of view, simply because you two suck at melee (Aderyn is slightly better than you). You might be somewhat new in this community but I've fought you enough times to know your abilities. But I do want to see some burden lifted from the back of those archers who fight back (like Tenne for example).
Title: Re: Fix archer-weight
Post by: no_rules_just_play on January 29, 2013, 01:34:55 am
Also, i recently saw kiting archers again, sweet mother of god i was happy... They saw me coming, dropped their bows and ran off with only their melee wep  :mrgreen:
the problem is now kiting SB xbowers, they will get xbow weight up to the same as bow weight and i quote rico:

"because of you i will need atleast 20 athletics to be able to do some good footwork in meleefighting while i have my xbow on my back"
Title: Re: Fix archer-weight
Post by: Leshma on January 29, 2013, 01:45:10 am
I'm a dedicated archer, can I "whine"?

Get a real melee weapon and cav won't be a problem. Take some armour too if you already can't run away. Even with a real melee weapon AND armour I can still dodge horses.

This isn't what we should discuss in here, but what you said isn't entirely true. Sure, melee weapons help against lance thrust but against builds like Rufio's alt, not really. I truly don't understand why they buffed couch damage to old values, it's one of the easiest things to do in mod. Combined with fast and maneuverable horse and x-ray "technique" (rapidly changing lance direction before hit connects), it's pretty damn hard to avoid it. Even for me who have 6 ath and wear lightish armor. I'm talking about avoiding the lance, hitting rider before lance hits me it's even harder. If they wanted to buff cav they should increase lance radius or return heavy lance damage to old values. Couching is lame.

Also, no offense Miwiw. But you really shouldn't use yourself as example that everything is fine with archery. Until you start playing a bit more serious and skill-up a bit. I know this is douche remark, but it is true.
Title: Re: Fix archer-weight
Post by: Tears of Destiny on January 29, 2013, 03:06:35 am
My downvotes seem like they are not keeping up to my upvotes... Hmm...


Everyone should just respec to a melee main if they are unhappy with the time-honored tradition of "hey let's change how range works ever few patches," specifically either shielder (Nothing really changes build or mechanic wise) or two-hander (Nothing really changes lethality or build wise). You will be ten times happier... I can play without sound and just watch TV and be in the middle of the scoreboard, or be in the top 7 consistently if I put forth any effort, if Tears of Destiny can do it then you can do! Because, well, I'm new and I suck, and only one of those statements is true (I'll leave you to decide which one).


Yup.


In other news, we need to drastically increase the weight of crossbow ammunition to keep things fair and to get rid of the kiting crossbow snipers.
Title: Re: Fix archer-weight
Post by: Adamar on January 29, 2013, 03:11:11 am
As a medium armored fighting archer I used to be, the only way to adapt would be to buff athlectics at the expence of powerstrike, and lose the armor, so I can move somewhat. In other words nerf my melee capability.

Forcing archers to melee and at the same time nerf their ability to fight is wrong.
That was a tainted patch, and I've set my mw longbow aside, waiting for the day I can put my investment to use again. That is, Im hopping the devs will finally realise that whoring the game to the easy mode/ heavy armored run-down swinging crowd is actually bad for the game. This is not so much a medieval battle game with the new light armored 2hander hero breed that's taken over(armor cost be damned). If people check on eu4 every now and then there'll rarely be an archer out there, battle as become quite 1 sided, people dont have to keep an eye around anymore, just search for the nearest oponent and swing away.
That's mainly what this mod is right now.

Tears, I have, and Im not happy about any of it. Archery was always my class, every since native, then switching to CRPG for the difficulty upgrade, to then get nerfed out of the fight is not a reason to be happy.
Title: Re: Fix archer-weight
Post by: jtobiasm on January 29, 2013, 07:36:47 am
Don't get why people are so serious. I find archery fine at the moment, albeit you need 7+ athl if you want to kite with 2 quivers which I'll finally have 8 athl next level at 32 but I'll only have 1 ps. Which is a down side of me deciding to be able to kite.
So yes, it's either kite a little bit or have power strike which is fine to me.

I just don't get why long spears, xbows don't get nerfed.
So chill out ven
Title: Re: Fix archer-weight
Post by: Vibe on January 29, 2013, 08:09:37 am
At the moment archery is all about standing still and shooting. If there's a cav you don't have the option to try and dodge it using footwork anymore.

I believe reverting bow/arrow weight back to the way it was will make it fun to play archer again and it will be a nerf to cav somewhat since cav can't just run archers over without even trying.

inb4 2h/piker/cav whine.

visitors can't see pics , please register or login
Title: Re: Fix archer-weight
Post by: Adamar on January 29, 2013, 09:01:32 am
Don't get why people are so serious. I find archery fine at the moment, albeit you need 7+ athl if you want to kite with 2 quivers which I'll finally have 8 athl next level at 32 but I'll only have 1 ps. Which is a down side of me deciding to be able to kite.
So yes, it's either kite a little bit or have power strike which is fine to me.

I just don't get why long spears, xbows don't get nerfed.
So chill out ven

It's not about kitting its about being able to move around without glue on your shoes, so you can use footwork for melee efficiency. Footwork is critical for an archer, considering the low wpf level.
Title: Re: Fix archer-weight
Post by: Vibe on January 29, 2013, 09:19:02 am
so you can use footwork for melee efficiency

ahahah that's hilarious, implying archers used their run speed for melee efficiency rather than kiting
Title: Re: Fix archer-weight
Post by: Pentecost on January 29, 2013, 09:50:19 am
It's not about kitting its about being able to move around without glue on your shoes, so you can use footwork for melee efficiency. Footwork is critical for an archer, considering the low wpf level.

Is there a reason why you can't just drop your bow and quiver if you know you'll have to duel someone in melee and then pick them back up again after you're done? People with a long spear or other weapons that can't sheathe and aren't much use in 1v1 already do this.
Title: Re: Fix archer-weight
Post by: Adamar on January 29, 2013, 11:00:13 am
ahahah that's hilarious, implying archers used their run speed for melee efficiency rather than kiting

I did, smartass, and it's not the run speed, its normal movement too(dodging and stuff) that's been nerfed. And melee is what ppl are asking of archers. Now apparently they are even more eager to invest on athlectics than ps. Who knows why.

Is there a reason why you can't just drop your bow and quiver if you know you'll have to duel someone in melee and then pick them back up again after you're done? People with a long spear or other weapons that can't sheathe and aren't much use in 1v1 already do this.

Because the enemy might overwhelm you and push you back to a friendly zone.

It seems this issue hasn't been discussed enought, if people can't grasp the basics. Problem is archers don't talk about it nearly enought as they should. Like Tears, who just changed builds. Lame.
Title: Re: Fix archer-weight
Post by: Aderyn on January 29, 2013, 11:09:50 am
What i can make out of this threads response is that the general opinion of 2h/shield/cav is go hybrid archer or fuck off from the game. :/

If i wanted easy i would go 30/9 str build with 2h and plate. or any other kind of str build that 1-2 hits everyone. ://


i don't wanna have to go this build in order to avoid cav and shielders charging me.

(click to show/hide)
Title: Re: Fix archer-weight
Post by: Grumpy_Nic on January 29, 2013, 11:28:13 am
The only answer to the weight increase of arrows & bolts is to maximise athletics. Dont go to the dark, hybrid side. 2h wont go hybrid, why should you. Always run to make them cry unless you are the last one alive. In their eyes ranged are f-akkot+s anyway so why have "honour" and give a duel or fight in melee.
Title: Re: Fix archer-weight
Post by: Aderyn on January 29, 2013, 11:30:38 am
well hybridbuilds are piss and godawful.

If 2h puts 3 points into shield and puts it on their back when fighting maybe they wouldn't cry an endless stream of tears when getting shot.

Title: Re: Fix archer-weight
Post by: Vibe on January 29, 2013, 11:31:56 am
What i can make out of this threads response is that the general opinion of 2h/shield/cav is fuck off from the game. :/

yep
Title: Re: Fix archer-weight
Post by: Gravoth_iii on January 29, 2013, 12:03:28 pm
Now that you cant kite try putting some more points into PS and maybe skip out on some athl. Now you dont have to run, only beat your opponent. It may be hard to block at first but eveyone learns it eventually.

Now nerf crossbowmen aswell, those asshats can still outrun everyone.
Title: Re: Fix archer-weight
Post by: Grumpy_Nic on January 29, 2013, 01:08:40 pm
Now that you cant kite try putting some more points into PS and maybe skip out on some athl. Now you dont have to run, only beat your opponent. It may be hard to block at first but eveyone learns it eventually.

Now nerf crossbowmen aswell, those asshats can still outrun everyone.

Xbow & bolt weight has been increased at the same time as the arrows. U didnt realize? Shut up. Before that I was actually trying to defend myself in melee, now I wear ultra light armor and just run around the map when somebody is following me, just to show u that I'm gonna stick with my bitchbuild.

Going for 9 Athletics instead of just 8 just to enjoy the QQ.
Title: Re: Fix archer-weight
Post by: Grumbs on January 29, 2013, 02:04:06 pm
Xbow & bolt weight has been increased at the same time as the arrows. U didnt realize? Shut up. Before that I was actually trying to defend myself in melee, now I wear ultra light armor and just run around the map when somebody is following me, just to show u that I'm gonna stick with my bitchbuild.

Going for 9 Athletics instead of just 8 just to enjoy the QQ.

Xbows can afford to pump points into athletics without losing any ranged capability. Not so for archers, they need to spec into PD as well, so similar weight for xbows makes no sense at all. xbows don't get through as much ammo either. Its easier to find a discarded xbow too (more of them), so you can drop it and stumble across another easier than archers
Title: Re: Fix archer-weight
Post by: Grumpy_Nic on January 29, 2013, 02:35:01 pm
Xbows can afford to pump points into athletics without losing any ranged capability. Not so for archers, they need to spec into PD as well, so similar weight for xbows makes no sense at all. xbows don't get through as much ammo either. Its easier to find a discarded xbow too (more of them), so you can drop it and stumble across another easier than archers

It seems you do not want diversity. I've made a suggestion once and I think this is the direction we're going when I see all your little crying posts.

No more choices, all chars are converted to this:
Lvl 30
18/18
100wpf in each category
6 Skill points in each Skill

This is you
Title: Re: Fix archer-weight
Post by: Grumbs on January 29, 2013, 02:53:44 pm
Diversity isn't about have builds that are good at everything. Its about unique, unusual or specialised builds. Being a kiter/melee/ranged guy is the opposite of diversity.

Balancing the game so that people can specialise and for the game to still be balanced is the goal, not having jack of all trades, good at everything builds.

Your 18/18 good at everything build is not at all what i'm looking for, the opposite actually
Title: Re: Fix archer-weight
Post by: Grumpy_Nic on January 29, 2013, 03:12:55 pm
Diversity isn't about have builds that are good at everything. Its about unique, unusual or specialised builds. Being a kiter/melee/ranged guy is the opposite of diversity.

Balancing the game so that people can specialise and for the game to still be balanced is the goal, not having jack of all trades, good at everything builds.

Your 18/18 good at everything build is not at all what i'm looking for, the opposite actually

Kiter/melee/ranged? Where did you see that build? Runner/bad@melee/ranged is what it is right now. Running is not kiting imo, being able to defend in melee is not good at melee. Are you pissed off because ranged know how to block and they dont drop dead the second you get into melee range? It seems quite so. Let me guess you're pure melee and charge into a bunch of ranged guys on a regular basis? I see this bullshit every time I play and then people complain about ranged because they are just dumb.
If kiter/melee/ranged would be the jack of all trades why dont we have 50 tincans with xbow and melee running around? Make some screenshots right after round start and show me all these "easymode kiter/melee/ranged guys".

Dont be mad because dedicated xbows or ranged do significant damage and are able to block/run away. Are you also complaining if cav does not get down from its horse to fight you?


Edit: Actually, lets just say we have different opinions and close this bullshit topic. I just realized I dont wanna discuss, you're gonna keep playing the way u do and I'm gonna play the way I do it.
Title: Re: Fix archer-weight
Post by: Adamar on January 29, 2013, 05:00:55 pm
Now that you cant kite try putting some more points into PS and maybe skip out on some athl. Now you dont have to run, only beat your opponent. It may be hard to block at first but eveyone learns it eventually.

Now nerf crossbowmen aswell, those asshats can still outrun everyone.

Blocking isn't the issue, blocking and not being able to respond due to ever inferior wpf is the problem there. This is why ranged need every advantage they can dig out in melee, and the devs discarded footwork. These days you can either have a full athlectics kiting archer or a weak and slow hibrid who's gonna get spam killed anyway. The biggest issue was making melee more retarded instead of just nerfing sprint speed.
Title: Re: Fix archer-weight
Post by: Phew on January 29, 2013, 05:37:34 pm
Archers have adjusted. Now they either drop their bow/arrows and run like a sissy, or they have learned to block with their 0-slot weapon. I don't know why any of them do the former, since you effectively become a leecher as soon as you drop your weapon. Especially on siege, since you can just die and respawn.

Even an average player can block nearly indefinitely if they aren't trying to attack, allowing your teammates to come help you. As a melee, there is no worse feeling than having an archer block all my swings. That's how you "own" me. If you drop your only weapon and run, I just "owned" you.
Title: Re: Fix archer-weight
Post by: Leshma on January 29, 2013, 05:40:07 pm
Quote
Blocking isn't the issue, blocking and not being able to respond due to ever inferior wpf is the problem there

That isn't true. You're not on the same level as dedicated melee player but you surely can hit back even with 1 wpf in 2H (in case you're using mace or fighting axe in 2H mode). Problem is that most of you ranged player don't know how. I've seen how most of you play melee roles, spam, spam and nothing by spam. Bagge and few others are notable exceptions.
Title: Re: Fix archer-weight
Post by: Aderyn on January 29, 2013, 05:41:45 pm
Archers have adjusted. Now they either drop their bow/arrows and run like a sissy, or they have learned to block with their 0-slot weapon. I don't know why any of them do the former, since you effectively become a leecher as soon as you drop your weapon. Especially on siege, since you can just die and respawn.

