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cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Templar_Steevee on December 11, 2013, 06:04:17 pm

Title: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 06:04:17 pm
Getting all in one from last nerf archery topic i suggest to:

1. Revert patch buffing non loomed archery gear.
2. Decrease amount of arrows per quiver (17 or 16 bodkins on +3 should be ok)
3. Reduce fire ratio for bows while shooting from horseback (devs done it to HX, so i think they can do it for bows)
4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)
5. Lower a bit amount of dmg added by arrows

IMO as an archer after this patch I'll be forced to stop spamming arrows if I would like to keep some for end of the round, and i'll have lower dmg (if i'll use non loomed gear)

Plenty archers are using non loomed bows (i can see it because i'm using hireloom models boss pack), so after patch they will GTX from archery or will start using slower and less acurate, but stronger and more expensive bows. HA will also stop to being a raiding gatling guns.
Title: Re: How to nerf archery, without destroying it.
Post by: Tzar on December 11, 2013, 06:11:18 pm
Hope its not too late, since Eu1 is more or less dead atm...  :lol:

Also they should add some PD requirement for xBaws...

BTW: I honestly dont find archers to be OP, its just the silly amount of em along with the xbaws, that consume the server.

But thumbs up to you, being a pure archer and all, comming up with a none biased opinion.
Title: Re: How to nerf archery, without destroying it.
Post by: Jack1 on December 11, 2013, 06:11:46 pm
Time of horse thrower arises it will. New rebellion put down must we.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 06:16:17 pm
I can't tell anything about x-bows because i don't even have an x-bow alt.
I can agree that they should have some skill needed to use it or have way higher str requirements. Thing that are hitting that shond should be reloaded with bare hands only by someone really strong.
Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 11, 2013, 06:26:42 pm
+1. Less spamming until you hit something, more player skill for aiming shots, unlocking higher damage through playtime (this i'm not so sure on, but for now its better than the current situation)

Xbows require more messing around to fix. Ideally they need build reworks but they should have done that before the respecs. Otherwise, they need something akin to throwers, gear limits based on WPF
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 06:29:29 pm
Gear limit based on WPF is no a good idea IMO because it's easy to get hi WPF atm
Title: Re: How to nerf archery, without destroying it.
Post by: Prpavi on December 11, 2013, 06:31:07 pm
I agree with this changes, also I agree to adding requrimenet like PD to xbows and making Arbalest 6PD like Rus and Long Bows.

Also a major nerf for HA would be making all the bows 2 slot on horseback, combined with smaller quivers I would really be careful which shots I take.
Title: Re: How to nerf archery, without destroying it.
Post by: Senni__Ti on December 11, 2013, 06:32:14 pm
I agree with all but 1, it seemed like a necessary change to me. (I'd like to see a similar thing done to all other loom types, looms are far too game changing)

Title: Re: How to nerf archery, without destroying it.
Post by: Carthan on December 11, 2013, 06:34:34 pm
An EU archer suggesting on nerfing archery?

oh god
the countdown is already zero
END OF DAYS END OF DAYS
Title: Re: How to nerf archery, without destroying it.
Post by: Gurnisson on December 11, 2013, 06:35:07 pm
How to nerf archery, without destroying it.

Remove arrows from the game
Title: Re: How to nerf archery, without destroying it.
Post by: BlueKnight on December 11, 2013, 07:19:59 pm
I agree with this changes, also I agree to adding requrimenet like PD to xbows and making Arbalest 6PD like Rus and Long Bows.

Funny how they could change crossbows requirement while giving the free respec from patch to everyone, I even mentioned it there that I'm surprised to see that nothing has been changed while having this great opportunity of free respec. If they ever change xbow requirements, they will have to give free respec again lul.
Title: Re: How to nerf archery, without destroying it.
Post by: Dezilagel on December 11, 2013, 07:26:03 pm
Due to internet issues I haven't been playing for a while, so I can't really make a valid statement about the current power of archers.

However, if you're going to nerf archers, leave the loom nerf/+0 buff as it is. It used to be silly and plain unfair to new players just how much looms affected ranged.
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 11, 2013, 07:33:49 pm
No, this is not a solution, only a step back. Quit looking at the ranged component of the class, and figure out a way to introduce confining elitism to class mechanics without nerfing.
Title: Re: How to nerf archery, without destroying it.
Post by: BlindGuy on December 11, 2013, 07:58:35 pm
Again, half arrow weight, half arrow count, reduce weights of plate armor, make yumi 2 slots, make rusbow a useful item, make carrying 3 slots of arrows display a massive pink flag over your head at all times that flashes the word bundle of sticks, these are all good ideas.
Title: Re: How to nerf archery, without destroying it.
Post by: _GTX_ on December 11, 2013, 08:56:48 pm
Well its clear that EU_1 is ''dying'', there is usually alot more players on EU_2 when i look. Even EU_7 has constant activity. So if the devs wont listen to the ''QQ'', then the player count on the servers speaks for itself.

I agree with this, so +1 from me.
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 11, 2013, 09:15:37 pm
Well its clear that EU_1 is ''dying'', there is usually alot more players on EU_2 when i look. Even EU_7 has constant activity. So if the devs wont listen to the ''QQ'', then the player count on the servers speaks for itself.

I agree with this, so +1 from me.

So does the ammount of ranged in that player count, which is less than a quarter atm. So obviously, nerf ranged.
Title: Re: How to nerf archery, without destroying it.
Post by: CrazyCracka420 on December 11, 2013, 09:23:37 pm
Whiney bitches gonna whine.

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More at 11.

I think they are some good suggestions, but ultimately unnecessary.  People are always going to bitch about ranged, or horse ranged (both of which are the biggest bane to my class, but I suck it up and deal with it). 
Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 11, 2013, 09:25:17 pm
Not a single downvote...you broke cRPG forum with your balanced suggestion
Title: Re: How to nerf archery, without destroying it.
Post by: Dexxtaa on December 11, 2013, 09:32:49 pm
I also vote that we add a tiny 1x1 pixel hitbox to horse foreheads, so that if they get hit on that tiny spot, the arrow turns directly around and embeds itself in our pony's forehead, thereby making a majestic Carpagian Unicorn.
Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 11, 2013, 09:35:18 pm
Whiney bitches gonna whine.

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More at 11.

I think they are some good suggestions, but ultimately unnecessary.  People are always going to bitch about ranged, or horse ranged (both of which are the biggest bane to my class, but I suck it up and deal with it).

"I'm alright, Jack" again

Being on a horse puts you in a way better position to deal with HA's than on foot
Title: Re: How to nerf archery, without destroying it.
Post by: CrazyCracka420 on December 11, 2013, 09:50:36 pm
"I'm alright, Jack" again

Being on a horse puts you in a way better position to deal with HA's than on foot

I play way more on my 2h/thrower alt.  Basically only play my main in strat battles.  I clearly just have thicker skin than you, don't blame other people for my problems, and am willing to try to adapt (or use teamwork) to overcome obstacles.  And if I get shot up by an archer or horse archer, I shrug my shoulders and try to do something different next round. 

I enjoy the challenge of different classes, playstyles, and groups of enemies. 
Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 11, 2013, 09:54:53 pm
Ranged and cav player then

If you have nothing constructive to add besides "i'ma complain about complainers", "QQ MOAR" "deal with it" then get your shit poster tag back please
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 09:55:34 pm
Not a single downvote...you broke cRPG forum with your balanced suggestion

Don't worry, En_Dotter downwoted me  :wink:
Title: Re: How to nerf archery, without destroying it.
Post by: CrazyCracka420 on December 11, 2013, 09:57:00 pm
Ranged and cav player then

If you have nothing constructive to add besides "i'ma complain about complainers", "QQ MOAR" "deal with it" then get your shit poster tag back please

I am being constructive.  I'm suggesting people learn to adapt, and not  blame others for their problems.  Find a way to overcome the obstacle without crying that it exists in the first place.  Mind you it's the same people (over the past 2+ years) who always cry that something is too powerful, and it's usually in regards to ranged or horse ranged. I'm also suggesting that developers and players don't listen to the same whiney bitches to decide what's happening in game.   

I normally don't even take throwing weapons on my 2h, and when I do, I'm certainly not "ranged" (I'm lucky if the accuracy of the war darts I take allow me to hit someone 10 feet away).  I'm definitely "infantry" on my 2h alt.

Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 11, 2013, 10:06:38 pm
Adapting on EU1 often means to play ranged. This is why we have like less that 40 guys at prime time.

People play M&B for its phenomenal melee pvp combat so the game should play to the engine's strengths.

Anyway people who vote yes are looking at a compromise in the first place. Longbow/Rusbow will stay the same but with a bit less damage from arrows.
Title: Re: How to nerf archery, without destroying it.
Post by: San on December 11, 2013, 10:07:57 pm
All of the OP's suggestions sounds reasonable to me, but may have to be adjusted if multiple/all of them are ever used.

If there is an internal balance problem with bows(and other ranged), I think that should be fixed. Xbows and throwers annoy me more. I think shield should be better against ranged and buff shield skill somehow so that it can be hybridized by 2h and polearm a bit better. All melee classes can use shields, so I don't think anything would get that unbalanced. I played a few months as 1h no shield and was almost better against ranged when sneaking around unless I was targeted with no cover compared to when I'm a shielder.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 11, 2013, 10:10:27 pm
Nerf all archers except me, please

fixed.  My opinion is that ALL missile speeds should be decreased, and accuracy increased to compensate. Accuracy already increased with the latest patch, so the part about missile speeds will come any day now. This is a fair change, because both firing an arrow and seeing it go somewhere you did not aim and dodging a projectile but still being hit because it goes so fast are generally bad things that add nothing to the game.

I am being constructive.  I'm suggesting people learn to adapt, and not  blame others for their problems.  Find a way to overcome the obstacle without crying that it exists in the first place.  Mind you it's the same people (over the past 2+ years) who always cry that something is too powerful, and it's usually in regards to ranged or horse ranged. I'm also suggesting that developers and players don't listen to the same whiney bitches to decide what's happening in game.   

I normally don't even take throwing weapons on my 2h, and when I do, I'm certainly not "ranged" (I'm lucky if the accuracy of the war darts I take allow me to hit someone 10 feet away).  I'm definitely "infantry" on my 2h alt.

Because finding mildly imaginative ways to say "shut up" to anybody that doesn't hold the same opinion as you is "being constructive".
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 11, 2013, 10:13:45 pm
Nice suggestion... Maybe remove bows and add ranged 2h weapons?
Title: Re: How to nerf archery, without destroying it.
Post by: karasu on December 11, 2013, 10:18:08 pm
Getting all in one from last nerf archery topic i suggest to:

1. Revert patch buffing non loomed archery gear. This measure was made to make things "fair", but in a "overplayed" class the term fair ceases to exist to avoid the chaos we're dwelling with in-game

2. Decrease amount of arrows per quiver (17 or 16 bodkins on +3 should be ok).  When I heard this change was going to be put in, I got the shivers. It's a ridiculous buff to Horse Archery, and foot archery as-well. As an archer you should make every arrow count, and not spam because you have X arrows till the round ends. If you're out of arrows, pick up some, and make them count.

3. Reduce fire ratio for bows while shooting from horseback (devs done it to HX, so i think they can do it for bows) Gods yes...

4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed) This always got on my nerves, no one wants to use 2 slots bows, when a horn bow can be way more devastating, viable, and fast while being able to carry a proper melee weapon. (ratio wise). It's a must.

5. Lower a bit amount of dmg added by arrows Tweaking the damage yet again on specific body part hitboxes is still needed. Surviving an arrow to the face makes no sense, while 2 arrows on the arm(etc) are deadly (balance wise isn't a good thing).

IMO as an archer after this patch I'll be forced to stop spamming arrows if I would like to keep some for end of the round, and i'll have lower dmg (if i'll use non loomed gear)

Plenty archers are using non loomed bows (i can see it because i'm using hireloom models boss pack), so after patch they will GTX from archery or will start using slower and less acurate, but stronger and more expensive bows. HA will also stop to being a raiding gatling guns.

   Having played as an archer for several patches, generations and I still play with my alt archer often, I can only say this man knows what he's talking about. I've added my own thoughts in red on the quoting above.
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on December 11, 2013, 10:31:41 pm
Nice suggestion... Maybe remove bows and add ranged 2h weapons?
nice offtopic
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 10:35:58 pm
Nice suggestion... Maybe remove bows and add ranged 2h weapons?

En-dotter, I know that suggestions will hit the most bows up to 4 PD. That also means that wyour beloved bow will also havea na nerf.
Only thing wich you will have to learn again is aiming with a bit slower missile speed, dmg nerf will be noticed by all archers, but that will be tiny (1 or 2 dmg in my opinion) nerf.

It looks like you want to have a laser blaster made of cheap tatar or nomad bow. Your bow will stay still freaking fast and accurate, only missile aseed will decrease, nothing more.

ATM even short bow have higher missile speed than Long Bow... ubershit...

Kafein

You are talking about Increasing accuracy, but atm 3 and less PD bows are like sniper rifles combined with semi-automatic  guns. with tatar bow i have a pin-point accuracy.

Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 11, 2013, 10:39:50 pm
Kafein

You are talking about Increasing accuracy, but atm 3 and less PD bows are like sniper rifles combined with semi-automatic  guns. with tatar bow i have a pin-point accuracy.

Well, maybe the bigger bows should be made more interesting than the smaller ones then (I think you agree)
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 11, 2013, 10:40:28 pm
Even I played as an archer once. One gen decided not to retire at lvl 31 but to keep leveling. Had level 33 archer. Of course, I used Longbow or Rusbow. Those tiny bows just look silly and shouldn't be dangerous for anyone wearing some armor.
Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 11, 2013, 10:40:54 pm
Good accuracy is OK as long as the shot is difficult to land. Killing a good player should take the same skill from a ranged as it does in melee. This is the biggest problem we have. The depth of melee combat is so deep compared to ranged pointing and clicking

All of these changes we can make are still band aids. The main issue is that melee combat had 90% of the development time from Taleworlds. Ranged is like it is tacked on as an afterthought
Title: Re: How to nerf archery, without destroying it.
Post by: Zlisch_The_Butcher on December 11, 2013, 10:43:51 pm
The loom thing should not go, if damage should be nerfed I'd like to see it a global 2 damage nerf to all throwing/bows and then a 15 damage nerf to all xbows. Just because you nerded out grinding for 400 hours doesn't mean you sholud get benefits.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 10:53:43 pm
The loom thing should not go, if damage should be nerfed I'd like to see it a global 2 damage nerf to all throwing/bows and then a 15 damage nerf to all xbows. Just because you nerded out grinding for 400 hours doesn't mean you sholud get benefits.
You should read more carefully. I'm talking about Archery only.
Global nerf for dmf will come from nerfing arrows dmg. Max dmg you can get on bows will be same as we have now on non loomed items (because looming bows is only changing accuracy and speed atm). Reverting byff patch for non loomed bows will hit only guys who is playing this class because "it's so OP, i can fight it back, i'll use it to" and they have non loomed equip.
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 11, 2013, 10:57:33 pm
En-dotter, I know that suggestions will hit the most bows up to 4 PD. That also means that wyour beloved bow will also havea na nerf.
Only thing wich you will have to learn again is aiming with a bit slower missile speed, dmg nerf will be noticed by all archers, but that will be tiny (1 or 2 dmg in my opinion) nerf.

It looks like you want to have a laser blaster made of cheap tatar or nomad bow. Your bow will stay still freaking fast and accurate, only missile aseed will decrease, nothing more.

ATM even short bow have higher missile speed than Long Bow... ubershit...

Kafein

You are talking about Increasing accuracy, but atm 3 and less PD bows are like sniper rifles combined with semi-automatic  guns. with tatar bow i have a pin-point accuracy.

Seems that you dont pay attention to the bow(s) i use. I use tatar bow, horn bow and long bow. All for different situations. This isnt about my "fav" bow and i think i shoot as badly with nomad/tatar as i do with long, so i dont need to "adjust" to the nerf adjustment u are proposing. Maybe cus i use different bows i dont know... Anyway im sick and tired of "nerf archer" threads and constant whining of 2h heroes and archers-wanna-suck-up-to-2h-heroes. Before nerfing ranged (for the nth time) maybe nerf all stabs. Maybe resolve wse 2.0 issues, maybe suggest something useful for this game, like fixing things that are really broken and stop bitching about stuff that kills u.
And yea, you are the long bow user, and at this point as every child would say: "Well, you know... i was like... he had a long bow and like, he like cant do shit to like me... and i like used like nomad like bow and like i like killed him so easy like and he rage quit. Then he like, went to the forum and like he said like NERF NOMAD BOW CUS LIKE THEY KILL ME AND IM SAD". Srsly man get a grip...
Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 11, 2013, 11:01:05 pm
You shouldn't get a free pass based on the class you choose. Ranged is not PVP most of the time, so it should be balanced according to the difficulty involved in top melee vs melee play.

Why should you kill a good player just because you pointed and clicked on him, or slightly infront of him? Its rock/paper/scissors and doesn't belong in this type of pvp game

Increase the skill and difficulty of ranged play to coincide will melee vs melee, thats all I ask
Title: Re: How to nerf archery, without destroying it.
Post by: Zlisch_The_Butcher on December 11, 2013, 11:03:50 pm
You should read more carefully. I'm talking about Archery only.
Global nerf for dmf will come from nerfing arrows dmg. Max dmg you can get on bows will be same as we have now on non loomed items (because looming bows is only changing accuracy and speed atm). Reverting byff patch for non loomed bows will hit only guys who is playing this class because "it's so OP, i can fight it back, i'll use it to" and they have non loomed equip.
I don't believe nerfing archers without nerfing xbowies and maybe throwers is a good idea, I'm well aware of all that, I don't believe it's fair that just because they don't have looms archery should be way less playable for them than for standard players, I'd rather just see an all around slight damage nerf.
Title: Re: How to nerf archery, without destroying it.
Post by: Dolphin on December 11, 2013, 11:06:12 pm
Seems that you dont pay attention to the bow(s) i use. I use tatar bow, horn bow and long bow. All for different situations. This isnt about my "fav" bow and i think i shoot as badly with nomad/tatar as i do with long, so i dont need to "adjust" to the nerf adjustment u are proposing. Maybe cus i use different bows i dont know... Anyway im sick and tired of "nerf archer" threads and constant whining of 2h heroes and archers-wanna-suck-up-to-2h-heroes. Before nerfing ranged (for the nth time) maybe nerf all stabs. Maybe resolve wse 2.0 issues, maybe suggest something useful for this game, like fixing things that are really broken and stop bitching about stuff that kills u.
And yea, you are the long bow user, and at this point as every child would say: "Well, you know... i was like... he had a long bow and like, he like cant do shit to like me... and i like used like nomad like bow and like i like killed him so easy like and he rage quit. Then he like, went to the forum and like he said like NERF NOMAD BOW CUS LIKE THEY KILL ME AND IM SAD". Srsly man get a grip...