Even an average player can block nearly indefinitely if they aren't trying to attack, allowing your teammates to come help you. As a melee, there is no worse feeling than having an archer block all my swings. That how you "own" me. If you drop your only weapon and run, I just "owned" you.

 is this seriously how you want things to be?

Blocking isn't the issue, blocking and not being able to respond due to ever inferior wpf is the problem there. This is why ranged need every advantage they can dig out in melee, and the devs discarded footwork. These days you can either have a full athlectics kiting archer or a weak and slow hibrid who's gonna get spam killed anyway. The biggest issue was making melee more retarded instead of just nerfing sprint speed.

agree
Title: Re: Fix archer-weight
Post by: Phew on January 29, 2013, 05:45:05 pm
is this seriously how you want things to be?

Um, Yes? Probably most realistic also. When archers were routed, they either stood their ground and fought in melee or dropped their bows and ran. Melee should be encouraged to protect the archers on their team; if archers can just kite all over the map, then they don't even need melee support.
Title: Re: Fix archer-weight
Post by: Rumblood on January 29, 2013, 06:08:11 pm
ahahah that's hilarious, implying archers used their run speed for melee efficiency rather than kiting

Same old tired ass witty catechism that has been repeated enough by the anti-archer lobby to become an established part of their dogma.

The fact is that 95% of archers stood their ground even when the 2 hander or polearm user was doing their flying lolstab from 15 feet away. Why? Because they were arrogant enough and had enough accuracy to believe they were skilled enough to shoot you in the face while you were jumping through the air. They stood their ground against cavalry because they believed that they had enough skill to shoot you in your face and have enough time to sidestep your charging mount. If shit turned bad, they could take out their short weapon and be able to control the engagement in melee as all agility players should against a strength player.
Strength = slow but powerful and the build is forgiving of mistakes. Agility = quick and able to control the engagement but can make no mistakes.

So why did that change? Accuracy nerfs, slot restrictions that reduce pure archers to 0 slot 70 reach weapons, auto-kick when enemy is within 5 feet of an archer, the missile speed nerf that many archers believe is what exacerbates the ghost missile phenomenon and now the weight nerf. Lobby after lobby to appease the butthurt who primarily made their case with hyperbole and conjecture.

The developers simply will not accept the truth behind the motivation of the majority of this minority lobby, that they will never be happy with the state of ranged. They want it removed from this mod completely, and will continue to use every fair or foul means at their disposal to have it taken out as an option to play, or reduced to such a state that no player will bother trying to use the class.
Title: Re: Fix archer-weight
Post by: Jarlek on January 29, 2013, 06:15:12 pm
Blocking isn't the issue, blocking and not being able to respond due to ever inferior wpf is the problem there. This is why ranged need every advantage they can dig out in melee, and the devs discarded footwork. These days you can either have a full athlectics kiting archer or a weak and slow hibrid who's gonna get spam killed anyway. The biggest issue was making melee more retarded instead of just nerfing sprint speed.
I'm a slow hybrid archer. Not many can spam me and those who can, will usually die to one hit anyway.
Title: Re: Fix archer-weight
Post by: Adamar on January 29, 2013, 06:19:46 pm
That isn't true. You're not on the same level as dedicated melee player but you surely can hit back even with 1 wpf in 2H (in case you're using mace or fighting axe in 2H mode). Problem is that most of you ranged player don't know how. I've seen how most of you play melee roles, spam, spam and nothing by spam. Bagge and few others are notable exceptions.

Thank you, but no. Swing speed is a key advantage, I've been been using a melee char myself for 2 months and the difference is quite noticeable. And you can't "spam" with 40 or less wpf, try again.
Title: Re: Fix archer-weight
Post by: oprah_winfrey on January 29, 2013, 06:22:31 pm
Thank you, but no. Swing speed is a key advantage, I've been been using a melee char myself for 2 months and the difference is quite noticeable. And you can't "spam" with 40 or less wpf, try again.

You can melee effectively with ~70 wpf.
Title: Re: Fix archer-weight
Post by: Adamar on January 29, 2013, 07:59:00 pm
You can melee effectively with ~70 wpf.

That's great if you're a thrower or xbower. Again, learn the basics. Dont just assume things are fine.
Title: Re: Fix archer-weight
Post by: oprah_winfrey on January 29, 2013, 08:44:01 pm
That's great if you're a thrower or xbower. Again, learn the basics. Dont just assume things are fine.

Its also great if you are an archer. And you put 70 wpf into 1h or 2h.
Title: Re: Fix archer-weight
Post by: Arrowblood on January 29, 2013, 09:58:25 pm
I have to say it, i respecced to a hybrid and have  more fun than on my old char. I use the langes messer with 4 ps and it is just fun to kill  a guy who doesent expect a archer to kill him in melee.
55 wpf and some athletics are enough.

Title: Re: Fix archer-weight
Post by: XyNox on January 29, 2013, 10:52:16 pm
Hehe  :lol:

Look at all the dedicated melee nubs who think they win against archers because they are skilled, when in reality it is actually the combination of their amour-build-weapon-ezmode-my old friendging.

I bet some of them are even retarded enough to actually think that they are worth anything without their 2h gayswords  :lol:
Title: Re: Fix archer-weight
Post by: Jarlek on January 30, 2013, 12:00:33 am
Hehe  :lol:

Look at all the dedicated melee nubs who think they win against archers because they are skilled, when in reality it is actually the combination of their amour-build-weapon-ezmode-my old friendging.

I bet some of them are even retarded enough to actually think that they are worth anything without their 2h gayswords  :lol:
Not all melee use gayswords.
Title: Re: Fix archer-weight
Post by: Molly on January 30, 2013, 12:27:44 am
Blocking isn't the issue, blocking and not being able to respond due to ever inferior wpf is the problem there. This is why ranged need every advantage they can dig out in melee, and the devs discarded footwork. These days you can either have a full athlectics kiting archer or a weak and slow hibrid who's gonna get spam killed anyway. The biggest issue was making melee more retarded instead of just nerfing sprint speed.

Nonsense!

Tenne with his Langes Messer and Druzhina_Fes_rus with the Fighting Axe in 2h mode kill in melee on a regular level even Strength whores.
Besides, it would be silly to expect that you even come close to kill a Flam wielding tin can.

...but those 2 mentioned archer kill quite a lot of people in Battle with bow and arrow but when engaged in close combat drop the bow and stand their ground on a very decent level.

So... either they are just way better player than you are or you're simply not willing to adapt like ranger always demand it from complaining 2h-heroes. What is it?
Title: Re: Fix archer-weight
Post by: Aderyn on January 30, 2013, 12:34:47 am
Same old tired ass witty catechism that has been repeated enough by the anti-archer lobby to become an established part of their dogma.

The fact is that 95% of archers stood their ground even when the 2 hander or polearm user was doing their flying lolstab from 15 feet away. Why? Because they were arrogant enough and had enough accuracy to believe they were skilled enough to shoot you in the face while you were jumping through the air. They stood their ground against cavalry because they believed that they had enough skill to shoot you in your face and have enough time to sidestep your charging mount. If shit turned bad, they could take out their short weapon and be able to control the engagement in melee as all agility players should against a strength player.
Strength = slow but powerful and the build is forgiving of mistakes. Agility = quick and able to control the engagement but can make no mistakes.

So why did that change? Accuracy nerfs, slot restrictions that reduce pure archers to 0 slot 70 reach weapons, auto-kick when enemy is within 5 feet of an archer, the missile speed nerf that many archers believe is what exacerbates the ghost missile phenomenon and now the weight nerf. Lobby after lobby to appease the butthurt who primarily made their case with hyperbole and conjecture.

The developers simply will not accept the truth behind the motivation of the majority of this minority lobby, that they will never be happy with the state of ranged. They want it removed from this mod completely, and will continue to use every fair or foul means at their disposal to have it taken out as an option to play, or reduced to such a state that no player will bother trying to use the class.

hats off to you grannpappy, well written and couldn't agree more.

Title: Re: Fix archer-weight
Post by: XyNox on January 30, 2013, 12:52:34 am
Not all melee use gayswords.

In that case it appears that you may take the liberty of not feeling addressed by the sentence you are referring to.
Title: Re: Fix archer-weight
Post by: Gurnisson on January 30, 2013, 12:54:11 am
I count 1 great-sword user in this thread and that is Leshma.
Title: Re: Fix archer-weight
Post by: Osiris on January 30, 2013, 01:05:28 am
the little ghey knockdown mace would be a pretty good sidearm if you want to use a longbow and you can even use a sword and shield combo if you use a 1slot bow :P

I played eu1 with Hornbow + 1stack of arrows + NCS + heater shield. 18-18 6ps 6wpm 6atm 6pd 5 shield and it was pretty fun. kill ratio was about 50-50 arrow to sword and im not an archer so my aim was bad :D
Title: Re: Fix archer-weight
Post by: Leshma on January 30, 2013, 02:03:56 am
I count 1 great-sword user in this thread and that is Leshma.

Not anymore, sold my MW DGS today. Now using Two Handed Axe (regular) but searching for greatswords laying on the battlefield :mrgreen:

Reason why I use(d) greatsword is cavalry (lancers). I actually prefer Morningstar but rarely had MW Morningstar in my armory.

Against archers I prefer fast one handed swords. Greatswords are too slow and many archers can block them for a long period of time. They can't block Italian Falchion and Scottish Sword :wink:
Title: Re: Fix archer-weight
Post by: Leshma on January 30, 2013, 03:12:43 am
Double post:

Jambi is back and killing everyone in his path, using "gimped" Rus bow. Skill up, forum qqueens.
Title: Re: Fix archer-weight
Post by: Aderyn on January 30, 2013, 04:51:31 am
I'm not saying you can't kill anyone with a rusbow leshma... it's the only bow i use - i'm saying the nerf to archery was uncalled for and destroys gameplay for archers.
Title: Re: Fix archer-weight
Post by: Vibe on January 30, 2013, 07:43:00 am
I'm not saying you can't kill anyone with a rusbow leshma... it's the only bow i use - i'm saying the nerf to archery was uncalled for and destroys gameplay for archers.

It destroys gameplay because you guys can't be invincible by dodging and running away from everything anymore? :lol:

You should rephrase that to "it destroys gameplay for me", because I'm well informed of your homo kiting episodes. Smart archers invested into some PS as well. Kiting archers got hit by the nerfhammer.
Title: Re: Fix archer-weight
Post by: Jarlek on January 30, 2013, 01:17:52 pm
I'm not saying you can't kill anyone with a rusbow leshma... it's the only bow i use - i'm saying the nerf to archery was uncalled for and destroys gameplay for archers.
Did it change how bows work? No.

Did it change how archers can have sidearms and PS? No.

You can still shoot, you can still take a decent sidearm and you can still have a good archerbuild with powerstrike and wpf in a melee category.

The only thing that changed is that kiters got it harder.

True, it also affected those that DIDN'T run. They now have to drop their bow to fully use their athletics in melee. You can still fight efficiently in melee with your bow on your back, you just can't move fast enough. Not good with the 0 slot weapons, but for 1h swords or any 2h/pole, it is enough. Only time I always drop my bow to fight in melee is against ninjas.
Title: Re: Fix archer-weight
Post by: Arrowblood on January 30, 2013, 01:49:17 pm
The rusbow is still better than the longbow
Title: Re: Fix archer-weight
Post by: oprah_winfrey on January 30, 2013, 03:25:43 pm
The first time I saw an archer drop their bow to run away I laughed so hard I didn't even bother to chase after them.
Title: Re: Fix archer-weight
Post by: Phew on January 30, 2013, 03:36:22 pm
The first time I saw an archer drop their bow to run away I laughed so hard I didn't even bother to chase after them.

I wish that anyone with no weapon equipped could be QMLed successfully without a chance to press M. Like "You have 30 seconds to pick up a weapon". It would be a riot to QML all these running archers.

Title: Re: Fix archer-weight
Post by: Rumblood on January 30, 2013, 05:06:28 pm

Nonsense!

So... either they are just way better player than you are or you're simply not willing to adapt like ranger always demand it from complaining 2h-heroes. What is it?

Now this is nonsense. The suggestions to 2h-heroes is to supplement their weaponry with additional equipment or a horse. Never was there a suggestion that 2h-heroes take off their armor and switch to a 1 hander akin to this "drop your bow and fight" 'suggestion'. Nor was there a lobby to restrict those 2h-heroes to one playstyle. i.e. "You must stop putting points into strength and IF and put them into agility and athletics or be useless in that class" similiar to this "You must put points into strength and take a 2 slot bow and either use a 0 slot weapon or sacrifice half of your arrows".
Title: Re: Fix archer-weight
Post by: Tzar on January 30, 2013, 05:28:25 pm
Its funny how all the baddies cry when their kite abilities gets fixed...

Yet all the good archers are still steamrolling people instead of sitting here an handing out tissues.....
Title: Re: Fix archer-weight
Post by: Phew on January 30, 2013, 05:36:59 pm
Now this is nonsense. The suggestions to 2h-heroes is to supplement their weaponry with additional equipment or a horse. Never was there a suggestion that 2h-heroes take off their armor and switch to a 1 hander akin to this "drop your bow and fight" 'suggestion'. Nor was there a lobby to restrict those 2h-heroes to one playstyle. i.e. "You must stop putting points into strength and IF and put them into agility and athletics or be useless in that class" similiar to this "You must put points into strength and take a 2 slot bow and either use a 0 slot weapon or sacrifice half of your arrows".