Calm down and write in a contructive manner, steevee havent insulted you.
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 11, 2013, 11:06:34 pm
Also one more thing about speed differences between "small" bows and "big" bows. It has been mentioned when the patch was implemented and it was discussed afterwards. Big bows used heavier arrows and small bows used light arrows. Big arrows - heavy - heavy means slower and more damage. Small arrows mean light - light arrows mean more speed and less damage. Its up to you to choose speed or damage (like bastard sword vs great maul).

EDIT:

Quote
Calm down and write in a contructive manner, steevee havent insulted you.
Yes he did. This entire thread he made is an insult to me and i cant calm down. But tnx for your concern.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 11, 2013, 11:08:52 pm
Also one more thing about speed differences between "small" bows and "big" bows. It has been mentioned when the patch was implemented and it was discussed afterwards. Big bows used heavier arrows and small bows used light arrows. Big arrows - heavy - heavy means slower and more damage. Small arrows mean light - light arrows mean more speed and less damage. Its up to you to choose speed or damage (like bastard sword vs great maul).

A realism argument in a balance thread

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Title: Re: How to nerf archery, without destroying it.
Post by: Strudog on December 11, 2013, 11:10:13 pm
Also one more thing about speed differences between "small" bows and "big" bows. It has been mentioned when the patch was implemented and it was discussed afterwards. Big bows used heavier arrows and small bows used light arrows. Big arrows - heavy - heavy means slower and more damage. Small arrows mean light - light arrows mean more speed and less damage. Its up to you to choose speed or damage (like bastard sword vs great maul).

EDIT:
Yes he did. This entire thread he made is an insult to me and i cant calm down. But tnx for your concern.
But don't you use bodkins with your Horn bow?

Archer numbers were fine before the free respec and wpf change, and now its just ranged galore, great suggestions stevee, these are the people we need balancing the game, not those that dont play it. I used to crave playing this game if i didnt play it for a while, now i couldn't give two flying fucks whether i don't play it for weeks on end.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 11:15:28 pm
Seems that you dont pay attention to the bow(s) i use. I use tatar bow, horn bow and long bow. All for different situations. This isnt about my "fav" bow and i think i shoot as badly with nomad/tatar as i do with long, so i dont need to "adjust" to the nerf adjustment u are proposing. Maybe cus i use different bows i dont know... Anyway im sick and tired of "nerf archer" threads and constant whining of 2h heroes and archers-wanna-suck-up-to-2h-heroes. Before nerfing ranged (for the nth time) maybe nerf all stabs. Maybe resolve wse 2.0 issues, maybe suggest something useful for this game, like fixing things that are really broken and stop bitching about stuff that kills u.
And yea, you are the long bow user, and at this point as every child would say: "Well, you know... i was like... he had a long bow and like, he like cant do shit to like me... and i like used like nomad like bow and like i like killed him so easy like and he rage quit. Then he like, went to the forum and like he said like NERF NOMAD BOW CUS LIKE THEY KILL ME AND IM SAD". Srsly man get a grip...

trust me, i have no problem to shoot back and kill guys using pew pew bows i learned it. For me bigger problem are guys with x-bows. I want to change only one thing in low tier bows: missile speed, nothing else. It should be logic relation Stronger bow-> Higher dmg-> Higher missile speed. It's comming from fundamental phisics laws.
Title: Re: How to nerf archery, without destroying it.
Post by: XyNox on December 11, 2013, 11:15:54 pm
Getting all in one from last nerf archery topic i suggest to:

1. Revert patch buffing non loomed archery gear.
2. Decrease amount of arrows per quiver (17 or 16 bodkins on +3 should be ok)
3. Reduce fire ratio for bows while shooting from horseback (devs done it to HX, so i think they can do it for bows)
4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)
5. Lower a bit amount of dmg added by arrows

IMO as an archer after this patch I'll be forced to stop spamming arrows if I would like to keep some for end of the round, and i'll have lower dmg (if i'll use non loomed gear)

Plenty archers are using non loomed bows (i can see it because i'm using hireloom models boss pack), so after patch they will GTX from archery or will start using slower and less acurate, but stronger and more expensive bows. HA will also stop to being a raiding gatling guns.

As a high lvl, fully loomed pure archer you could survive those changes just fine I guess. An archer hybrid though, who already takes only 1 quiver and is bound to low tier bows will be completely destroyed. I tried going 4 PD after the respec and am using my bow primarily for sniping enemy ranged and agi runners, hence carrying one quiver of tatars ( because with 2 there is no footwork for melee fights, even though I would have the spare slot ). Shooting armored inf with 4 PD is just a waste ammo in most cases.

So what would happen ? Most hybrids would probably go pure longbow bodkin archer, even more ranged damage, even more "Steevee's", even more QQ. I sure would go back to pure longbow archer. I understand your intentions Steevee but nerfing a class to make it less desirable to play to reduce their numbers is just poor game design. Neither I think that the ranged situation we have right now is good but I am sure there are enough ways to reduce numbers without actually having to mess with any stats.
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 11, 2013, 11:30:33 pm
A realism argument in a balance thread
Which i didnt make, but cmp or chadz or someone else who explained why they did what they did. I just "quoted it". I dont have time to actually do a proper quote but its up to you to believe me or not and to check it out or not.

trust me, i have no problem to shoot back and kill guys using pew pew bows i learned it. For me bigger problem are guys with x-bows. I want to change only one thing in low tier bows: missile speed, nothing else. It should be logic relation Stronger bow-> Higher dmg-> Higher missile speed. It's comming from fundamental phisics laws.

Speed and penetration have nothing to do with each other. Penetration depends on pressure. Pressure depends on force and surface. Force depends on change of impulse which is equal mΔV/Δt. The greater the mass and the shorter the Δt the speed hasnt got much influence. Why? Lets say Δt is equal in both shooting from long bow and nomad bow so we can have easier calculation. MW Nomad bow would have ΔV of 50 and long bow would have ΔV of 42 (since it goes from max speed to 0). The ratio is 50:42=1:1.19. So if the arrow mass is 50% higher on long bow then you would have 50*m for nomad bow and 42*1.5m for long bow and that is 63*m for long bow. Meaning long bow with 16% less speed than nomad bow has 26% more penetration.

Edit: i used speeds given in the game. And i forgot to say that nomad bow deals 23 dmg and long bow 33. That is ~43% more penetration or whatever you wanna call it. Common physics and game physics are not to be argued with one another...

Edit 2: nerfed long bow damage from 43 to 33
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 11, 2013, 11:41:09 pm
Which i didnt make, but cmp or chadz or someone else who explained why they did what they did. I just "quoted it". I dont have time to actually do a proper quote but its up to you to believe me or not and to check it out or not.

Speed and penetration have nothing to do with each other. Penetration depends on pressure. Pressure depends on force and surface. Force depends on change of impulse which is equal mΔV/Δt. The greater the mass and the shorter the Δt the speed hasnt got much influence. Why? Lets say Δt is equal in both shooting from long bow and nomad bow so we can have easier calculation. MW Nomad bow would have ΔV of 50 and long bow would have ΔV of 42 (since it goes from max speed to 0). The ratio is 50:42=1:1.19. So if the arrow mass is 50% higher on long bow then you would have 50*m for nomad bow and 42*1.5m for long bow and that is 63*m for long bow. Meaning long bow with 16% less speed than nomad bow has 26% more penetration.

They made that change with the intent of reducing the hegemony of heavy bows back then, then added a realism paint on it. It was not the argument, but the convenient afterthought that it could be justified that smaller bows would shoot faster arrows.

As a high lvl, fully loomed pure archer you could survive those changes just fine I guess. An archer hybrid though, who already takes only 1 quiver and is bound to low tier bows will be completely destroyed. I tried going 4 PD after the respec and am using my bow primarily for sniping enemy ranged and agi runners, hence carrying one quiver of tatars ( because with 2 there is no footwork for melee fights, even though I would have the spare slot ). Shooting armored inf with 4 PD is just a waste ammo in most cases.

So what would happen ? Most hybrids would probably go pure longbow bodkin archer, even more ranged damage, even more "Steevee's", even more QQ. I sure would go back to pure longbow archer. I understand your intentions Steevee but nerfing a class to make it less desirable to play to reduce their numbers is just poor game design. Neither I think that the ranged situation we have right now is good but I am sure there are enough ways to reduce numbers without actually having to mess with any stats.

My opinions is that changes made to archery shouldn't directly push people out of the class. I'd rather see changes that let the game actually work and be fun for everybody even under conditions where there are many archers. Or, a change that would cause large archer populations to push the population towards another class instead of just more archers. That class should be able to deal with archers more effectively than archers deal with themselves.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 11:46:00 pm
XyNox, only thing wich will hit archer hybrids will be amount of arrows in quiver, but still 17 bodkins is enought IMO. In c-rpg there were a really long time with this amount of arrows in quiver, and hybrids like Tenne were doing really good.

En_Dotter, pls ceep calm, I never wants to insult anyone, but if you take too personally, better have a drink ;)
About this strong & slow, weak & fast missile speed have nothing to do here. I just don't get why ppl put missile speed instead od speed rating on bow

I'll use your example: pew-pew bow= Bastard sword, Long Bow=Long Maul
so:
Bastard sword have high speed rating and low dmg = High speed rating on f.ex. Tatar bow
Long Maul have low speed rating and high dmg = Long Bow small speed rating and high dmg

Hmmmm... it looks as it should be. Missile speed is in normal conditions determined by bows power: higher power transferred to an arrow -> higher missile speed
Talking that small bows are compound and shooting with lighter arrows is bullshit.