I always thought the following:
1. If you are a 2h/pole and don't want to die to archers, bring a shield
2. If you are an archer and don't want to die to melee, bring a melee weapon and learn how to block

I don't see any flaws in this argument, as it requires both parties to compromise their main function to be more versatile. No class should be able to do just 1 thing without any kind of counter or weakness. A specialist shouldn't be able to handle every situation; they should have to compromise something to be versatile.
Title: Re: Fix archer-weight
Post by: Molly on January 30, 2013, 05:47:26 pm
Now this is nonsense. The suggestions to 2h-heroes is to supplement their weaponry with additional equipment or a horse. Never was there a suggestion that 2h-heroes take off their armor and switch to a 1 hander akin to this "drop your bow and fight" 'suggestion'. Nor was there a lobby to restrict those 2h-heroes to one playstyle. i.e. "You must stop putting points into strength and IF and put them into agility and athletics or be useless in that class" similiar to this "You must put points into strength and take a 2 slot bow and either use a 0 slot weapon or sacrifice half of your arrows".

I think you missed my point.
Title: Re: Fix archer-weight
Post by: Adamar on January 30, 2013, 05:53:38 pm
Guys, kiting is not the only issue here, stop repeating yourselfs like a bunch of retards. I was a longbowman with armor, 6 ps and a mace, a slow build made to defend myself, then I got slowed down more? The nerf to movement speed made it so armored meleers can outmanouver you, when they already had reach and swing speed on their side. What I get out of this thread is what self interested pricks you all are, constantly lieing and upholding a bad situation if it beneficts you, even if some might know what archery entails and what we go through.
Title: Re: Fix archer-weight
Post by: Phew on January 30, 2013, 06:10:55 pm
Guys, kiting is not the only issue here, stop repeating yourselfs like a bunch of retards. I was a longbowman with armor, 6 ps and a mace, a slow build made to defend myself, then I got slowed down more? The nerf to movement speed made it so armored meleers can outmanouver you, when they already had reach and swing speed on their side. What I get out of this thread is what self interested pricks you all are, constantly lieing and upholding a bad situation if it beneficts you, even if some might know what archery entails and what we go through.

So don't you just have to press a button twice before each melee engagement to maintain the status quo from pre-patch? If you win your melee fight, your bow/arrows won't be far away, you can just pick them back up and carry on. Obviously that's an inconvenience, but not a crippling nerf. There are plenty of pikemen/hoplites with unsheathable weapons that drop their main weapon in close quarters to switch to a sidearm, then pick up their spear after the fight.

Even the kiting archers will adapt, learn that winning/surviving a melee engagement is more fun than holding down the W button, and the class will thrive.
Title: Re: Fix archer-weight
Post by: Spa_geh_tea on January 30, 2013, 06:24:34 pm
If were talking strat, archers own. They slow down melee, make troops hide behind shield wall, and scare off low tier cav.

If were talking seige, they are only effective in mass. But if ya get killed by one, whatever respawn in 5 to 30s.

If were talking battle, most annoying pos that ruin the experience. Having to chase those mf all over the map to gain a victory.

I'm confused, what's the problem with the nerfs? The statements above still hold true.
Title: Re: Fix archer-weight
Post by: Aderyn on January 30, 2013, 07:32:13 pm
what people don't seem to understand here is that if you don't put 150+ points into archery you wont be able to hit the broadside of a barn even if you stand next to it. how will you get enough points to put into both PS and ath and wm and PD if you wanna do a melee build with effective archer?
Title: Re: Fix archer-weight
Post by: oprah_winfrey on January 30, 2013, 07:42:33 pm
what people don't seem to understand here is that if you don't put 150+ points into archery you wont be able to hit the broadside of a barn even if you stand next to it. how will you get enough points to put into both PS and ath and wm and PD if you wanna do a melee build with effective archer?

This is a level 31 build, but with the new bonus to retiring at 32, it seems fine to do suggest level 31 builds instead of 30 (especially for you, since AFAIK you are like 34 or something).

Level:           31

Strength:        18
Agility:         21

Skill to attr:    6

Power Strike:     6
Athletics:        7
Power Draw:       6
Weapon Master:    7

Two Handed:      74
Archery:        155
Title: Re: Fix archer-weight
Post by: Phew on January 30, 2013, 07:49:33 pm
The build above would be a very effective archer, and would 2-3 shot most people when weilding a +3 Mace, Langes, Fighting Axe, Mil Sickle, etc.
Title: Re: Fix archer-weight
Post by: Malaclypse on January 30, 2013, 07:52:51 pm
auto-kick when enemy is within 5 feet of an archer

I know that this is hyperbole and you didn't actually mean 5 feet, but almost every time in recent playing when I've counted on the ranged-bump from melee proximity it hasn't happened. Dude's bow is drawn, arm is out, I'm almost right up on him with my shield drawn up, closer to his character than his drawn animation- I lift my arm to swing and get headshot, the bump doesn't occur despite being right next to the guy. It's happened frequently enough in my very small amount of recent playtime to be memorable.

I still think the weight increase isn't the right move and that physical length (which effects runspeed and would really be only fair as every) should be tacked onto bows (and crossbows, throwing) if at all possible instead of the extreme arrow weight increase. This way it would only effect an archer (or other ranged) when they have their bow at the ready and unsheathed (like someone holding a Great Sword, Long Spear, etc).
Title: Re: Fix archer-weight
Post by: Phew on January 30, 2013, 07:56:26 pm
I know that this is hyperbole and you didn't actually mean 5 feet, but almost every time in recent playing when I've counted on the ranged-bump from melee proximity it hasn't happened. Dude's bow is drawn, arm is out, I'm almost right up on him with my shield drawn up, closer to his character than his drawn animation- I lift my arm to swing and get headshot, the bump doesn't occur despite being right next to the guy. It's happened frequently enough in my very small amount of recent playtime to be memorable.

I think bump only occurs if you are pressing left mouse button, which means you can't have shield raised. There might be a bug that lets you bump with shield raised if you press left button while still holding right, but don't quote me on that. I get shot in the face, pointe blank while hoping for a "bump" almost every map, and it's pretty annoying.
Title: Re: Fix archer-weight
Post by: Adamar on January 30, 2013, 08:04:43 pm
This is a level 31 build, but with the new bonus to retiring at 32, it seems fine to do suggest level 31 builds instead of 30 (especially for you, since AFAIK you are like 34 or something).

Level:           31

Strength:        18
Agility:         21

Skill to attr:    6

Power Strike:     6
Athletics:        7
Power Draw:       6
Weapon Master:    7

Two Handed:      74
Archery:        155

155 only works for weak 1 slot bows. There are builds for other bows that need to be effective, which aren't right now. And the arrow speed nerf is still unexplained. Archery wasn't ballanced properly, the devs pulled some weird desperate nerf against kitting and the all class was crippled.  There's giving and taking when ballancing something, and Im still waiting for the giving part. Like I said again and again, archers need to be better at melee fighting, not worse.
Title: Re: Fix archer-weight
Post by: Gravoth_iii on January 30, 2013, 08:16:12 pm
155 isnt enough? jeesus, i remember having something like 140 150 with a longbow and i didnt think it was too inaccurate. Just try it out atleast, if the archery feels inaccurate atleast the melee should make up for that. I'd sure say that being able to melee good is well worth losing super pin point aim.
Title: Re: Fix archer-weight
Post by: CrazyCracka420 on January 30, 2013, 08:18:05 pm
I'm just as much a hater of archers on the battlefield as the next guy, but it is pretty ridiculous with the nerfs going on.  Archers are supposed to archer.  They're not supposed to melee.  They're supposed to shoot arrows.  That's what archers did. 

Maybe if we had a better "battle" game mode "kiting" archers wouldn't be a "problem".  I personally don't view them any different than a horse archer or horse xbow.  Don't go chasing them around...

I made a STF archer without any looms using a rus bow and bodkins and it's absolutely fucking brutal.  The balance team is basing nerfs on the best players using masterworked gear.  They did the same for the heavy lance, there's no way they balanced the new 23 pierce on the non-loomed lance. 

Stop nerfing shit, make the players actually have to adapt to conditions on the battlefield instead of catering to the whiney bitches.
Title: Re: Fix archer-weight
Post by: oprah_winfrey on January 30, 2013, 08:19:39 pm
155 only works for weak 1 slot bows. There are builds for other bows that need to be effective, which aren't right now. And the arrow speed nerf is still unexplained. Archery wasn't ballanced properly, the devs pulled some weird desperate nerf against kitting and the all class was crippled.  There's giving and taking when ballancing something, and Im still waiting for the giving part. Like I said again and again, archers need to be better at melee fighting, not worse.

18/21 without melee has 9 more wpf. You are telling me that sacrificing 9 wpf is what is crippling your ability to pew pew?
Title: Re: Fix archer-weight
Post by: Pentecost on January 30, 2013, 09:19:41 pm
Dude's bow is drawn, arm is out, I'm almost right up on him with my shield drawn up, closer to his character than his drawn animation- I lift my arm to swing and get headshot, the bump doesn't occur despite being right next to the guy.

Yeah, that's the mark of a practiced archer. There's also the other trick--the whole "jump and loose a headshot over the shield" thing, which I've had happen to me once or twice. I find it more funny than infuriating myself.

For my part, I've learned to deal with it by faking them out. They'll definitely hit before you if you actually go to attack, but even a good archer is going to miss you with the point blank shot if you pretend to lower your shield for an instant while strafing, after which you get a free hit when he's forced to switch to his melee weapon.

Title: Re: Fix archer-weight
Post by: Kafein on January 30, 2013, 09:23:24 pm
what people don't seem to understand here is that if you don't put 150+ points into archery you wont be able to hit the broadside of a barn even if you stand next to it. how will you get enough points to put into both PS and ath and wm and PD if you wanna do a melee build with effective archer?

If you think 150+ effective wpf is necessary to play archer, you have wrong expectations. It's like thinking a melee build is broken if it doesn't oneshot everything. For what reason should you be able to hit alone and moving targets, instead of aiming at groups of enemies, maximizing your chances of hitting someone ? Throwers already play like that.
Title: Re: Fix archer-weight
Post by: CrazyCracka420 on January 30, 2013, 09:33:16 pm
You can't aim at groups of enemies unless you're in DTV...that's not how groups of cRPG players move.  You're always aiming at a target, or maybe that's why I'm so bad on my archer STF?
Title: Re: Fix archer-weight
Post by: XyNox on January 30, 2013, 09:48:04 pm
Threads like those remind me to shoot into duels everytime possible. Its not like any of those wastes of living tissue deserve fair treatment in the first place. I mean you also wouldnt let your dog answer the phone, right ?  :lol:
Title: Re: Fix archer-weight
Post by: Kafein on January 30, 2013, 09:51:52 pm
You can't aim at groups of enemies unless you're in DTV...that's not how groups of cRPG players move.  You're always aiming at a target, or maybe that's why I'm so bad on my archer STF?

Armies used tactics such as spreading out for a reason. If every archer aimed at a single enemy, it wouldn't be effective, yet it was. Which makes me think archers did in fact not aim at individual targets.
Title: Re: Fix archer-weight
Post by: CrazyCracka420 on January 30, 2013, 09:56:15 pm
Armies used tactics such as spreading out for a reason. If every archer aimed at a single enemy, it wouldn't be effective, yet it was. Which makes me think archers did in fact not aim at individual targets.

Obviously that's how they were used IRL...when's the last time you saw cRPG infantry fighting in formations?  I honestly wish the game was more tactics based, with infantry protecting archers, and cavalry being weak to infantry because infantry was in formations with pikes in the mix (even loose formations).  That's not how cRPG works though, so that's not how archers work in public battle servers.

Get a STF and get a crossbow or archer and shoot around for a couple maps and tell me that you're shooting into groups of people and actually hitting things, I'll call you a liar :P  You have to be aiming at someone or you're going to miss, people just don't run around that close together, there's almost always a few feet between the closest person next to you.
Title: Re: Fix archer-weight
Post by: Kafein on January 30, 2013, 10:13:01 pm
Obviously that's how they were used IRL...when's the last time you saw cRPG infantry fighting in formations?  I honestly wish the game was more tactics based, with infantry protecting archers, and cavalry being weak to infantry because infantry was in formations with pikes in the mix (even loose formations).  That's not how cRPG works though, so that's not how archers work in public battle servers.

Get a STF and get a crossbow or archer and shoot around for a couple maps and tell me that you're shooting into groups of people and actually hitting things, I'll call you a liar :P  You have to be aiming at someone or you're going to miss, people just don't run around that close together, there's almost always a few feet between the closest person next to you.

Can't really say about battle, but in siege (where archers are ok I should add, first reason being you don't have to kill them) it is rather frequent. Many battle maps force infantry into relatively tight corridors in a similar way.
Title: Re: Fix archer-weight
Post by: Rumblood on January 30, 2013, 11:12:36 pm
If you think 150+ effective wpf is necessary to play archer, you have wrong expectations. It's like thinking a melee build is broken if it doesn't oneshot everything. For what reason should you be able to hit alone and moving targets, instead of aiming at groups of enemies, maximizing your chances of hitting someone ? Throwers already play like that.

Dude melee already oneshots tons of players. What are you talking about?

And what makes their expectations wrong and yours right? For what reason should you not be able to hit individual players who are moving?