Lets look at some bows:
Short Bow, Bow and Long bow are bows made of one piece of wood. Weakest one have same missile speed as medium one, and both of them have higher missile speed than Long Bow.

Nomad, Tatar Horn and Rus bow are composite bows, and still strongest one have lowest missile speed.

Best thing is that weakest bow made of solid wood have higher missile speed than strongest Compound bow - Rus Bow.

And when i look at arrows, all af them have same or comparable weight.

All i can see here are numbers that are not fixing to each other and put in ruins your theories.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 11:48:22 pm
long bow 43 dmg
omg i didn't know that my bow is so powerfull...

sorry for double post
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 11, 2013, 11:49:37 pm
Read my previous post Stevee. Also long bow has poor physical properties compared to recurve bows (like rus, tatar) and whatever nomad bow is. A lot of force used to pull the long bow is not transferred into the projectile, while tatar bow design transfers majority of that force into the arrow. Dont use physic to counter me. You will not win the argument man. ;)
Im having my drink right now. And dont get me wrong, i respect you as a player a lot but with those posts i dont think i respect you as a guy who is suggesting stuff.
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 11, 2013, 11:50:55 pm
omg i didn't know that my bow is so powerfull...

sorry for double post

Ok instead of being sarcastic bitch you could have said "check your data u made a mistake. its 33 not 43". But nvm will correct it. Dont know how i saw that number... But doesnt make a difference to the "actual" physics i used which you didnt comment... Good to know that number matters more than "common physics".

Edit: added bitching.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 11, 2013, 11:52:18 pm
Read my previous post Stevee. Also long bow has poor physical properties compared to recurve bows (like rus, tatar) and whatever nomad bow is. A lot of force used to pull the long bow is not transferred into the projectile, while tatar bow design transfers majority of that force into the arrow. Dont use physic to counter me. You will not win the argument man. ;)
Im having my drink right now. And dont get me wrong, i respect you as a player a lot but with those posts i dont think i respect you as a guy who is suggesting stuff.
It looks like you read my post not carefully enought. I compared bows to each other dividing them into 2 clases: solid wood and compound
Title: Re: How to nerf archery, without destroying it.
Post by: Hirlok on December 11, 2013, 11:55:52 pm
melee lap dog. wooooof :)


...oh, and: no.
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 12, 2013, 12:00:14 am
Ok Steevee, seems that you cant accept that mass is more important for penetration when speed difference is not really great. I agree that rus bow should be the strongest bow, but i never mentioned rus bow in my posts. I was commenting on long bow and nomad bow. I didnt want to take into account shape and materials because its not important in cRPG. What is important is mass of the arrow that has been suggested by devs (to justify the patch or whatever else) when they patched this game and speed of the arrow.
You implied that long bow has better penetration (true) and that for that it needs more missile speed (wrong). I explained why that was wrong. What is the problem now? The fact i wrote 43 dmg on long bow 1st time that didnt have anything to do with penetration explanation? I dont get it.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 12, 2013, 12:12:05 am
What is the problem now?
Problem is as same as at the beginning. When I go on c-rpg site, click shop, then arrows i can see 4 kinds of arrows with same weight per quiver. It means that there are not lighter arrows for small bows and heavier arrows for big and hard hitting bows.

I'm almost an engineer (one year to go), I know all I need from physics and mathematics. I'm also intresting in weapons and martial arts.

As an engineer i can see numbers, and they are not fitting, even more they are excluding (examples of compound and solid wood bows).
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 12, 2013, 12:22:27 am
Dude, srsly... You should read forums more carefully. I am not making things up. Quiver mass and "theory" behind damage of the bows is something totally different. If devs said "we give less speed and more damage to large bows to mimic arrow mass" what does the quiver have to do with arrow weight. As far as we know quiver itself could weigh a lot, or each arrow can weight a lot, or there could be a gravitational paradox concerning bloody quivers or something else. For someone that is doing physics and mathematics you should know that you must read everything carefully and not assume things. You assumption here is that bodkin arrow weighs 667g (unloomed) since quiver weighs 10kg. There is no way you can assume that and be 100% sure your assumption is valid...
Also real physics, archery, martial arts and stuff is redundant here. As we know chadz is the head of the most unrealistic bullshit m&b mod ever made, which for some reason we love to play. Being so unrealistic there is no room for common sense physics, martial arts, engineering, neuroscience and lasers...

With the same logic you are trying to cure the symptom and not the cause. You see a lot of archers on eu1 and you want to cull their numbers by fucking up archery even more (and thus treating the symptom and not the cause). Number of archers is a symptom... Find the cause and fix it...
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 12, 2013, 12:46:19 am
Point me where i'm fucking up archery. I'm making suggestions to balance it.

Lowering number of arrows to level we got before, and on wich archery were working really nice is good option. Archer IMO should think about most of his shots and calculate is it worth to shoot or not. ATM we have just a spam or arrows, notning more.

Lowering dmg on arrows a bit (1 or 2 points) have some sence IMO, dmg delivered to enamies is quite big, and after last patch accuracy rise really much for average pure archer=easier to make HS.

Reverting looming benifits to archery is good, players should see that their bow is making stronger with every loom point put in it, ATM it's not worth to loom bow, only arrows.

Rider on a horse using bow can manouver his horse only with his legs, so he have to concentrate on it, sometimes have unstable position, that's why he should shoot slower with his bow while riding (Horse archers from mongols army were shooting arrows on full speed when all of horses legs were in the air)

I also wrote what is wrong with missile speed - at least repair missile speed for clases of compound and solid wood bows

All those changes will make archery more skill based IMO, not just arrow spam.
Title: Re: How to nerf archery, without destroying it.
Post by: UnholyRolyPoly on December 12, 2013, 01:17:33 am
Getting all in one from last nerf archery topic i suggest to:

1. Revert patch buffing non loomed archery gear.
2. Decrease amount of arrows per quiver (17 or 16 bodkins on +3 should be ok)
3. Reduce fire ratio for bows while shooting from horseback (devs done it to HX, so i think they can do it for bows)
4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)
5. Lower a bit amount of dmg added by arrows

IMO as an archer after this patch I'll be forced to stop spamming arrows if I would like to keep some for end of the round, and i'll have lower dmg (if i'll use non loomed gear)

Plenty archers are using non loomed bows (i can see it because i'm using hireloom models boss pack), so after patch they will GTX from archery or will start using slower and less acurate, but stronger and more expensive bows. HA will also stop to being a raiding gatling guns.

It's a good idea if you want to nerf archery.  But I think it's total BS.  I'm not even an archer but I think the class has been nerfed out of relevance because a bunch of pussy 2h don't want to get shot.  I like archers.  Their presence on a server forces melee to hold position and use tactics.  The problem is most people don't want to do that.  They want to mindlessly engage which is why they get so pissed when they get shot. 

Another archery nerf won't fix anything.  It will just make it worse. 
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on December 12, 2013, 01:33:18 am
Preference on player skill, thereby keeping accuracy while decreasing missile speed, sounds reasonable to me. That resulting in more of a need to focus on estimating projectile path to player movement relation. As missile speed also does at the same time too, determin dmg to soem extent, then that would need to be adjusted arcodingly.

...
(...treating the symptom and not the cause). Number of archers is a symptom... Find the cause and fix it...
I think i saw Kafein first mentioning, that the cause for the increasing ranged are ranged players in themselves. As there is no other valid counter, people switch to ranged, resulting in a positiv feedback loop.
It still comes down to, too many ranged. I dont only say archers, but ranged overall.

... Maybe remove bows ...
or quota

or if nothing is done about this issue ...
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 12, 2013, 02:12:34 am
1. Revert patch buffing non loomed archery gear.
If that is really required, we shouldn't go back entirely. Maybe +2 damage on bows, +1 damage on arrows is enough but not a fully +3/+3. It was just silly. If you want this, you are simply a selfish archer who wants to gain advantage over other archers with many masterworks.
2. Decrease amount of arrows per quiver (17 or 16 bodkins on +3 should be ok)
Not much of a difference. From 20 to 17-16. I don't see much has changed. Not much of a nerf.
3. Reduce fire ratio for bows while shooting from horseback (devs done it to HX, so i think they can do it for bows)
Horse archers already has lower accuracy, lower damage and lower effective wpf (hence lower accuracy and speed). It was done for HX because it should have been supposedly harder to reload a crossbow on horseback. There shouldn't be much of a change for the usage of bows. Maybe the accuracy should depend on the horses movement (giving the max accuracy while all of the horses legs are on the air; lowest accuracy while horse legs are stomping the ground), that would be a better idea.
4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)
Can't say much as I'm no expert.
5. Lower a bit amount of dmg added by arrows
By how much and what reason? Overall you're suggesting another general nerf to archery.
Title: Re: How to nerf archery, without destroying it.
Post by: BlindGuy on December 12, 2013, 02:41:57 am
Number of archers is a symptom... Find the cause and fix it...

Well, tbh, if you like, make yourself a stf or something and I will teach you to melee, and then you might enjoy it and stop shooting. and thats one less buttmy old friend
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 12, 2013, 03:11:42 am
Well, tbh, if you like, make yourself a stf or something and I will teach you to melee, and then you might enjoy it and stop shooting. and thats one less buttmy old friend
Im on my cav on eu1 and archer on eu2. And there is nobody that could teach me to melee cus i suck at it and i will always live to shoot stuff. Playing cav is just making me wanna play archer more.
Title: Re: How to nerf archery, without destroying it.
Post by: Strudog on December 12, 2013, 09:34:05 am
Im on my cav on eu1 and archer on eu2. And there is nobody that could teach me to melee cus i suck at it and i will always live to shoot stuff. Playing cav is just making me wanna play archer more.

Because your horse gets shot to pieces, by a million archers on EU1?

(click to show/hide)

PLease come and play EU1 for a day, im sure you will quickly change your mind
Title: Re: How to nerf archery, without destroying it.
Post by: Molly on December 12, 2013, 10:25:15 am
PLease come and play EU1 for a day, im sure you will quickly change your mind
That's what I keep thinking whenever some 'MURICAN feels entitled to come in here and call us out on our "QQ".

It has been said repeatedly that the amount of ranged on EU1 is way higher than on NA1. And at least for me that is the whole issue. I don't mind the damage taken by an arrow, I don't mind the headshot capabilities from across the other side of the map (actually I do think accuracy is too high or the head hitbox is too big)... my only real issue is the amount of them.

There are some maps with a prominent roof... those are the maps where you can easily see the whole problem - it's crawling with bows and xbows. Even Autobus had to admit the other day "that it's not supposed to be like this". And you can easily see the player numbers on EU1 dropping with every single day passing.

And this "2h hero charging archers" routine is bullshit too. In easy 90% of the cases I see a melee player peek around a corner, spotting 3 archers and turning around instantly. Before he even reaches the saving wall to hide behind, he's either dead or has 2 arrows in his back... Nowadays most melee fights are behind some walls or any other kind of cover to be found. Some maps have known "pockets" for melee where most of us meet up and then gank it out but even those rare moments get ruined quite a lot of times cuz suddenly 3 archers appear and start shooting into the melee fights. If the damage wasn't already bad enough, the stagger by an arrow hit, opening your block of the incoming swing kills you for sure. Personally, I hate those moments cuz I had the right block on time ready and just died because someone clicked on me from miles away and I couldn't do anything about it.

I don't care how it's done but I just hope that the people responsible and in charge see that something has to be done to get the amount of ranged players down.
Title: Re: How to nerf archery, without destroying it.
Post by: Dolphin on December 12, 2013, 10:52:11 am
(click to show/hide)

What Benkei is saying is the truth man.

but i dont have any idea how to stop people from going/being archers. (except  ENRNEFNEFNNERF NEFERFAF which imo is honestly bad)
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 12, 2013, 12:01:55 pm
5. Lower a bit amount of dmg added by arrows
By how much and what reason? Overall you're suggesting another general nerf to archery.
Maybe i don't show my intensions clear enought.

I wont to lower dmg on arrows because they are only missiles. Of course they are dealing dmg but most of dmg should be dependent on kind of bow you are using.

Short bow (25c dmg) + Tatar Arrows (8c dmg)=33c dmg 60+2x202= 464 gold
Yumi (28c dmg) + arrows (5c dmg)= 33c dmg    upkeep: 606+2x11= 628 gold

when we add that short bow is faster and have higher missile speed and lower requirements it looks like we have something wrong here.

I know that PD increases dmg, and capping thing about PD over req, but with that we can make cheap, annoying as hell horse archer.


I want to balance not only archers, crosbows needs even more a ballance, but i'm not an expert in x-bows
Title: Re: How to nerf archery, without destroying it.
Post by: Angellore on December 12, 2013, 12:04:37 pm
1. Revert patch buffing non loomed archery gear.
2. Decrease amount of arrows per quiver (17 or 16 bodkins on +3 should be ok)
3. Reduce fire ratio for bows while shooting from horseback (devs done it to HX, so i think they can do it for bows)
4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)
5. Lower a bit amount of dmg added by arrows
The problem with your propostion is, you want to nerf almost every single element of archery same time. Decrease damage, decrease missile speed, decrease amount of arrows. I agree with green changes, but I don't think whole archery is broken atm, especially archery with 2 slot bows. The problem starts with 1 slot bows, which are way too effective after missile speed change. Horn Bow after missile speed change has damage similar to Rus Bow, while being faster, more accurate, 1 slot. Almost all players who joined archery recently uses Horn Bow, because it's now way too good bow. Maybe just revert this change and see what will happen then?
Crosshair compare - Long Bow vs Horn Bow:
visitors can't see pics , please register or login

Having 190 WPF in archery, you can keep this accuracy for ~1.5 second with Long Bow, and ~2 seconds with Horn Bow, so Horn Bow has advantage here as well. Because of high shooting rate, much higher missile speed and better accuracy, Horn Bow now feels more like a gun. Damage of Horn Bow is also too high, because higher missile speed increased it's damage. In my opinion, missile speed patch was a mistake, it made lower tier bows, like Horn Bow, super accurate shooting machine with completely fine damage. Those bows are cheaper and requires less PD for a reason, they shouldn't be as effective (even more effective at the moment) than high tier bows.
Title: Re: How to nerf archery, without destroying it.
Post by: UnholyRolyPoly on December 12, 2013, 12:21:54 pm
That's what I keep thinking whenever some 'MURICAN feels entitled to come in here and call us out on our "QQ".

It has been said repeatedly that the amount of ranged on EU1 is way higher than on NA1. And at least for me that is the whole issue. I don't mind the damage taken by an arrow, I don't mind the headshot capabilities from across the other side of the map (actually I do think accuracy is too high or the head hitbox is too big)... my only real issue is the amount of them.

There are some maps with a prominent roof... those are the maps where you can easily see the whole problem - it's crawling with bows and xbows. Even Autobus had to admit the other day "that it's not supposed to be like this". And you can easily see the player numbers on EU1 dropping with every single day passing.

And this "2h hero charging archers" routine is bullshit too. In easy 90% of the cases I see a melee player peek around a corner, spotting 3 archers and turning around instantly. Before he even reaches the saving wall to hide behind, he's either dead or has 2 arrows in his back... Nowadays most melee fights are behind some walls or any other kind of cover to be found. Some maps have known "pockets" for melee where most of us meet up and then gank it out but even those rare moments get ruined quite a lot of times cuz suddenly 3 archers appear and start shooting into the melee fights. If the damage wasn't already bad enough, the stagger by an arrow hit, opening your block of the incoming swing kills you for sure. Personally, I hate those moments cuz I had the right block on time ready and just died because someone clicked on me from miles away and I couldn't do anything about it.

I don't care how it's done but I just hope that the people responsible and in charge see that something has to be done to get the amount of ranged players down.

I use to be in Fallen.... so I played a lot on EU servers lol.   I was on EU for several hours yesterday.  I enjoy the challenge.  I've been working nights for a while now and I come on EU almost every evening/morning.  Finally being shot as you described is totally realistic.  If you don't want to get shot when you peak your head around a corner then be a shielder.  Every class has an anti class.  Shielders are the anti-class of ranged.  There is a fine line between a simulation and an action game.  CRPG became more of an action game because of multiple ranged nerfs.  I spent almost 10 gens as a 2h and I rarely feared ranged lol.  They were a non-factor most of the time.  I'm glad they buffed them a little bit with the WPF thing.  It forces inf to use tactics and that seems to be the root of most people's concern.  They want an action game and I want a simulation. 

I wouldn't mind a re-balance if need be.  I've never been an archer/xbow so I don't know anything about it.  But they shouldn't be nerfed anymore than they have been. 

We can agree to disagree.  I'm not stating that I am 100% right and my opinion is the only one that counts lol.  I understand where a lot of people are coming from.  But this is my opinion. 
Title: Re: How to nerf archery, without destroying it.
Post by: Molly on December 12, 2013, 12:27:38 pm
First...  I use to be in Fallen.... so I played a lot on EU servers lol.  Second...  I was on EU for several hours yesterday.  I enjoy the challenge.  Third....  being shot like that is totally realistic.  If you don't want to get shot when you peak your head around a corner then be a shielder.  Every class has an anti class.  Shielders are the anti-class of ranged. 

We can agree to disagree.  I'm not stating that I am 100% right and my opinion is the only one that counts lol.  I understand where a lot of people are coming from.  But this is my opinion.  Ranged has been over nerfed regardless of what server you play on.
As you probably noticed while reading my post, I didn't demand a nerf. I want their numbers reduced. Just that and I am a happy Ninja.
Title: Re: How to nerf archery, without destroying it.
Post by: En_Dotter on December 12, 2013, 12:30:14 pm
Maybe i don't show my intensions clear enought.

I wont to lower dmg on arrows because they are only missiles. Of course they are dealing dmg but most of dmg should be dependent on kind of bow you are using.

Short bow (25c dmg) + Tatar Arrows (8c dmg)=33c dmg 60+2x202= 464 gold
Yumi (28c dmg) + arrows (5c dmg)= 33c dmg    upkeep: 606+2x11= 628 gold

when we add that short bow is faster and have higher missile speed and lower requirements it looks like we have something wrong here.

I know that PD increases dmg, and capping thing about PD over req, but with that we can make cheap, annoying as hell horse archer.