I built with 170 WPF so that I could shoot archers and xbows and throwers from across the map that wanted to hybrid and therefore didn't have the aim or speed to compete. They had to get closer or get in melee range where their hybrid build gave them the advantage with their greater PS/wpf in melee/and armor.  I did it so that I could hit cavalry and horse archers and horse crossbows racing across the map at 170 mph. Regardless of the bullshit propaganda that flies around this forum, that shit took skill even with pinpoint accuracy. Pinpoint at that range meant aiming your reticule about 2-3 inches above someone's head if they were standing still. There was no way you could put a dot on your screen to "auto-aim" and "point and click". It all depends upon range and having played the class for 2 years so you knew the arc of your arrow and where it would land by feel. When someone is riding on a horse, you can also factor in addition to aiming anywhere from 1-3 inches above the player depending on the range, leading your target by anywhere from 1-4 inches depending upon their speed. For that ability, I gave up my damage, my ability to take more than 1 hit from basically anybody (except ranged) and had to hit tincans dozens of times (literally at least a dozen arrows). That was an even tradeoff for being a pure archer with high accuracy. The tradeoff for pure 2 handers is that they can oneshot those annoying light bow archers like they were flies, but have to deal with their bothersome stings until they got close enough to do it. And I still fought and won against melee (which is why the poor embarrassed bastards initially starting crying to nerf archer melee ability, now you've changed your minds???)
I don't want to oneshot people with the biggest bow. I don't want half or more of my arrows to miss due to a cone of fire even though I aim correctly. I don't want to be nailed to the ground so that cavalry and I can't duel in the open field like we did just several months ago. I want to be a pure archer and not be forced into being a hybrid that has to drop their bow to avoid being shackled like a slave.

I'm so very tired of players in this mod trying to dictate to others what their playstyle should be and petitioning to change the game mechanics so that they can have their own way. Sooner or later you will have the mod to yourselves because the players getting shat upon will eventually get tired of the taste. Of course, as I said, that is the ultimate goal of the anti-ranged crowd in the first place. GG :idea:

Title: Re: Fix archer-weight
Post by: Adamar on January 31, 2013, 12:00:10 am
Kafein the archery you're refering to concerns big battles with lots of archers shooting at lots of people at very long range. It does not concern the skirmish type of battle we have in crpg at all, so stop it. It's not like ppl didn't have archery contests with trick shots and everything all throught history. Some people today are recreating medieval archery and you've seen enought videos of that to know that CRPG archers are a joke compared to real life archers. The draw speed here in particular is bs.
Title: Re: Fix archer-weight
Post by: Aderyn on January 31, 2013, 01:40:18 am
Dude melee already oneshots tons of players. What are you talking about?

And what makes their expectations wrong and yours right? For what reason should you not be able to hit individual players who are moving?

I built with 170 WPF so that I could shoot archers and xbows and throwers from across the map that wanted to hybrid and therefore didn't have the aim or speed to compete. They had to get closer or get in melee range where their hybrid build gave them the advantage with their greater PS/wpf in melee/and armor.  I did it so that I could hit cavalry and horse archers and horse crossbows racing across the map at 170 mph. Regardless of the bullshit propaganda that flies around this forum, that shit took skill even with pinpoint accuracy. Pinpoint at that range meant aiming your reticule about 2-3 inches above someone's head if they were standing still. There was no way you could put a dot on your screen to "auto-aim" and "point and click". It all depends upon range and having played the class for 2 years so you knew the arc of your arrow and where it would land by feel. When someone is riding on a horse, you can also factor in addition to aiming anywhere from 1-3 inches above the player depending on the range, leading your target by anywhere from 1-4 inches depending upon their speed. For that ability, I gave up my damage, my ability to take more than 1 hit from basically anybody (except ranged) and had to hit tincans dozens of times (literally at least a dozen arrows). That was an even tradeoff for being a pure archer with high accuracy. The tradeoff for pure 2 handers is that they can oneshot those annoying light bow archers like they were flies, but have to deal with their bothersome stings until they got close enough to do it. And I still fought and won against melee (which is why the poor embarrassed bastards initially starting crying to nerf archer melee ability, now you've changed your minds???)
I don't want to oneshot people with the biggest bow. I don't want half or more of my arrows to miss due to a cone of fire even though I aim correctly. I don't want to be nailed to the ground so that cavalry and I can't duel in the open field like we did just several months ago. I want to be a pure archer and not be forced into being a hybrid that has to drop their bow to avoid being shackled like a slave.

I'm so very tired of players in this mod trying to dictate to others what their playstyle should be and petitioning to change the game mechanics so that they can have their own way. Sooner or later you will have the mod to yourselves because the players getting shat upon will eventually get tired of the taste. Of course, as I said, that is the ultimate goal of the anti-ranged crowd in the first place. GG :idea:


this
Title: Re: Fix archer-weight
Post by: Kafein on January 31, 2013, 02:08:26 am
Dude melee already oneshots tons of players. What are you talking about?

And what makes their expectations wrong and yours right? For what reason should you not be able to hit individual players who are moving?

I built with 170 WPF so that I could shoot archers and xbows and throwers from across the map that wanted to hybrid and therefore didn't have the aim or speed to compete. They had to get closer or get in melee range where their hybrid build gave them the advantage with their greater PS/wpf in melee/and armor.  I did it so that I could hit cavalry and horse archers and horse crossbows racing across the map at 170 mph. Regardless of the bullshit propaganda that flies around this forum, that shit took skill even with pinpoint accuracy. Pinpoint at that range meant aiming your reticule about 2-3 inches above someone's head if they were standing still. There was no way you could put a dot on your screen to "auto-aim" and "point and click". It all depends upon range and having played the class for 2 years so you knew the arc of your arrow and where it would land by feel. When someone is riding on a horse, you can also factor in addition to aiming anywhere from 1-3 inches above the player depending on the range, leading your target by anywhere from 1-4 inches depending upon their speed. For that ability, I gave up my damage, my ability to take more than 1 hit from basically anybody (except ranged) and had to hit tincans dozens of times (literally at least a dozen arrows). That was an even tradeoff for being a pure archer with high accuracy. The tradeoff for pure 2 handers is that they can oneshot those annoying light bow archers like they were flies, but have to deal with their bothersome stings until they got close enough to do it. And I still fought and won against melee (which is why the poor embarrassed bastards initially starting crying to nerf archer melee ability, now you've changed your minds???)
I don't want to oneshot people with the biggest bow. I don't want half or more of my arrows to miss due to a cone of fire even though I aim correctly. I don't want to be nailed to the ground so that cavalry and I can't duel in the open field like we did just several months ago. I want to be a pure archer and not be forced into being a hybrid that has to drop their bow to avoid being shackled like a slave.

I'm so very tired of players in this mod trying to dictate to others what their playstyle should be and petitioning to change the game mechanics so that they can have their own way. Sooner or later you will have the mod to yourselves because the players getting shat upon will eventually get tired of the taste. Of course, as I said, that is the ultimate goal of the anti-ranged crowd in the first place. GG :idea:

So much bitterness. I doubted it, but maybe you can understand how it feels to have a shield (or not) and still being shot to death helplessly no matter what you do (hiding, charging, forming a shieldwall, screaming, running, calling your mother etc.), 5 rounds in a row together with any number of your teammates.

About this :

Dude melee already oneshots tons of players. What are you talking about?

No. Actually yes if "melee" means 36/3 2h. Otherwise, no. Maybe most melee oneshot you specifically when they actually reach you, but first I can virtually guarantee they spend less time having a fight with another melee than chasing and eventually killing an archer and second, much like you designed your build to be better than other ranged shot for shot (a huge majority of archers do exactly that anyway), many melee design theirs to beat as many opponents as possible in melee. Those guys, they don't go down with one hit.

Kafein the archery you're refering to concerns big battles with lots of archers shooting at lots of people at very long range. It does not concern the skirmish type of battle we have in crpg at all, so stop it. It's not like ppl didn't have archery contests with trick shots and everything all throught history. Some people today are recreating medieval archery and you've seen enought videos of that to know that CRPG archers are a joke compared to real life archers. The draw speed here in particular is bs.

This is true, but open battles would also mean archers getting trashed by cav, instead of hiding behind a rock or a tree.
Title: Re: Fix archer-weight
Post by: Rumblood on January 31, 2013, 05:41:42 am
So much bitterness. I doubted it, but maybe you can understand how it feels to have a shield (or not) and still being shot to death helplessly no matter what you do (hiding, charging, forming a shieldwall, screaming, running, calling your mother etc.), 5 rounds in a row together with any number of your teammates.

While a nice try, it is a fail attempt. My alt has my archer gear.

GrannPappy is now Elite Scimitar + Elite Cavalry Shield + throwing spears. You know what he does best? Dismounts cavalry and (you guessed it) slaughters archers by the pair. Sure three can bring him down, but I would call that fair wouldn't you? So no, I don't understand you.
Title: Re: Fix archer-weight
Post by: Aderyn on February 01, 2013, 11:38:48 am
Grannpappy, we need you to be the spokesman of archerfreedom. :)
Title: Re: Fix archer-weight
Post by: Kafein on February 01, 2013, 01:20:44 pm
GrannPappy is now Elite Scimitar + Elite Cavalry Shield + throwing spears. You know what he does best? Dismounts cavalry and (you guessed it) slaughters archers by the pair. Sure three can bring him down, but I would call that fair wouldn't you? So no, I don't understand you.

Well that is good for you, I don't think the community at large feels a shield transforms a melee char into an archer killer. You do approach the ideal melee (throwing being closer to melee than ranged IMO) unit to oppose against archers when you add a lot of mobility, but I would rather see shields countering range with the same efficiency range counters shieldless melee.
Title: Re: Fix archer-weight
Post by: Macropus on February 01, 2013, 02:18:40 pm
Shield makes me able to walk in close range with 3 to 5 enemy archers, making them scatter and not allowing them to shoot properly for some time. If the one I'm chasing tries to kite me - he dies due to increased arrow weight. If he continues to run, we both appear to be out of fighting and either my or his team kills the rest and finished me or him.
You know, I don't mind archers being strictly supportive class. What I don't like is the way dev's made them supportive - by reducing their speed. I'd rather have decreased damage than decreased speed as an archer.

Title: Re: Fix archer-weight
Post by: Kafein on February 01, 2013, 02:59:04 pm
I'd like to add "particularly in greater numbers" to my previous post. Archers and xbowmen sticking together on a hill become a machinegun. Mass melee does not transform into a combine harvester.
Title: Re: Fix archer-weight
Post by: Adamar on February 01, 2013, 04:01:19 pm
Well that is good for you, I don't think the community at large feels a shield transforms a melee char into an archer killer. You do approach the ideal melee (throwing being closer to melee than ranged IMO) unit to oppose against archers when you add a lot of mobility, but I would rather see shields countering range with the same efficiency range counters shieldless melee.

Not possible, since shields dont deal damage. And the advantage of a shield goes beyond blocking arrows, so it's ballanced. I's not the dev's or archer's fault that most meleers want to play pure shieldless characters, but you guys keep getting rewarded for that, instead of paying the price, like people IRL did.

The 2handed crowd has just become too greedy and spoiled in my opinion, always demanding that whatever weakness their build is supposed to have dont be so steep as to actually kill them.


This is true, but open battles would also mean archers getting trashed by cav, instead of hiding behind a rock or a tree.

That's where infantry comes to play, getting archers off their confort zone. Just raise your shield and... oh wait, my bad.
Title: Re: Fix archer-weight
Post by: Joseph Porta on February 01, 2013, 04:03:00 pm
I'd like to add "particularly in greater numbers" to my previous post. Archers and xbowmen sticking together on a hill become a machinegun. Mass melee does not transform into a combine harvester.
i like how you put that into words.  :lol:
Title: Re: Fix archer-weight
Post by: Rumblood on February 01, 2013, 06:07:05 pm
I'd like to add "particularly in greater numbers" to my previous post. Archers and xbowmen sticking together on a hill become a machinegun. Mass melee does not transform into a combine harvester.

Who is bitter now? I've seen a group of shielders + shieldless behind them take a group of archers/xbows many many times.

So what are you after now? Anytime more than 3 ranged are within 20 feet of each other they begin losing health until they separate or die? Limit class numbers on the server? "Server message: There are already too many my old friendchers spawned in, remove your bow or xbow from equipment list or wait until next round."

5 archers grouped together can't even come close to 5 cavalry raping and pillaging through them. A horse or two may go down, but in the end 5 archers are dead and 5 cavalry are alive with half of them still riding and the the others whistling for a new mount.

I would hope that "beta tester" means "checks for bugs", but it is increasingly clear from the game changes that it means "lobbyist in chief" with an inordinate influence on the developers decisions.
Title: Re: Fix archer-weight
Post by: Leshma on February 01, 2013, 06:17:48 pm
You have no idea how many archers/ranged play on EU1 these last weeks. I've been on NA1 a week ago at prime time and there was no archers compared to EU servers.
Title: Re: Fix archer-weight
Post by: Joseph Porta on February 01, 2013, 06:19:31 pm
Not to mentiod we have some véry dedicated and skilled archers.n :|
Title: Re: Fix archer-weight
Post by: Adamar on February 01, 2013, 07:47:01 pm
You have no idea how many archers/ranged play on EU1 these last weeks. I've been on NA1 a week ago at prime time and there was no archers compared to EU servers.

3 out of 48 this morning.

edit: 7 out of 69 just now, 6 of which where in the same team.
Title: Re: Fix archer-weight
Post by: Rumblood on February 01, 2013, 09:27:49 pm
3 out of 48 this morning.

edit: 7 out of 69 just now, 6 of which where in the same team.

About the ratio I saw when I went over there as well. Methinks the "archer plague" on EU is greatly exaggerated.
Title: Re: Fix archer-weight
Post by: San on February 01, 2013, 11:52:03 pm
I suggested speeding up agi shielders instead in the past but I guess it was more reasonable to make arrows weigh a few tons *shrug*..

http://forum.meleegaming.com/suggestions-corner/shield-requirement-overhaul/msg643947/
Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 02, 2013, 12:21:07 am
I suggested speeding up agi shielders instead in the past but I guess it was more reasonable to make arrows weigh a few tons *shrug*..

http://forum.meleegaming.com/suggestions-corner/shield-requirement-overhaul/msg643947/

Archers shouldn't be able to kite agi characters that don't have a shield either.
Title: Re: Fix archer-weight
Post by: Rumblood on February 02, 2013, 01:37:39 am
Archers shouldn't be able to kite agi characters that don't have a shield either.