I want to balance not only archers, crosbows needs even more a ballance, but i'm not an expert in x-bows

Seems like im constantly attacking you but dont get me wrong. Im just trying to help out.
You cant look at plain numbers when it comes to bows. Short bow with pd req of 1 can get up to 5pd bonus and yumi goes to 10. Now i dont know if pd boost applies only to bow or to both bow and arrows. So here are the numbers. If applied to bow and arrows max pd would give: short + tatar= 33+33*5*0.14=56.1c and yumi + arrows=33+33*10*0.14=79.2c. Also for every 5 str you get 1 dmg boost (unaffected by pd/ps/pt). Assuming you got 15str on short bow that would be total of 59.c and for yumi 85.2c.
If pd only applies to bow we have: 25+25*5*0.14=42.5c; 53.5c (with str boost and arrow damage) and yumi would give us 67.2c or 78.2c with str and arrow damage.
If pd doesnt apply to arrows then i agree something is wrong. If it does apply to arrows i dont see the problem to be honest.

EDIT: I know yumi is made for HA but if you would buff yumi it would make it top choice for foot archer. If you would nerf short bow more it would be quite retarded to have it... And i know 10pd isnt gonna happen on HA...
Title: Re: How to nerf archery, without destroying it.
Post by: UnholyRolyPoly on December 12, 2013, 12:39:48 pm
As you probably noticed while reading my post, I didn't demand a nerf. I want their numbers reduced. Just that and I am a happy Ninja.
 

Yea but think about it.... the only way to reduce their numbers is to nerf them so badly that people quit playing ranged and start playing other classes lol.  Furthermore if you are a ninja then I bet money you are somewhat of an agi build built for dueling.  (18-24?)  So range is your nemesis.  However consider this.....  if you are more of a duelist and your character is BUILT for dueling then you have an automatic advantage in every dueling situation.  I see guys all the time on the duel server who kick the shit out of everyone..... then get killed early and often on Battle because their build isn't designed to defend against ranged.  And of course who complains most often about range?  Those guys lol.  Why?  Because it's their anti-class.  They are generally faster and use faster weapons than everyone else (and of course light armor) giving them a tremendous advantage in 1 v 1 situations.  If they get surrounded by melee they simply turn and run.   Unless.... they... get... shot.....  So in their mind they SHOULD be able to kill anyone.... and they are right.... if only that pesky cheating fuck ranged would go away lol. 

Of course I take nothing away from you....  I don't know you.... but I've seen it a thousand times on NA.  I spend a lot of time in the duel servers and some of these guys beat the hell out of me.  It's just funny to see them complain in battle because they get shot.... while I hold up pretty well in battle because I'm wearing enough armor (not to mention I sacrifice some speed for ironflesh) to withstand a few arrows.  It's all about builds, roles, and versatility.  ANY.... agi class.... outside of shielders will bitch about ranged more than the average.  But don't other classes bitch about Agi builds?  When you ninja someone don't they think you should be nerfed?  How about the amazingly fast Katana and Longsword heroes lol. 

Anyways it's just my opinion.  I'm not a fan of nerfing a class just to turn the battle server into a giant duel server. 
Title: Re: How to nerf archery, without destroying it.
Post by: UnholyRolyPoly on December 12, 2013, 12:43:03 pm
The problem with your propostion is, you want to nerf almost every single element of archery same time. Decrease damage, decrease missile speed, decrease amount of arrows. I agree with green changes, but I don't think whole archery is broken atm, especially archery with 2 slot bows. The problem starts with 1 slot bows, which are way too effective after missile speed change. Horn Bow after missile speed change has damage similar to Rus Bow, while being faster, more accurate, 1 slot. Almost all players who joined archery recently uses Horn Bow, because it's now way too good bow. Maybe just revert this change and see what will happen then?
Crosshair compare - Long Bow vs Horn Bow:
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Having 190 WPF in archery, you can keep this accuracy for ~1.5 second with Long Bow, and ~2 seconds with Horn Bow, so Horn Bow has advantage here as well. Because of high shooting rate, much higher missile speed and better accuracy, Horn Bow now feels more like a gun. Damage of Horn Bow is also too high, because higher missile speed increased it's damage. In my opinion, missile speed patch was a mistake, it made lower tier bows, like Horn Bow, super accurate shooting machine with completely fine damage. Those bows are cheaper and requires less PD for a reason, they shouldn't be as effective (even more effective at the moment) than high tier bows.

Totally off topic but the woman in your avatar is beautiful lol. 
Title: Re: How to nerf archery, without destroying it.
Post by: Hirlok on December 12, 2013, 12:49:50 pm
OK, - let's try to differentiate a bit. My first reaction to this thread was just facepalm - being an archer in this game has been frustrating most of the time, and if it is on par with other classes for a month or two, nobody should have a problem. Plus I can't stand the qq of the non-thinkers any more.

Another aspect is that archers, esp. good ones like Steevee who can adopt to almost any shit devs throw at them, are on average overly decent people and always eager to nerf themselves. Quite rare in other classes (actually I know only one crazy horse :) )

So: overall it is just QQ - as long as any agi whore with some op polearm oneshots me and 1h swords stab me from 4m away (1 shot, ofc), we need not talk about archer nerfs.

But a few points:

Can we please stop talking about "archers" when we mean "any fucking ranged dickhead"? We have very different things here, and they should be treated separately, without one class taking the heat and the nerfs for all of them.

"Archers" are dedicated bowmen with 2 slot bow, 2 quivers, 0 slot melee. They can fucking hurt you, but never have been a problem, because this class requires passion and dedication (and bolsters the kd of the heroes, cuz no chance in melee, most of us). Effectively we have been nerfed to PD6 (imagine the QQ if melee could not do shit with more than 6ps, LOL), so this class is an endangered species and crippled anyways. Even I am currently playing a weaboo archer with horn bow and katana, just to be a pain in the ass.

Then we have dedicated "pussy archers" or "agi archers" - insanely high WPF since those genius changes to the wpf system, 1 slot bow, 3 quivers. Hate class, even for me :).  But hey, that's life on the battlefield.

To make things worse, we have "hybrid archers" or better "melee with bow as sidearm". Also a side effect of the new wpf system - any agi shielder whore, pole or 2h can easily put 100 points into archery and spam 2pd arrows...

"horse archers" - well, self-explanatory. Ewwww. 

roughly the same sub-classes exist for xbows and throwers.

Average melee dickhead: "ow, some flying shit hit me and actually took 12% of my precious health - nerf ARCHERS".

I have alts in almost any class and several sub classes - so I know quite well who has a problem with whom at the moment.

Besides: siege and battle (the other gamemodes are useless and just pull away more people from already underpopulated servers) are different things again. In battle you can rarely empty even one quiver before getting gangbanged by melee or horses, on decent siege maps defending archers can actually be archers and need all the arrows Calradia's trees can spare... so please do not adjust everything just to please the battlemy old friends and horse dick lovers.

Problems currently (I have spent quite a few hours on EU servers as well recently, so this is not just a NA point of view):

- too many agi archers and hybrid archers with slightly op tiny bows
- xbows still stupidly op (my arb alt gets more points and better kd at mid-20 levels compared to any of my archer alts at high levels - PLUS has ath, IF and points in 1h... )


Steevee's suggestions: make no sense to me, since they hit all archers, and only archers.

Different idea:
Done.


P.S.: forgot one thing  - partially reverting the "fuck archery looms" patch makes a lot of sense. Currently we are the only class I guess where it makes more sense to loom your boots than your weapon... Any melee weapon gets +2 or +3 damage on mw, xbows even +4 on some, just bows and arrows not. Joke.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 12, 2013, 02:21:06 pm
...
Steevee's suggestions: make no sense to me, since they hit all archers, and only archers.
...

I'm talking about archers only, because i'm an archer and last time i were using x-bow were over 2 years ago.

Some x-bow user should make comparable topic to my one.
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 12, 2013, 02:49:31 pm
Maybe i don't show my intensions clear enought.

I wont to lower dmg on arrows because they are only missiles. Of course they are dealing dmg but most of dmg should be dependent on kind of bow you are using.

Short bow (25c dmg) + Tatar Arrows (8c dmg)=33c dmg 60+2x202= 464 gold
Yumi (28c dmg) + arrows (5c dmg)= 33c dmg    upkeep: 606+2x11= 628 gold

when we add that short bow is faster and have higher missile speed and lower requirements it looks like we have something wrong here.
This wouldn't change much. Let's say we nerfed all arrow damage by 2.

Short bow (25c dmg) + Tatar Arrows (6c dmg)=31c dmg 60+2x202= 464 gold
Yumi (28c dmg) + arrows (3c dmg)= 31c dmg    upkeep: 606+2x11= 628 gold
Again, the same damage. I didn't understand where you're getting at. Besides no archer goes with arrows. It is instead:
It is either Tatar or Bodkin arrows being used (Barbed are also not bad ammo/upkeep/damage wise, Kulin taught me that). You only take higher tier bows if you want better damage. If 33c damage is enough for you, then go for short bow with the first combination. If you want more damage, use a high tier bow.

By the way, I think the problem is about short bow. It is one nonsensical bow. 871 gold and only 1 damage less than horn bow.


PLease come and play EU1 for a day, im sure you will quickly change your mind
Change my mind to what? I merely approved or disapproved anything, just tried to examine the offered suggestions.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 12, 2013, 03:17:20 pm
I use to be in Fallen.... so I played a lot on EU servers lol.   I was on EU for several hours yesterday.  I enjoy the challenge.  I've been working nights for a while now and I come on EU almost every evening/morning.  Finally being shot as you described is totally realistic.  If you don't want to get shot when you peak your head around a corner then be a shielder.  Every class has an anti class. Shielders are the anti-class of ranged. Shielders are a completely inappropriate counter to ranged right now. You can't argue shielders counter ranged as well as ranged counters shieldless inf, or cav, or even other ranged.  There is a fine line between a simulation and an action game.  CRPG became more of an action game because of multiple ranged nerfs. Warband was always an action game. And unlike in a simulation, player skill in Warband does evolve. As people learned to defend in melee, the average melee TTK increased tremendously, while the ranged TTK remained the same, hence why ranged got regular nerfs in cRPG to keep it in line with the effectiveness of melee. I spent almost 10 gens as a 2h and I rarely feared ranged lol.  They were a non-factor most of the time.  I'm glad they buffed them a little bit with the WPF thing.  It forces inf to use tactics and that seems to be the root of most people's concern.  They want an action game and I want a simulation. 