Agi characters without a shield don't have a piece of equipment that can have movement penalty removed.  :idea:
Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 02, 2013, 06:34:33 am
Agi characters without a shield don't have a piece of equipment that can have movement penalty removed.  :idea:

If I have 9 ath and am wearing rags, archers shouldn't be leaving me in the dust that I know have less ath.
Title: Re: Fix archer-weight
Post by: Macropus on February 02, 2013, 09:34:55 am
Archers shouldn't be able to kite agi characters that don't have a shield either.
:o
They never could. 
Title: Re: Fix archer-weight
Post by: Rumblood on February 02, 2013, 09:41:08 am
If I have 9 ath and am wearing rags, archers shouldn't be leaving me in the dust that I know have less ath.

Because archers have magic fairy dust that make them fly?

The fuck are you talking about? The code that says If Archer then make faster than Oprah?
Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 03, 2013, 01:39:41 am
Because archers have magic fairy dust that make them fly?

The fuck are you talking about? The code that says If Archer then make faster than Oprah?

Maybe the code that doesn't reduce their athletics by weapon length, despite the rus/longbow being as long as them?
Title: Re: Fix archer-weight
Post by: Adamar on February 03, 2013, 10:43:57 am
So having a slow-draw bow means you should move slower? Nice ballance there.
Title: Re: Fix archer-weight
Post by: Kafein on February 03, 2013, 01:00:13 pm
So having a slow-draw bow means you should move slower? Nice ballance there.

People with pikes in their hands move significantly slower than with say a short 2h of the same weight.

Who is bitter now? I've seen a group of shielders + shieldless behind them take a group of archers/xbows many many times.

I remember balanced (read shield and shieldless) melee teams winning against archers at round end when outnumbering said archers 2 for 1. You gotta throw some meat in to protect the rest.

So what are you after now? Anytime more than 3 ranged are within 20 feet of each other they begin losing health until they separate or die? Limit class numbers on the server? "Server message: There are already too many my old friendchers spawned in, remove your bow or xbow from equipment list or wait until next round."

No, I'm only saying there's maybe a problem with ranged camping a hill in battle. I didn't suggest anything to "fix" it.

5 archers grouped together can't even come close to 5 cavalry raping and pillaging through them. A horse or two may go down, but in the end 5 archers are dead and 5 cavalry are alive with half of them still riding and the the others whistling for a new mount.

The moment said 5 cavalry start going up the 30% slope all archers are camping on, all horses and some riders die. Not mentioning trees, rocks, fences, roofs and whatnot. Cavalry cannot choose where the machinegun was deployed.

I would hope that "beta tester" means "checks for bugs", but it is increasingly clear from the game changes that it means "lobbyist in chief" with an inordinate influence on the developers decisions.

I think archery in siege is fine as it is now. I would rather see battlemode tweaked than changing the way archery works. Also, I personally did not had any influence over any of the balance changes made since the beginning of this mod. I suggested many things and pointed at many "problems" (depends on your perspective of course), this doesn't mean I, or anybody being vocal on this forum, had any significant influence. Hell, I never had a direct talk with any of the unbalance team members I know, and with the amount of arguing I do, I doubt they would listen anyway.
Title: Re: Fix archer-weight
Post by: Aderyn on February 04, 2013, 05:12:08 am
If I have 9 ath and am wearing rags, archers shouldn't be leaving me in the dust that I know have less ath.

they never could. If your refering to me it's a simple matter of weight, and you would have less so i don't see your point.

the least amount of weight i would have for example is 9.1

so if you had more athletics than me, and less weight then that concludes the discussion into that your clearly overexaggerating.

----------------------------------

I got a fun forummail today after playing on EU_1 from an angry russian, felt it would fit well in this thread. I feel it represent most of the angry crowd in here.

from Simon_Templar
"Ass long ass you can run away from shielders everything is fine. Runing away from cav is unrealistic. becouse you cant. and you will die then when your melees failt. so it is pretty match balanced."

I just ran around his horse when he was trying to make his destrier spin on the spot. I think he's trying to say that if he's on a horse i should instantly die.
Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 04, 2013, 06:13:32 am
they never could. If your refering to me it's a simple matter of weight, and you would have less so i don't see your point.

the least amount of weight i would have for example is 9.1

so if you had more athletics than me, and less weight then that concludes the discussion into that your clearly overexaggerating.


15/27 padded leather, blue hood, plate mittens, rus cav boots, longsword = 9 ath and .3 more weight then you, and yet you and other archers were able to leave me in the dust. The thing that I don't think you understand is that the LENGTH of a weapon slows you down. So the fact that a bow has no length in this calculation makes you faster then an agi melee build.
Title: Re: Fix archer-weight
Post by: Tears of Destiny on February 04, 2013, 06:25:52 am
Oddly enough my 12/27 shielder builds have always been able to run archers into the ground.  :|
Title: Re: Fix archer-weight
Post by: Aderyn on February 04, 2013, 07:33:05 am
15/27 padded leather, blue hood, plate mittens, rus cav boots, longsword = 9 ath and .3 more weight then you, and yet you and other archers were able to leave me in the dust. The thing that I don't think you understand is that the LENGTH of a weapon slows you down. So the fact that a bow has no length in this calculation makes you faster then an agi melee build.

well, i'm pretty good at spotting the agibuilds since they chase me down and let me tell you that they sure as hell can catch up to me and run the same speed or more. if they decide to run with their weapon out when their sole plan is to chase an archer seems somewhat stupid.

If you wanna add weaponlength ontop of this weightnerf your out of your mind, BUT if your trying to say revert weightnerf and add weaponlength instead i would actually agree with you. Silly the length wasn't accounted for earlier.

Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 04, 2013, 08:01:47 am
well, i'm pretty good at spotting the agibuilds since they chase me down and let me tell you that they sure as hell can catch up to me and run the same speed or more. if they decide to run with their weapon out when their sole plan is to chase an archer seems somewhat stupid.

If you wanna add weaponlength ontop of this weightnerf your out of your mind, BUT if your trying to say revert weightnerf and add weaponlength instead i would actually agree with you. Silly the length wasn't accounted for earlier.

This was a response to San's post that making agi shielders faster would have been a better fix. I wasn't looking for more nerfs.
Title: Re: Fix archer-weight
Post by: Aderyn on February 04, 2013, 10:26:31 am
This was a response to San's post that making agi shielders faster would have been a better fix. I wasn't looking for more nerfs.

gotcha =)

Agishielders are quite fast already tho aren't they? Their main problem is shieldweight as far as my calculations have gone - it's why i wasn't afraid of shielders unless they had 9-11 ath pre-patch. Simply because their shield was heavier than my entire equipment.
Title: Re: Fix archer-weight
Post by: Gurnisson on February 04, 2013, 12:34:02 pm
The kiting nerf was long overdue, it was broken and overpowered, but an increase in missile speed and accuracy would've been a nice buff instead, in my opinion. :)
Title: Re: Fix archer-weight
Post by: Aderyn on February 04, 2013, 12:48:07 pm
The kiting nerf was long overdue, it was broken and overpowered, but an increase in missile speed and accuracy would've been a nice buff instead, in my opinion. :)

Well i disagree about the numbers (shik?) put in, wich was double +2 weight. bodkins used to be 2.5, they are now 7. Arrows 5, now 10. Not to mention bowweights doubled... x.x

Only nerf called for would be weaponlength imo.
Title: Re: Fix archer-weight
Post by: Grumpy_Nic on February 04, 2013, 03:19:03 pm
I also got a message from that weird guy and I have no idea what he is talking about...

"Normally you woud have a pavese shield and a one hand weapon. fuck slot system also. so when you use a Op 2 hand it is own fault by makeing it like this that you cant run away."

Can anybody translate that to something that makes sense? I guess he was mad at me because I ran away as I always do lately? But still I dont quite understand what he means...
Title: Re: Fix archer-weight
Post by: Tibe on February 04, 2013, 05:55:03 pm
Pure 100% archery should be a support, not a able2dealwithallsituations class, like before. I dunno man, archer/melee hybrid right now is sorta cool and really shows some skill(from personal experience).  Kiting lots of meleeguys down at the end of the round doesnt show shit, besides the love for anabuttsex.

Its good to see archers acctually using tactics aswell. Before it was every archer on different hill and shooting not caring about the world, while their meleeteammates were at the other side of the map. Cause they knew the archers can take care of danger easly. Now I see archers trying to be more accurate at their shots, make their moves count and request more meleeassistance. Game became lots more fun and tactical after the archers were slowed. Cant say archery is a weak class like you claim. They are weaker than before yes, but still pretty damn annoying and deadly, but in a reasonable ammount. Im happy with how the things currently are.
Title: Re: Fix archer-weight
Post by: Adamar on February 04, 2013, 08:33:15 pm
Im not, hibrid archery as it is is only justifiable at really high levels.
Pure 100% archery should be a support, not a able2dealwithallsituations class, like before.

It wasn't, that's why people resorted to avoiding phisical contact at all costs.
The solution would have been to make hibrids better, not harder, so that people could fight instead of kite, like in native.
Title: Re: Fix archer-weight
Post by: San on February 04, 2013, 08:56:46 pm
Making agi shielders slightly faster (aka closer to shieldless speeds) help since they already carry light and shorter weapons. They may not be able to chase prenerf archers with no effort, but it would help and is better than the odd weight increases.
Title: Re: Fix archer-weight
Post by: Tibe on February 05, 2013, 01:27:18 am
Im not, hibrid archery as it is is only justifiable at really high levels.
It wasn't, that's why people resorted to avoiding phisical contact at all costs.
The solution would have been to make hibrids better, not harder, so that people could fight instead of kite, like in native.

Naah. I started kicking ass in lvl 25. That is true people avoided physical contact at all costs, but in sorta way that archers really didnt need much outside help from teammates. If you have a 50 player team and only like 10 people can catch the 20 very fast and accurate archers from other team that will most definately kite your shield into pieces or shoot you full of holes, it gets sorta OP(that does happen). Now its still like that, exept the kiting part. Now archers need to work together with infantry to survive. Something was wrong with the old system. Having fun as melee player now and ive had quite a bit of fun as archer aswell.
Title: Re: Fix archer-weight
Post by: Aderyn on February 05, 2013, 01:51:18 am
Naah. I started kicking ass in lvl 25. That is true people avoided physical contact at all costs, but in sorta way that archers really didnt need much outside help from teammates. If you have a 50 player team and only like 10 people can catch the 20 very fast and accurate archers from other team that will most definately kite your shield into pieces or shoot you full of holes, it gets sorta OP(that does happen). Now its still like that, exept the kiting part. Now archers need to work together with infantry to survive. Something was wrong with the old system. Having fun as melee player now and ive had quite a bit of fun as archer aswell.

20 archers on one team and only 10 with high agi/cav?

exaggerate much?
Title: Re: Fix archer-weight
Post by: Adamar on February 05, 2013, 02:01:51 am
Naah. I started kicking ass in lvl 25. That is true people avoided physical contact at all costs, but in sorta way that archers really didnt need much outside help from teammates. If you have a 50 player team and only like 10 people can catch the 20 very fast and accurate archers from other team that will most definately kite your shield into pieces or shoot you full of holes, it gets sorta OP(that does happen). Now its still like that, exept the kiting part. Now archers need to work together with infantry to survive. Something was wrong with the old system. Having fun as melee player now and ive had quite a bit of fun as archer aswell.

No, archers always needed help from teammates, but dedicated meleers generaly dont give a crap about that sort of thing. Getting gaked by cav isn't pretty. And archery itself only starts becoming efficient at lvl 25, the hibrid part takes 9 or 10 more skill points. And you still need to sacrifice your ranged capability(nerf) to dump 7 or 8 points into athletics. The only thing wrong with the old system was the pure-build centred gameplay that drove archers to kite and meleers to give up alternatives like shields and throwing. Now we have that, exept ranged are supposed to fight in melee with a broken build. So things may seem fine to you if you're not an archer.

Im still waiting for a fix, The last one was a funny joke, but lets move on with the game plz.

Title: Re: Fix archer-weight
Post by: Tibe on February 05, 2013, 02:48:52 am
20 archers on one team and only 10 with high agi/cav?

exaggerate much?

Okay. Its was about 15 archers in one team. It happened like almost 1/3 of the rounds in 1 hour yesterday. Happens alot man.....

Why would you dump points into athletics? Theres your problem. I was with ath 4 with a melee/archer hybrid and I did alright. If you slow anyway, whats the point of more athletics. Wouldnt it be wise to be slow but make hits that are stronger. Archers dont really have to fight melee. Mostly those that have no melee, can find a way to avoid it without the kiting. Like i said, current system works just fine. Meleeguys are watching out for their own archers now, archers acctually freaking aim for 2 seconds, instead of running around the map in ultraspeed. This is what I see ingame. Now I see the combat flowing like its fair for all(sorta). The archerclass is weaker, but its not shite. Already the fact that there is still loads of archers ingame kinda proves the point that its still fun. I found it fun. Almost finished a generation while the archer hybrid. Was lvl 29 most of the time. You will be waiting for that fix forever, I assure you.
Title: Re: Fix archer-weight
Post by: Adamar on February 05, 2013, 03:18:21 am
Keep up with the thread. Archers move slow(low athletics+weight) and use and a small(1 slot) weapon, so their enemy who moves faster and uses bigger weapons will have no trouble outreaching them and evading their slow hits(low wpf). That's the problem with such hibrids, they're pointless.
Weighing down archers and making them melee able are 2 incompatible things. So, no the current system isn't fine, it's worse, and people who enjoy the lack of ranged, broken as they are will remain willingfully blind to this.

Okay. Its was about 15 archers in one team. It happened like almost 1/3 of the rounds in 1 hour yesterday. Happens alot man.....