I wouldn't mind a re-balance if need be.  I've never been an archer/xbow so I don't know anything about it.  But they shouldn't be nerfed anymore than they have been. 

We can agree to disagree.  I'm not stating that I am 100% right and my opinion is the only one that counts lol.  I understand where a lot of people are coming from.  But this is my opinion.


Yea but think about it.... the only way to reduce their numbers is to nerf them so badly that people quit playing ranged and start playing other classes lol. Other classes GTX servers when there are too many ranged characters around. This would be a nice way to regulate the amount of ranged if there actually was a class other than ranged that made ranged GTX servers. Obviously such a class does not exist, the best choice when there are a lot of ranged is to bring one of your ranged characters. Furthermore if you are a ninja then I bet money you are somewhat of an agi build built for dueling.  (18-24?)  So range is your nemesis.  However consider this.....  if you are more of a duelist and your character is BUILT for dueling then you have an automatic advantage in every dueling situation.  I see guys all the time on the duel server who kick the shit out of everyone..... then get killed early and often on Battle because their build isn't designed to defend against ranged.  And of course who complains most often about range?  Those guys lol.  Why?  Because it's their anti-class.  They are generally faster and use faster weapons than everyone else (and of course light armor) giving them a tremendous advantage in 1 v 1 situations.  If they get surrounded by melee they simply turn and run.   Unless.... they... get... shot.....  So in their mind they SHOULD be able to kill anyone.... and they are right.... if only that pesky cheating fuck ranged would go away lol.

Of course I take nothing away from you....  I don't know you.... but I've seen it a thousand times on NA.  I spend a lot of time in the duel servers and some of these guys beat the hell out of me.  It's just funny to see them complain in battle because they get shot.... while I hold up pretty well in battle because I'm wearing enough armor (not to mention I sacrifice some speed for ironflesh) to withstand a few arrows.  It's all about builds, roles, and versatility.  ANY.... agi class.... outside of shielders will bitch about ranged more than the average.  But don't other classes bitch about Agi builds?  When you ninja someone don't they think you should be nerfed?  How about the amazingly fast Katana and Longsword heroes lol.  I personally dislike encountering ranged basically no matter the class I play. I can deal with melee characters in melee even if I'm playing my archer alt just fine, and I can dodge or block cav attacks for as long as it takes to be boring. Projectiles are, unlike other threats, simply obnoxious even when I can shoot back. The two classes I played the most are shielder and cav, arguably thest closest things you can imagine to ranged killers. Every single second, my biggest issue was ranged, even when I added throwing stuff to my shielder. Not that I did die more to ranged than others, but rather that being attacked by inf or cav results in enjoyable gameplay while being attacked by ranged doesn't.

Anyways it's just my opinion.  I'm not a fan of nerfing a class just to turn the battle server into a giant duel server. 
Title: Re: How to nerf archery, without destroying it.
Post by: Zerobot1 on December 12, 2013, 04:54:13 pm
Well the missile speed on one slot bows is my real gripe, I'd want to see missile speeds stay in the 39-42 range. This is mainly to even the playing field between all archers including horse archers.

The other changes I don't know...

I agree I feel a bit cheated by the non loomed bows being basically as good as loomed.

I find I already have more arrows than I need most of the time on battle, but maybe in strategus or dtv it would be a different story.

Fire rate of horse archers... I'm just terribly biased. I'd want to see it because I just feel they have great mobility and the easiest time shooting from long range with these missile speeds.

Damage again I'm biased. I feel like I'm on the end of my tether with this game most of the time, this is the last thing I'd want.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 12, 2013, 05:05:37 pm
I just don't want ro nerf archery to ground, but thing that 2 or 3 pd bows are as mych deadly as strongest ones is a bit silly IMO.


Title: Re: How to nerf archery, without destroying it.
Post by: Prpavi on December 12, 2013, 05:57:48 pm
Cut the bullshit everybody there are 22! players currently on EU1, 6PM and there is no huge Strat battle going on and it sure as hell isn't because of agi polearmers and 2hers

Better wise up and stop blindly lobbying for your class rangers because soon we won't have anybody to shoot at
Title: Re: How to nerf archery, without destroying it.
Post by: Gurnisson on December 12, 2013, 05:58:59 pm
there is no huge Strat battle going on

http://c-rpg.net/?page=strategusbattlesupcoming#!?page=strategusinfobattledetail&id=6048
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on December 12, 2013, 06:09:06 pm
http://c-rpg.net/?page=strategusbattlesupcoming#!?page=strategusinfobattledetail&id=6048
attackers less then 40 players, defenders equal 40 or not much more.

I remmember times, when at prime time, you still have had nearly full eu1/eu2/eu4/...
+ full roster on strat battles.

I dont think Prpavi is far off with his statement.
Title: Re: How to nerf archery, without destroying it.
Post by: Prpavi on December 12, 2013, 06:14:57 pm
It's a DRZ xp farming battle, when did you see more than 3 DRZ on the server last time, they don't affect Battle pop much.

look at the roster:

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Title: Re: How to nerf archery, without destroying it.
Post by: Gurnisson on December 12, 2013, 07:02:44 pm
It's not that I don't agree with you, I rarely ever play melee except for my long dagger troll build. Apart from that it's my horse archer or other games. I got tired of the amount of ranged myself and can't be arsed facing the rain of arrows on my melee characters myself. However, saying that there was no strat battle going on when it was, and then only showing a part of the roster does make it look silly. :wink:
Title: Re: How to nerf archery, without destroying it.
Post by: Prpavi on December 12, 2013, 07:18:40 pm
well I couldn't catch the whole roster obv... and I didn't find that battle to be key, I mean it's called XP Battle ffs, has it come to this?
(click to show/hide)
Strat against your mates only for XP? anyway that's another problem.
Ranged does infect the population of the Battle server like it or not, who ever claims different is delusional


edit: and there are currently 5 DRZ member on the server, guess I'm a liar, not to be trusted  :mrgreen: :mrgreen: :mrgreen:
Title: Re: How to nerf archery, without destroying it.
Post by: Angantyr on December 12, 2013, 07:26:46 pm
Archers in Vikingr were nerfed until they became something of a challenge to play as but the few archers in the mod were highly respected and still literal game changers for their teams.
Title: Re: How to nerf archery, without destroying it.
Post by: Hirlok on December 12, 2013, 07:39:45 pm
Archers in Vikingr were nerfed until they became something of a challenge to play

....your implications, wrong they are.

Plus: looks like you found yourself an almost archer-free racist mod, congrats!
Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 12, 2013, 08:31:41 pm
21 on EU1, 30 on Strat at 19:30 in the evening

Guess people are still on summer holidays (or is there a new excuse now)
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 12, 2013, 10:58:54 pm
some ppl have real life and at evenings they are going out to met friends and drink  some beer in nice place like me :)
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 12, 2013, 11:01:51 pm

Better wise up and stop blindly lobbying for your class rangers because soon we won't have anybody to shoot at
You are probably drunk if you didn't see that suggestions I mede are actually nerfing archers in some way...
Title: Re: How to nerf archery, without destroying it.
Post by: Prpavi on December 13, 2013, 12:31:25 am
You are probably drunk if you didn't see that suggestions I mede are actually nerfing archers in some way...

Why do you think that post was aimed at you? are you lobbying not to nerf ranged? I guess you didn't read my post on first page where I agree with you plus I add suggestions to nerf HA, was talikng to others defending current state of ranged obv.
Title: Re: How to nerf archery, without destroying it.
Post by: BlindGuy on December 13, 2013, 12:49:19 am
Archers in Vikingr were nerfed until they became something of a challenge to play as but the few archers in the mod were highly respected and still literal game changers for their teams.

While Vikingr did archery VERY right, and it really is a challenge to be an archer, even thought you can 1hit or 2hit most people:

VIKINGR AND NATIVE have an advantage crpg DOES NOT have: class limits. In native, or Vikingr, only a % of players can pick each class, with usually the main infantry class being pretty much open to everyone, and limits on cavalry, heavy inf, and ranged.


But we CANNOT do that in crpg atm, 2 reason: the largest being, HOW you gonna make people pick a different class? If an archer join eu1 and his sides % of archers if full, is he just unable to spawn? Or unable to spawn his weapons? Or what?

Second reason is: WHO decides what my class is? If I have a shield and a 1hander: am I a shielder? Youd think so, but I put 3 points in PT and invest in one WM's worth on points into throwing, grab 2 stacks of javelins: NOW, am I a shielder? Or a ranger? I only have 6 throws, so Im a melee class, but... I can oneshot an archer in the face, or a cav who is charging, so... Ima  ranger?
Title: Re: How to nerf archery, without destroying it.
Post by: Hirlok on December 13, 2013, 01:20:20 am
But we CANNOT do that in crpg atm

hmmm. BUNCH of if/else conditions, bit complicated to work out, but should be possible.. .

If it has longbow and more than 160 WPF, let it spawn, always :)
If 3 dedicated xbows are online and player has equipped 1h, shield, xbow and bolts - print "gtfo and come back without that xbow shit,".
...
and so on... not just "classes", but specific conditions that favor "dedicated" builds for every class.
and come on - who here does not have alts in several classes? if ranged is full, I get on my shielder...
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 13, 2013, 05:16:13 am
Or , and Im not saying I agree, introducing the ability to switch characters/builds mid game, and make it so players have to play at melee untill they reach a certain position on the scoreboard and get to chose their class for the next round. The first round choices would be random.
Title: Re: How to nerf archery, without destroying it.
Post by: UnholyRolyPoly on December 13, 2013, 09:55:32 am


You say shielders are not an effective counter to ranged? 

Let me ask you this....  3 sheilders charge three archers.... who shits their pants first?

Simple enough....

As far as the ranged nerf's...  did they do it to make sure Ranged stayed balanced to melee or because melee whined and cried like little girls every time they got shot? 

This game is the closest thing to a real combat situation.  And even if it is more of an action game YOU have the ability to adjust your build to changing circumstances.  That's part of the fun in CRPG.  It's also why you don't see as many archers on NA1 as you do EU1.  NA tends to build heavier and use more ironflesh.  EU tends to build faster characters.  It's not always the case of course but by in large most people would agree with that statement.  Therefore archers are not as effective on NA1.  We tend to have more throwers IMO and it's precisely because of the builds people use.  I suggest that if you aren't happy with ranged.  Build a character more equipped to deal with them.  If you don't want to do that then carry a practice shield. 

Anyways that's just how I see it.  I think it's total BS that the powers that be would nerf an entire class simply because people don't want to adapt.  At the very least a practice shield will solve 40% of your problem.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 13, 2013, 01:17:06 pm
You say shielders are not an effective counter to ranged? 

Let me ask you this....  3 sheilders charge three archers.... who shits their pants first?

The shielders. 3 archers run in 3 different directions. What do the shielders do ? If they each go for their own archers, they get shot in the back by the others. If they all go for one archer, that archer can just keep running, the group of shielders will never catch him, as the other archers will pepper them with arrows and force them to face away from the running archer.

Simple enough....

As far as the ranged nerf's...  did they do it to make sure Ranged stayed balanced to melee or because melee whined and cried like little girls every time they got shot? 

This game is the closest thing to a real combat situation.  And even if it is more of an action game YOU have the ability to adjust your build to changing circumstances.  That's part of the fun in CRPG.  It's also why you don't see as many archers on NA1 as you do EU1.  NA tends to build heavier and use more ironflesh.  EU tends to build faster characters.  It's not always the case of course but by in large most people would agree with that statement.  Therefore archers are not as effective on NA1.  We tend to have more throwers IMO and it's precisely because of the builds people use.  I suggest that if you aren't happy with ranged.  Build a character more equipped to deal with them. 

That's exactly what I've been doing for the last 3 years, because other classes can be easily dispatched even with the least fitting build. If I want to counters shielders I bring an axe and murder them. If I want to counter 2h or polearm I bring a ranged alt and murder them from afar, if I want to counter cav I bring horse ranged, ranged or just a pike and murder them. If I want to counter ranged I use my shielder main and stay in a corner with my shield up while not murdering anybody, but I at least I stay alive yay. What a great way to counter things, by not killing them.

If you don't want to do that then carry a practice shield. 

Anyways that's just how I see it.  I think it's total BS that the powers that be would nerf an entire class simply because people don't want to adapt.  At the very least a practice shield will solve 40% of your problem.

As I said, I could hardly be more adapted to ranged while not being ranged myself. Yet as a shielder I would more gladly face a group of three 2h axemen than a group of three archers.
Title: Re: How to nerf archery, without destroying it.
Post by: UnholyRolyPoly on December 13, 2013, 02:35:21 pm
The shielders. 3 archers run in 3 different directions. What do the shielders do ? If they each go for their own archers, they get shot in the back by the others. If they all go for one archer, that archer can just keep running, the group of shielders will never catch him, as the other archers will pepper them with arrows and force them to face away from the running archer.

That's exactly what I've been doing for the last 3 years, because other classes can be easily dispatched even with the least fitting build. If I want to counters shielders I bring an axe and murder them. If I want to counter 2h or polearm I bring a ranged alt and murder them from afar, if I want to counter cav I bring horse ranged, ranged or just a pike and murder them. If I want to counter ranged I use my shielder main and stay in a corner with my shield up while not murdering anybody, but I at least I stay alive yay. What a great way to counter things, by not killing them.

As I said, I could hardly be more adapted to ranged while not being ranged myself. Yet as a shielder I would more gladly face a group of three 2h axemen than a group of three archers.

Sorry I disagree...  If three shielders are tracking three archers of equal skill I put my money on the shielders each and every time.  The only way your scenario plays out the way you described it is if one of your shielders blindly charges without any sense of awareness or tactics.  In your example I say kudos to the archers for great teamwork and SHAME on the shielders for being dumbasses.  That's kind of my whole point.  Awareness is everything.  The effect of ranged on a server is that it FORCES melee to fight together and be AWARE of their surroundings.  The easiest way to win every round is to pull the enemy inf away from their ranged and kill them.... then kill the ranged.  However people don't want to do that.  They do not want to use tactics.... they want to charge... and that is why they die.  That's the common denominator between NA and EU.  It doesn't matter what server you play on most people would rather bitch about ranged and demand nerfs than simply apply a minimal amount of tactics to the battlefield.  I don't know if it's because they have no concept of it or simply are too lazy.  Either way if I can work both servers and have minimal trouble with ranged and I don't even carry a shield then why can't other people?  Why am I not having the same problems everyone else is having?  Because I feel that if I get shot.... it's my fault.... not some OP ranged class lol. 

Furthermore I expect to be shot.  That's why I sacrifice 1 ath for some ironflesh.  I may not be able to do what a pure duelist build can do.... but I am versatile and usually stay alive.  It's a choice and rather than nerf an entire class who have already been nerfed so badly that MOST quit.....  people should consider adapting to the circumstances.

Look.... I'm not saying you are wrong....  I'm saying I disagree.  I LIKE what this has done to the server.  I LIKE the fact that range is relevant EVEN when they pop an arrow in my head.  If it's killing population (which I don't deny) then the devs will probably roll it back.  I'm ok either way.  But I was kind of getting tired of how mindless this mod had become.  I LIKE the fact that people have to work together again because it's not easy anymore.  However it appears that most people want an action game and I want a simulator.  It is what it is. 
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 13, 2013, 04:17:30 pm
Sorry I disagree...  If three shielders are tracking three archers of equal skill I put my money on the shielders each and every time.  The only way your scenario plays out the way you described it is if one of your shielders blindly charges without any sense of awareness or tactics.  In your example I say kudos to the archers for great teamwork and SHAME on the shielders for being dumbasses.  That's kind of my whole point.  Awareness is everything.  The effect of ranged on a server is that it FORCES melee to fight together and be AWARE of their surroundings.

Sooo, what do our imaginary 3 shielders have to do to win ? I already described what would happen in the two most plausible scenarios (3 different shielders attack 3 different archers to maximise pressure but get shot in the back, or they all attack the same archer so that they are able to partially cover each other against the other archers but are therefore too slow to catch the one running away). Should the three shielders just wait in a triangle formation until the archers get bored ? With most shields and arrow types I think that would lead to all three shielders losing their shields after a while. From what I can gather, you think shielders are able to magically turn around the instant before an arrow is shot towards them. I'm not saying this is impossible, as I've seen that being done and done it myself from time to time with the view outfit key. I'm saying it does not work consistently enough, it slows you down and more importantly it supposes the archer you are chasing is not already aiming at you (in which case you are pretty much locked with your shield up and in that direction).

The easiest way to win every round is to pull the enemy inf away from their ranged and kill them.... then kill the ranged.  However people don't want to do that.  They do not want to use tactics.... they want to charge... and that is why they die.  That's the common denominator between NA and EU.  It doesn't matter what server you play on most people would rather bitch about ranged and demand nerfs than simply apply a minimal amount of tactics to the battlefield.  I don't know if it's because they have no concept of it or simply are too lazy.  Either way if I can work both servers and have minimal trouble with ranged and I don't even carry a shield then why can't other people?  Why am I not having the same problems everyone else is having?  Because I feel that if I get shot.... it's my fault.... not some OP ranged class lol. 

Furthermore I expect to be shot.  That's why I sacrifice 1 ath for some ironflesh.  I may not be able to do what a pure duelist build can do.... but I am versatile and usually stay alive.  It's a choice and rather than nerf an entire class who have already been nerfed so badly that MOST quit.....  people should consider adapting to the circumstances.

Look.... I'm not saying you are wrong....  I'm saying I disagree.  I LIKE what this has done to the server.  I LIKE the fact that range is relevant EVEN when they pop an arrow in my head.  If it's killing population (which I don't deny) then the devs will probably roll it back.  I'm ok either way.  But I was kind of getting tired of how mindless this mod had become.  I LIKE the fact that people have to work together again because it's not easy anymore.  However it appears that most people want an action game and I want a simulator.  It is what it is.

I can also use clever words like "tactics" and "adaptation", but until I'm shown that people in real public play actually do commit tactical errors and that other tactics would have worked, it will remain just words that can easily be thrown around to justify anything. I don't need any tactics to beat those 3 axemen I already mentioned.
Title: Re: How to nerf archery, without destroying it.
Post by