Quit the nonsence plz, we actually play the game.
Title: Re: Fix archer-weight
Post by: Tibe on February 05, 2013, 03:33:25 am
There is no lack of ranged. Thats the point.

And im willing to put that actually play the game thing into question.
Title: Re: Fix archer-weight
Post by: Havoco on February 05, 2013, 04:03:39 am
Ok don't include xbows into this Tiberius. They weren't nerfed by quiver weight.
Title: Re: Fix archer-weight
Post by: Tibe on February 05, 2013, 04:37:53 am
I didnt include xbows into this. But whatever, drive your denialbus. Not my buisness really. Ofcourse you complain, nobody likes that their class get nerfed, its understandable. And 2 be honest I really wasnt one complainin about kiting archers even back when I was 2h. Frankly I didnt care if  kiting exsisted or not. Now that im shielder I care even less. I just stated what I saw ingame. And I saw it was working. Say what you like, but I based my oppinion on what I experienced ingame, mybe you experienced differently.

And frankly the current system isnt really forcing the archers into melee. Those that have wanted to avoid melee have done so from what ive seen. Its just the right amount of weight so that they can run off from a fight, but not enough to do some kiting.
Title: Re: Fix archer-weight
Post by: Grumpy_Nic on February 05, 2013, 07:21:17 am
Ok don't include xbows into this Tiberius. They weren't nerfed by quiver weight.

Bolts weight was increased with the quiver weight.
Title: Re: Fix archer-weight
Post by: Aderyn on February 05, 2013, 12:10:05 pm
I didnt include xbows into this. But whatever, drive your denialbus. Not my buisness really. Ofcourse you complain, nobody likes that their class get nerfed, its understandable. And 2 be honest I really wasnt one complainin about kiting archers even back when I was 2h. Frankly I didnt care if  kiting exsisted or not. Now that im shielder I care even less. I just stated what I saw ingame. And I saw it was working. Say what you like, but I based my oppinion on what I experienced ingame, mybe you experienced differently.

And frankly the current system isnt really forcing the archers into melee. Those that have wanted to avoid melee have done so from what ive seen. Its just the right amount of weight so that they can run off from a fight, but not enough to do some kiting.

I have a COMPLETLY different experience.

When i'm an archer i know what can kill me, and to be frank... it's quite alot. It's all about footwork not to get killed and it takes alot of playing to achieve it. I've played alot of melee aswell and i don't really have a problem with archers there either, as long as you can see the archer and aren't a strbuild (if you are, you can take 6-8 arrows anyways...) you can dodge it with ease. It all comes down to mindgames at that point. Using terrain and teammates to entrap people that try to run away. I don't see the need to FORCE archers into melee when they can't put points into melee or carry melee weapons and arrows/bow due to slot system.

Something worth mentioning is that back when there was no slot system alot more archers had melee weapons (enormous polearms and 2handers) and melee alot more.

Another noteworthy thing that i've noticed is that people usually make the example of running into a whole bunch of archers alot and expect to win or kill them. Especially 2h and polearms that don't have a shield. Like seriously? Would you all alone run into 3 strengthbuilds with shieldbreaking weapons as a shielder?

Also you HAVE to drop your bow and arrows if you want to be good in melee due to footworkpenalty(weight). Might sound nice and dandy for all melee classes but that means you HAVE to win that area back in order to get your bow back. Worst mechanic ever.
Title: Re: Fix archer-weight
Post by: Kafein on February 05, 2013, 12:22:25 pm
Another noteworthy thing that i've noticed is that people usually make the example of running into a whole bunch of archers alot and expect to win or kill them. Especially 2h and polearms that don't have a shield. Like seriously? Would you all alone run into 3 strengthbuilds with shieldbreaking weapons as a shielder?

Actually, yes. And I don't lose that often against the 3 shieldbreakers. Can't say the same about 3 archers, even though shieldbreakers should counter shields better than archers. It is all about scaling. A single shielder cannot kill 3 archers running in different directions. The 3 str melee builds have to stay close and can be harmed by the shielder and their 2 teammates.

Also you HAVE to drop your bow and arrows if you want to be good in melee due to footworkpenalty(weight). Might sound nice and dandy for all melee classes but that means you HAVE to win that area back in order to get your bow back. Worst mechanic ever.

Tell that to 1h/lance cav, or pikemen. Unsheathable weapons and slots is a realistic mechanic that introduces a new element in the game.
Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 05, 2013, 04:33:09 pm
I have a COMPLETLY different experience.

When i'm an archer i know what can kill me, and to be frank... it's quite alot. It's all about footwork not to get killed and it takes alot of playing to achieve it. I've played alot of melee aswell and i don't really have a problem with archers there either, as long as you can see the archer and aren't a strbuild (if you are, you can take 6-8 arrows anyways...) you can dodge it with ease. It all comes down to mindgames at that point. Using terrain and teammates to entrap people that try to run away. I don't see the need to FORCE archers into melee when they can't put points into melee or carry melee weapons and arrows/bow due to slot system.


So your solution to a kiting archer is to kite yourself. So its just a standstill?

Quote
Something worth mentioning is that back when there was no slot system alot more archers had melee weapons (enormous polearms and 2handers) and melee alot more.

If removing the slot system makes archers engage in melee, I am all for getting rid of it.
Title: Re: Fix archer-weight
Post by: CrazyCracka420 on February 05, 2013, 05:02:42 pm
Kiting archers were never a problem for me.  Sometimes I kite as infantry if we have 20 people left and the enemy only has 10, but I'm all by myself near those 10 enemies.

I just always treated them similar to horse archers or horse xbows.  If there's a lot of people left, don't get kited by archers.  Same with if there's only one person alive on the enemy team and they're a horse archer/horse xbow...no reason to charge Rohypnol around the map when it's him versus 10 of you, just hide behind a building or shield and wait for flags to pop up.
Title: Re: Fix archer-weight
Post by: Aderyn on February 05, 2013, 06:03:26 pm
Kiting archers were never a problem for me.  Sometimes I kite as infantry if we have 20 people left and the enemy only has 10, but I'm all by myself near those 10 enemies.

I just always treated them similar to horse archers or horse xbows.  If there's a lot of people left, don't get kited by archers.  Same with if there's only one person alive on the enemy team and they're a horse archer/horse xbow...no reason to charge Rohypnol around the map when it's him versus 10 of you, just hide behind a building or shield and wait for flags to pop up.

this :)
Title: Re: Fix archer-weight
Post by: Joker86 on February 06, 2013, 02:24:07 pm
Basic problem:

In a game where you are expected to kill all enemies, there are two ways to engage: melee and ranged. The problem is, that one of them is way more flexible than the other. Being a ranged player allows you to engage almost every enemy you see, you can pick the easiest targets, and once a target gets aware of you, you can pick another. Except of shielders who are currently blocking towards you, you can attack every enemy you see with a good chance of success, depending on your aming and a little on the awareness and dodging skills of your target. (Though the fact that you can pick the easiest targets means, that your target won't be aware of you most of the time, so won't dodge/block/hide most likely). The fact that you can attack all targets you can see means that you can also protect/support all players that you can see. So the more archers see each other, the more they can protect, and the more they are protected, which means their effectivity grows exponentially with only linearly growing numbers.

Now if you play (unmounted) melee, things are different. You have to close in the distance to your preferred target, to be able to engage it. While doing so, there is constant danger of being shot or backstabbed by cavalry, as you can't choose an advantageous position, because you have to move. Some targets are practically unreachable for infantry, for example all mounted ranged classes, and some time ago also archers had that ability. This means, your targets usually have to more or less agree to get involved into melee by infantry. In other words: it is easy to avoid getting attacked by infantry if you want it that way, at least for the biggest part of the round. This is a difference to ranged, because it's difficult to avoid being shot at if you want to engage in melee (= fight = play the game). Linearly growing numbers of infantry increase their effectivity expontentially as well, but unfortnately it's a decreasing, limited exponential function, limited to a value which is reached at about four or five players. Due to limitations in reach infantry players can only support other players within a few meters radius, and there is an overall limitaton of infantry which can engage one single enemy (in difference to archers where in theory all archers of a team can engage one enemy), which can be extended a bit if some of the infantry players wield long polearms like pikes or 2-directional-halberds. But 4 or 5 is the maximum. And finally, when engaging the target of choice, infantry has to live with the fact that their opponent has influence on every attack they make, as he can block every blow in theory, and can even strike back, increasing the negative effects of failure. So if an archer misses an infantryman, in most cases (except of close distance, ofc) nothing bad happens except of that wasted arrow. But if an infantryman misses his attack or block against an archer in melee, there is a chance the archer can strike back. Of course the chances are shifted heavily by the setup of equipment and character skills the players enter melee with, but there is still a difference in the level of interaction to ranged combat, which is almost entirely one sided.

Most of the things I mentioned here are quite obvious, and I would be surprised if I told something new to anybody here. But it's those relations, effects and counter effects I wanted to point out, so that players don't only recall all aspects of the different fighting styles, but also to make aware of the basic problems we have with the mechanics.

If you look at my explanation, I was always referring to how can somebody attack, and whom, which way, and so on. It was all centered around attacking, as this is the only way to kill somebody, which is the objective in battle mode. So as bottom line we can note: fundamental differences in the way the different fighting styles attack lead to a lot of problems when it comes to making things fair in terms of killing every enemy class and thus fullfilling the objective.

Now instead of a shitload of tweaks and nerfs I keep on suggesting to change the initial cause of the problems: the game mode! If people didn't have to kill each other necessarily to win the round, a lot of problems would simply disappear. If you implement a conquest game mode with conquerable flags on carefully designed positions, things would change drastically. Not only would the problems of infantry be solved, I think even the (in theory) overnerfed classes of cavalry and archers could get buffed again. For example kiting would not be that much of a problem any more, because the archer can feel free to kite to the very edge of the map, the infantry will still take the flag and win. Especially if the map is designed reasonably, and the area around the map contains a corner with good cover. This just as an example.

But unless the developers stop playing deaf towards the conquest suggestion, I fear we have to keep the archers slow and with low lethality, to keep the game at least somewhat balanced in terms of fun for everybody. I don't need to mention that again the community is showing the usual lack of empathy and kindness, and actually even of matters of balancing, but in my opinion we are close to the "best" (= least bad) balance we can have for the round based team deatchmatch that battle is.
Title: Re: Fix archer-weight
Post by: Aderyn on February 06, 2013, 02:48:30 pm
Basic problem:
But unless the developers stop playing deaf towards the conquest suggestion, I fear we have to keep the archers slow and with low lethality, to keep the game at least somewhat balanced in terms of fun for infantry.

fixed it for you. You can thank me later
Title: Re: Fix archer-weight
Post by: Joker86 on February 06, 2013, 02:59:38 pm
fixed it for you. You can thank me later

You show lack of empathy. Because before kiting was possible, which was no fun for infantry at all, only frustration, archer did have their fun. Now we have less fun for archers and more fun for infantry. Which is fair, imho. It's not like you don't have no fun at all, do you? You can still drop infantry and all the other classes as good as before. The only difference is when (or better: that) infantry (and cav) can reach you. They have the right to kill archers as much as archers have the right to kill infantry. And the problem is that the game mode is dictating this objective.

How about archers tend to stick together more, in a rough, loose formation. Every infantry which apporaches one archer can be taken into crossfire by the others. As I wrote, every archer can support every other archer. Take advantage of that ability. Lower mobility is everything but game breaking for archers. Especially not with the current numbers on the servers.
Title: Re: Fix archer-weight
Post by: CrazyCracka420 on February 06, 2013, 04:03:46 pm
Joker your TL;DR post is just stating the obvious (as far as I can tell, stopped reading after the second sentence since I don't think there's any basic problems with the balance between the classes, only player's willingness [or lack thereof] to adapt).

Of course ranged is supposed to be able to hit people from a distance.  That's the point.  And melee is strong up close.  If you get an archer to run (before they made arrows weigh a ton) then they no longer were helping their team, so you have just disabled them.  Why would it make sense for someone wearing heavier armor, having more strength and less agility than someone else, be reasonably expected to catch them if they are running away?

How is chasing someone you won't ever be able to catch (regardless if they're an archer, thrower, melee, or horse archer) ever the person's problem that is running away?  The only time it's their problem is when they are the last one alive.  In any other circumstance you're the moron getting kited. 

You (and a lot of other infantry) are the one's showing lack of empathy towards another class.  I mean my god man, all I've ever played is cavalry lancer/1h/shield and archers have been my bane since day one, but these nerfs are fucking ridiculous and unnecessary.  Instead of infantry having to adapt on the battlefield, they just zerg the forums and bitch and complain until their banes get nerfed.  You know what I do instead of crying on the forums about pikemen or ranged or horse xbows?  I try to change the way I play so that their strengths aren't taking advantage of my weaknesses. 

But apparently the scenario where people keep running into a wall, and crying on the forums about the wall until the dev's remove the wall, is exactly what we're dealing with here.
Title: Re: Fix archer-weight
Post by: Joker86 on February 06, 2013, 04:11:56 pm
Joker your TL;DR post is just stating the obvious (as far as I can tell, stopped reading after the second sentence since I don't think there's any basic problems with the balance between the classes, only player's willingness [or lack thereof] to adapt).

Of course ranged is supposed to be able to hit people from a distance.  That's the point.  And melee is strong up close.  If you get an archer to run (before they made arrows weigh a ton) then they no longer were helping their team, so you have just disabled them. 

How is chasing someone you won't ever be able to catch (regardless if they're an archer, thrower, melee, or horse archer) ever the person's problem that is running away?  The only time it's their problem is when they are the last one alive.  In any other circumstance you're the moron getting kited. 

You (and a lot of other infantry) are the one's showing lack of empathy towards another class.  I mean my god man, all I've ever played is cavalry lancer/1h/shield and archers have been my bane since day one, but these nerfs are fucking ridiculous and unnecessary.  Instead of infantry having to adapt on the battlefield, they just zerg the forums and bitch and complain until their banes get nerfed.  You know what I do instead of crying on the forums about pikemen or ranged or horse xbows?  I try to change the way I play so that their strengths aren't taking advantage of my weaknesses. 

But apparently the scenario where people keep running into a wall, and crying on the forums about the wall until the dev's remove the wall, is exactly what we're dealing with here.

If you are running after a kiting archer, you are disabled as well. Both players are disabled, and no team gets an advantage of it. It just prevents you of playing the game properly, reducing the gameplay on pressing W.

And in MOST cases you DO have to run after archers, as they will otherwise evade towards the flanks and then shot you into the back.

And I don't see the point in "adapt!" as argumentation, as first of all not everything is balanced per se, but your advice can be used on everything. Laserblasters implemented? Adapt! You know what I mean? The argument can even be thrown back at you - you can't kite any more? - Adapt! Stay in groups, use tactics. I mean, if it's valid to request tactics from infantry players to function properly, it would be only fair to request it from the other classes, too. So archers need tactics and teamplay now as well.

By the way I would find it really nice if you read my post nonetheless, because it might contain different things than what you'd expect. And yes, of course, the first two paaragraphs only state the obvious, but on the other hand they don't, because apparently some relations, effects and mechanics are not obvios to everybody, so I tried to give some kind of overview. I thought it might help argumenting.
Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 06, 2013, 04:13:48 pm
@Huesby: You should probably stop comparing it to mounted range, since they changed the way MotF works because of it. By comparing the two, it brings into play an argument that if the last player(s) alive has a bow, that MotF should spawn.
Title: Re: Fix archer-weight
Post by: Aderyn on February 06, 2013, 04:45:34 pm
@Huesby: You should probably stop comparing it to mounted range, since they changed the way MotF works because of it. By comparing the two, it brings into play an argument that if the last player(s) alive has a bow, that MotF should spawn.

i wouldn't mind that - unnerf archer back to before athleticspatchfailure and add that motf shows up instead.
Title: Re: Fix archer-weight
Post by: San on February 06, 2013, 06:02:31 pm

Of course ranged is supposed to be able to hit people from a distance.  That's the point.  And melee is strong up close.  If you get an archer to run (before they made arrows weigh a ton) then they no longer were helping their team, so you have just disabled them.  Why would it make sense for someone wearing heavier armor, having more strength and less agility than someone else, be reasonably expected to catch them if they are running away?

How is chasing someone you won't ever be able to catch (regardless if they're an archer, thrower, melee, or horse archer) ever the person's problem that is running away?  The only time it's their problem is when they are the last one alive.  In any other circumstance you're the moron getting kited. 


Chase kiting archer = you become useless (often times detrimental) to your team. You become instant prey the moment other archers or a cav becomes involved. You also have to run all the way back to wherever melee fights are occurring.

Stop chasing kiting archer = they shoot at your back often times 30+ seconds or until the rest of the round or until they get attacked again.

Solution? Never chase archers(or most ranged). That's what I do, even as a shielder. You get close, make them run a bit, then continue on fighting in melee. That is my "adaptation," as well as going cav so I can chase them. A kiting melee isn't going to do much from running, while kiting ranged is harder to just simply ignore.


MotF is also terrible against ranged, because that means you'll just be pelted by ranged from all sides for 2 minutes until you die.
Title: Re: Fix archer-weight
Post by: Kafein on February 06, 2013, 06:12:57 pm
And I don't see the point in "adapt!" as argumentation, as first of all not everything is balanced per se, but your advice can be used on everything.

Ho my god this so much.
Title: Re: Fix archer-weight
Post by: Adamar on February 07, 2013, 04:38:23 am
People who dont know the classes keep on posting, at least read the thread first.

Making archers move slowly gives an unfair advantage to those who can easely crush them in close range.

Before : inf runs after archer, archer unable to match him in close range is forced to kite - inf pissed for being kited , archer pissed for having to kite.

Now : inf runs after archer, archer can barely hit him due to slow arrows and crappy accuracy, inf kills archer - inf happy, archer frustrated for playing a pointless class.

melee - ranged effectiveness would have to be shifted considerably before such a situation could be considered ballanced.
Title: Re: Fix archer-weight
Post by: Adalwulf on February 07, 2013, 04:41:04 am
Get Good.
Title: Re: Fix archer-weight
Post by: Joker86 on February 07, 2013, 05:05:56 am
People who dont know the classes keep on posting, at least read the thread first.

Making archers move slowly gives an unfair advantage to those who can easely crush them in close range.

Before : inf runs after archer, archer unable to match him in close range is forced to kite - inf pissed for being kited , archer pissed for having to kite.

Now : inf runs after archer, archer can barely hit him due to slow arrows and crappy accuracy, inf kills archer - inf happy, archer frustrated for playing a pointless class.

melee - ranged effectiveness would have to be shifted considerably before such a situation could be considered ballanced.

I think this is where yor argumentation is flawed.

And concerning your suggestion: I agree that the stats are quite a bit too low for bows in the current state. But there is some kind of "external" factor which prevents bows of getting buffed: the amount of archers. Because the more archers you have, the more powerful they become, in difference to the other classes. The low stats are needed to make the ranged spam we have on the servers somewhat bearable. If the amount of archers decreases somehow, I am sure some buffs could be applied again. Which would raise the amount of archers again, so you need to nerf. A vicious circle  :wink:
Title: Re: Fix archer-weight
Post by: Rumblood on February 07, 2013, 05:24:04 am
I think this is where yor argumentation is flawed.
But there is some kind of "external" factor which prevents bows of getting buffed: the amount of archers. Because the more archers you have, the more powerful they become, in difference to the other classes. :

I'm sure you are just forgetting about being chain bumped by cavalry that don't even have to hit you with their weapons to charge you to death. Probably all those horse hooves to the head  :P
Title: Re: Fix archer-weight
Post by: Adalwulf on February 07, 2013, 05:25:11 am
I think this is where yor argumentation is flawed.

And concerning your suggestion: I agree that the stats are quite a bit too low for bows in the current state. But there is some kind of "external" factor which prevents bows of getting buffed: the amount of archers. Because the more archers you have, the more powerful they become, in difference to the other classes. The low stats are needed to make the ranged spam we have on the servers somewhat bearable. If the amount of archers decreases somehow, I am sure some buffs could be applied again. Which would raise the amount of archers again, so you need to nerf. A vicious circle  :wink:

I'm fine with archery. These noobs just gotta go 24/15 and get 8ps and 8pd with a 5 wm and boom. I can crush people in melee no problem then countinue to shoot. Stop crying about nerfs and find new playing styles. I'm quite happy with nerfs because it gets rid of the quitter poser archers that just choose archery because it's the "OP" class.
Title: Re: Fix archer-weight
Post by: Joker86 on February 07, 2013, 06:10:22 am
I'm sure you are just forgetting about being chain bumped by cavalry that don't even have to hit you with their weapons to charge you to death. Probably all those horse hooves to the head  :P

Actually not, because if there is more than a certain number or cav, they start to block each other. And blocked cavalry = stationary = easy target/easier to reach on foot = dead.
Title: Re: Fix archer-weight
Post by: Vodner on February 07, 2013, 07:08:56 am
I still think native handled this best (minus the machinegun bows that aren't very fun in public battle): archers have less ath than infantry, but are perfectly capable of defending themselves in melee. They aren't as good as infantry in melee, but they aren't helpless.

Unfortunately with the way armor is currently balanced, an archer with a few points of PS is likely looking at needing to score 5-8 melee to kill his opponent. In native, an archer is perfectly capable of 2 or 3 shotting most people in melee, unless the round limit is set too high and the other guy has completely maxed out armor. This is especially odd when you consider that non-Nord archers don't get any points in PS.
Title: Re: Fix archer-weight
Post by: Penguin on February 07, 2013, 08:23:17 am
Joker's huge wall of nearly incoherent and jumbled text implies that archers are allowed to make more mistakes than infantry, but this couldn't be further from the truth. Archers are the most targeted and vulnerable class in the game, and a single opposing archer can disrupt an entire team of archers. Not to mention cavalry, especially heavy, who make the bulk of their kills in the form of speared archers. Archers generally have less armor, less iron flesh, and less powerstrike, meaning almost any mistake will result in death or near death. Archers have to stand still when they are releasing arrows; so any cavalry can charge an archer, whose only choice is to attempt to make a shot and either get lanced in the face or hit them and get bumped for half their HP

Also, archers can't just "attack all targets", the distance of the enemy, map terrain, and composition of the enemy team all have huge effects on the effectiveness of an archer. Archers are not some kind of godly race with eagle eyes and headshot accuracy.

Lastly, how is missing a shot not detrimental to an archer? He has a limited amount of bolts/arrows, and according to joker, since the archer is so versatile, we're assuming the archer in question is one with a 1 or 2 slot weapon, which makes bolts/arrows even scarcer.
Title: Re: Fix archer-weight
Post by: Tzar on February 07, 2013, 08:52:00 am
Nurf archery more. Best solution, in fact make them forced to carry rubber dildo´s tied to their back.
Title: Re: Fix archer-weight
Post by: Aderyn on February 07, 2013, 09:58:59 am
Normal procedure against cav is the following.

1. move out of the way (usually doesn't work against good cav since your too heavy)
2. downblock with secondary, only works when you've spotted them in time otherwise you instantly die from lance or sword. Usually get bumped for half hp.
3. make "the shot". Hold shot and manage to hit the cavalry player JUST before he kills you. Usually gets you killed tho if you miss or hit his horse without a fatal kill on it. If he doesn't chop you up, your gonna get run over for half hp. Worth pointing out about this is that if you don't hit his head you usually have to do this 2-3 times.

Totally the easiest class to play... or not.
Title: Re: Fix archer-weight
Post by: Jarlek on February 07, 2013, 12:26:05 pm
I'm fine with archery. These noobs just gotta go 24/15 and get 8ps and 8pd with a 5 wm and boom. I can crush people in melee no problem then countinue to shoot. Stop crying about nerfs and find new playing styles. I'm quite happy with nerfs because it gets rid of the quitter poser archers that just choose archery because it's the "OP" class.
I disagree. 18/18 with 6 PS, PD, Athl, WM and 5 IF is probably better for the crap archers. You can even get melee wpf.

There is nothing stopping archers from taking PS and a decent melee weapon. I do it, Adal does it. Fuck, I even run around in armour for the most part.

Archer used to be the easiest class ever when you could just kite to infinity. Glad that it's now more challenging in that you actually have to deal with melee when they get near. Fuck the noobs who only went archer cause it was OP.

Oh, to those that say "you can't use armour as archer", "you HAVE to have 2 quivers as archer", and "hybrid archers are useless":
(click to show/hide)
Title: Re: Fix archer-weight
Post by: Joker86 on February 07, 2013, 02:20:03 pm
Joker's huge wall of nearly incoherent and jumbled text implies that archers are allowed to make more mistakes than infantry, but this couldn't be further from the truth. Archers are the most targeted and vulnerable class in the game, and a single opposing archer can disrupt an entire team of archers.

How that?

Not to mention cavalry, especially heavy, who make the bulk of their kills in the form of speared archers.

Cavalry is as much after archers as it is after infantry. Usually they ride in circles from the centre of the battlefield, where infantry is, to the edges, where archers are, and back and forth and so on. And it's not like that infantry would need less awareness than archers...

Archers generally have less armor, less iron flesh, and less powerstrike, meaning almost any mistake will result in death or near death.

This might be, but the chances for mistakes are lower than for infantry, as everything archers have to deal with, infantry has to deal with at least to the same extend, if not, more.

Archers have to stand still when they are releasing arrows; so any cavalry can charge an archer, whose only choice is to attempt to make a shot and either get lanced in the face or hit them and get bumped for half their HP

What are the infantry's choices? They have to move, so they can't take an advantageous position between rocks or on a hill or in ruins, where they are rather safe from cavalry. Archers can.

Also, archers can't just "attack all targets", the distance of the enemy, map terrain, and composition of the enemy team all have huge effects on the effectiveness of an archer. Archers are not some kind of godly race with eagle eyes and headshot accuracy.

I meant that in theory. But on many maps which are not open plains, my statement is still true. You still get my point that the choice of targets is uncomparably bigger than for infantry.

Lastly, how is missing a shot not detrimental to an archer? He has a limited amount of bolts/arrows, and according to joker, since the archer is so versatile, we're assuming the archer in question is one with a 1 or 2 slot weapon, which makes bolts/arrows even scarcer.

Although I did NOT assume that the archer has a good melee weapon, because I am no friend of the melee-archer-philosophy, I'd like to ask you if you want to compare lost arrows and missing chances to attack somebody/being forced to pick up ammo again to an axe to the face? Infantry can't pick up their hit points from the ground again, if THEY made a mistake with their fighting style.

And there are really many melee-monsters out there in cRPG. I doubt there are many arrow-dodgig-monsters, which dodge arrows that deadly or block them with their shield that lethally, that the archer instantly loses some hit points when he fails...
Title: Re: Fix archer-weight
Post by: Rumblood on February 07, 2013, 05:26:01 pm
Actually not, because if there is more than a certain number or cav, they start to block each other. And blocked cavalry = stationary = easy target/easier to reach on foot = dead.

That only happens in a game with nub cavalry. Veteran cavalry congo line their prey. This mod is far advanced past the point where it has a bunch of nubs. In fact, we wouldn't even be having this nerf archer conversation if it were. You would have a bunch of archers who couldn't hit the broadside of a cataphract if it were standing still. What we have instead is a large number of archers who have played the class for 2 years or more and are very good at what they do and have invested a lot of time into acquiring the equipment to optimize their abilities. So instead of the occasional archer standing out amongst his peers, they ALL stand out because they've been doing it for so long. There are very few new archers and they don't stay archer for long because it is too frustrating for them. It is easier for them to stack armor and IF and get some kills as melee, which thins out the skilled melee pool.
If you had to go up against the top 10 duelers every single map, people would be crying for nerf against melee. But since the pool overall is weak, it seems okay. Archery? You do go up against the top 10 archers every map because that is who is playing the class.  :idea:
Title: Re: Fix archer-weight
Post by: Don_Montega on February 07, 2013, 06:31:06 pm
Reading this topic made me sad.

Too much rage,
still the problem is not the "Op-Class"-omg-Kiting-Archer.
Its solemnly the equipment(skill based composition of teams.

I really enjoy grouping up with other "range-my old friends" and protect
 them with my trusty shield, when my bolt was fired.

But i can hardly stand how a team composed of pure melee people is fun.
Just spoils the tactics and skills if you see them swinging with hell-knows-what WPF.

I can't even react after blocking a blow.
Neither can i outmaneuver most of them
since my equip is so heavy (xbow+bolts+shield, armor just weighs 9 (all items added up),
nor give em a little shielded rump so i can stab an opening.

A full plated knight is quicker as me with athletics 5 and said items!
That good Sirs is wrong!
He strikes swift as hell,
has high survivability,
yet no versatility.

N me as Hybrid having a hard,
but very rewarding time.
You wouldn't understand how satisfying
it is to stab said plated knight in the face
or to shoot the agi-sissy.

The People make the game,
and i think the most are playing a cardboard-cut-out,
your fun 'tis to miss.
But i'll watch and wait,
'till i seal yer fate,
by bolt or sword!

Title: Re: Fix archer-weight
Post by: Penguin on February 07, 2013, 10:14:59 pm
That only happens in a game with nub cavalry. Veteran cavalry congo line their prey. This mod is far advanced past the point where it has a bunch of nubs. In fact, we wouldn't even be having this nerf archer conversation if it were. You would have a bunch of archers who couldn't hit the broadside of a cataphract if it were standing still. What we have instead is a large number of archers who have played the class for 2 years or more and are very good at what they do and have invested a lot of time into acquiring the equipment to optimize their abilities. So instead of the occasional archer standing out amongst his peers, they ALL stand out because they've been doing it for so long. There are very few new archers and they don't stay archer for long because it is too frustrating for them. It is easier for them to stack armor and IF and get some kills as melee, which thins out the skilled melee pool.
If you had to go up against the top 10 duelers every single map, people would be crying for nerf against melee. But since the pool overall is weak, it seems okay. Archery? You do go up against the top 10 archers every map because that is who is playing the class.  :idea:

In the end, because Joker's responses really make no sense to me, the only thing I think is really broken is the team balance. There should not be an 8 - 2 archer balance or 2 - 10 cav balance for that matter. Banner balance is fine, but I believe team balance should be first priority for the best possible games.
Title: Re: Fix archer-weight
Post by: Malaclypse on February 07, 2013, 11:47:58 pm
the only thing I think is really broken is the team balance.
Title: Re: Fix archer-weight
Post by: XyNox on February 08, 2013, 01:41:10 am
It is absolutely fucking unbelievable how often you can read the exact same bullshit thread after thread, day after day.

Can you people after years of playing not just realise already that not archery is the problem but its rather that you simply SUCK DONKEY DICK at the game ? Its really simple as that. How many more years and nerfs does it take to make all the lobbying dumbfucks in here realise that ?
Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 08, 2013, 03:42:01 am
It is absolutely fucking unbelievable how often you can read the exact same bullshit thread after thread, day after day.

Can you people after years of playing not just realise already that not archery is the problem but its rather that you simply SUCK DONKEY DICK at the game ? Its really simple as that. How many more years and nerfs does it take to make all the lobbying dumbfucks in here realise that ?

How is it that after every nerf to archery, archers complain that their class is completely useless and then a week later nothing is said until it is nerfed again?
Title: Re: Fix archer-weight
Post by: XyNox on February 08, 2013, 03:56:50 am
How is it that after every nerf to archery, archers complain that their class is completely useless and then a week later nothing is said until it is nerfed again?

Archery gets nerfed everytime melees cry. And there isnt really a time where melees dont cry. The week of silence in between is probably due to melees laughing their asses of when they realise that stupid devs actually fell for their lobbying again.
Title: Re: Fix archer-weight
Post by: Aderyn on February 08, 2013, 04:37:52 am
How is it that after every nerf to archery, archers complain that their class is completely useless and then a week later nothing is said until it is nerfed again?

we're complaining still aren't we? Not a week ago since it happened.

What XyNox said. If even I as a 120 pinger can dodge arrows and catch up to archers with my pikeman presupernerf. how come 60- pingers can't?
Title: Re: Fix archer-weight
Post by: oprah_winfrey on February 08, 2013, 04:42:44 am
we're complaining still aren't we? Not a week ago since it happened.

What XyNox said. If even I as a 120 pinger can dodge arrows and catch up to archers with my pikeman presupernerf. how come 60- pingers can't?

If you can headshot people across the map with 120 ping, maybe archery is too easy?
Title: Re: Fix archer-weight
Post by: Don_Montega on February 08, 2013, 07:18:45 am
If you can headshot people across the map with 120 ping, maybe archery is too easy?

Allthough i personally hate archers for ruining most of my days
(and loving them for being good targets for me bolts.).

I do have to say, that shooting across the map takes some sort of skill.
You have to calculate movement, speed, distance, your own weapon
and need high wpf to be accurate.

Same tis with melee,
with one exception,
you can spam swings and still do good.

With ranged weapons you cannot,
since your ammo is limited.

Yesterday i looted a Masterworked Arbalest
and Masterworked steel arrows,
hit a "knight" in the upper body.
He didn't drop dead,
i just thoguht "wtf?! in 12 meters,
a shot to the lung, not deadly?!"
Dropped the damn thing and went to bed.

Ranged as it is,
is no real fun, even as hybrid.
Title: Re: Fix archer-weight
Post by: Aderyn on February 08, 2013, 07:18:58 am
If you can headshot people across the map with 120 ping, maybe archery is too easy?

clearly everyone is.
Title: Re: Fix archer-weight
Post by: XyNox on February 08, 2013, 07:43:06 am
If you can headshot people across the map with 120 ping, maybe archery is too easy?

Read his post again, then redecide whether you understood it.
Title: Re: Fix archer-weight
Post by: Tzar on February 08, 2013, 07:51:39 am
It´s really a shame the devs forced archers to have awareness an use teamwork with the inf. :lol:

We get it, you miss being able to kite around like a solo legolass rambo hero....

Im pretty sure if the devs wanted that. They wouldn't have added the extra weight..
Title: Re: Fix archer-weight
Post by: XyNox on February 08, 2013, 08:15:33 am
It´s really a shame the devs forced archers to have awareness an use teamwork with the inf. :lol:

We get it, you miss being able to kite around like a solo legolass rambo hero....

Im pretty sure if the devs wanted that. They wouldn't have added the extra weight..

Is there a chance to see anything non retarded coming from you when its about archery ? Im aware that you dont know how archery works so let me tell you that "awareness an use teamwork" does not work.

Awareness does not magicly let you shoot through shields or give you a speedboost to dodge horses. Nor does it give you magic melee enhancement that lets you fight opponents that get close on a fair level. Also awareness does not drop the armor weight penalty limit or lets us "two shot plate" like some dumbfucks, who cant tell the difference between a bolt and an arrow, still claim. It might also not give us more accuracy.

As for using teamwork with inf, bitch please, like average inf even knows the word teamwork. If they happen to do, their version of "teamwork" is letting the ranged die for the lulz just to immediately rage when the enemy has horse ranged and the own ranged is dead.

Of course you dont know these things Tzar, because all the 1000 times it has been written in here you probably were bussy opening nerf threads. Since you dont seem to be able to cope with ranged and prefere lobbying instead of developing appropriate playstyles why dont you uninstall crpg and go play farmville instead. I bet there are no mean ranged players that force you to use your brain.
Title: Re: Fix archer-weight
Post by: Tzar on February 08, 2013, 08:23:05 am
Is it possible to see a none biased useless piece of shit post from you?

Just saying.......

Anyways, keep the tears flowing.

Title: Re: Fix archer-weight
Post by: XyNox on February 08, 2013, 08:25:20 am
Is it possible to see a none biased useless piece of shit post from you?

Just saying.......

Anyways, keep the tears flowing.

That sounds a bit awkward coming from the king of the lobbyists.
Title: Re: Fix archer-weight
Post by: Tzar on February 08, 2013, 08:31:39 am
That sounds a bit awkward coming from the king of the lobbyists.

Heh..... Well i dont just play with one build for eternity like some of you... Wouldn't call my self a lobbyist. I like some people on this board just point out what's balanced an what is completely retarded.

I've seen so many good arguments why kiting should be removed, an 0 good ones why it should stay.

PS: arguing about balance with you and Rumblood an Aderyn is pointless...  I dunno why joker keeps trying to help your inbreed minds..
Title: Re: Fix archer-weight
Post by: XyNox on February 08, 2013, 08:39:12 am
Heh..... Well i dont just play with one build for eternity like some of you... Wouldn't call my self a lobbyist. I like some people on this board just point out what's balanced an what is completely retarded.

I've seen so many good arguments why kiting should be removed, an 0 good ones why it should stay.

I think everyone understood by now that the complains about the nerf are not because of kiting, guess I was wrong. If you would actually read something before you reply a random gif you would have noticed that nobody in the archer community thinks that kiting should have stayed.

It is about the nerfing of movement speed, damage, accuracy and missilespeed that all occured simultaniously with the last patch while not giving anything in return. In other words, if you would try to shoot me down as an archer on an open field, you would not hit me once before i oneshot your face with a 1h without trying.

And stop acting so innocent about the lobbying will ya.
Title: Re: Fix archer-weight
Post by: Tzar on February 08, 2013, 08:43:51 am
I think everyone understood by now that the complains about the nerf are not because of kiting,
At the moment archery is all about standing still and shooting. If there's a cav you don't have the option to try and dodge it using footwork anymore.

I believe reverting bow/arrow weight back to the way it was will make it fun to play archer again and it will be a nerf to cav somewhat since cav can't just run archers over without even trying.

inb4 2h/piker/cav whine.



Huehuehuehue yeah sure..... its all about nerfing cav right  :?: doh... all you guys want is to be able to kite..
Title: Re: Fix archer-weight
Post by: Rumblood on February 08, 2013, 08:48:08 am
It´s really a shame the devs forced archers to have awareness an use teamwork with the inf. :lol:

We get it, you miss being able to kite around like a solo legolass rambo hero....

Im pretty sure if the devs wanted that. They wouldn't have added the extra weight..

As archers must stand still to fire and be effective, and the infantry has the W wedged down on their keyboard, the onus of "teamwork" as you interpret it is on the infantry. But go ahead and ignore the fact that archers are taking out those cavalry that are trying to backstab your non-aware ass from behind. We are shooting that shielder from the side that is blocking your every attack , allowing you to get in a hit. When you get in over your head surrounded by enemies and are trying your best to run back to your other infantry buddies, we are stunning the lead enemy and keeping them away from your juicy backside. We are interrupting xbows from reloading. We are taking out throwers that are trying to put axes through your skull at close range.
All the while trying to avoid getting ass raped by cavalry or shielders ourselves because you can't be assed to protect us in the same manner that we protect you every single round.

So yeah, let's talk about that teamwork thing shall we?
Title: Re: Fix archer-weight
Post by: XyNox on February 08, 2013, 08:50:47 am
Huehuehuehue  :lol:

Wtf is that now supposed to mean ? After every Tzar post I get the impression that this guy cant understand the english language. Can anyone translate what hes trying to say ? Can he understand and compute written information or is this why he is always posting gifs instead of expressing himself in textform ?
Title: Re: Fix archer-weight
Post by: Adalwulf on February 08, 2013, 11:35:50 am
As archers must stand still to fire and be effective, and the infantry has the W wedged down on their keyboard, the onus of "teamwork" as you interpret it is on the infantry. But go ahead and ignore the fact that archers are taking out those cavalry that are trying to backstab your non-aware ass from behind. We are shooting that shielder from the side that is blocking your every attack , allowing you to get in a hit. When you get in over your head surrounded by enemies and are trying your best to run back to your other infantry buddies, we are stunning the lead enemy and keeping them away from your juicy backside. We are interrupting xbows from reloading. We are taking out throwers that are trying to put axes through your skull at close range.
All the while trying to avoid getting ass raped by cavalry or shielders ourselves because you can't be assed to protect us in the same manner that we protect you every single round.

So yeah, let's talk about that teamwork thing shall we?

This is how I feel each time I play without my clanmates. I support others and they never support me.
Title: Re: Fix archer-weight
Post by: Don_Montega on February 08, 2013, 04:26:45 pm
This is how I feel each time I play without my clanmates. I support others and they never support me.

I, the hybrid Crossbow Shortswordsman, agrees heartily.
But if we would all team up and assist each other it would be like this:

Infantry team Spawns, charges in for the enemy team.
Hybrid + Archer team sends hybrids to block the infantry,
Archers let loose...
Infantry cries.

:) It is wrong to not support friends.

Did some of you purebreed infantry guys even wonder, why the guy with the banhammer in front of you staggers, your
brainsauce still stays in your armored skull and you get the kill?

Because WE care.

But for now farewell,
i don't want to interrupt this "epic" post duel
of Xynox and TZAR.

*sneaks into ambush position*
Title: Re: Fix archer-weight
Post by: Adamar on February 08, 2013, 09:28:07 pm
You can't reason with the unreasonable. I'd just like to know why the devs left things in this state.
Title: Re: Fix archer-weight
Post by: Tzar on February 08, 2013, 09:51:08 pm
I'd just like to know why the devs left things in this state.

For balance sake maybe  :?:

You can't reason with the unreasonable.

Huehuehue the irony....  :lol: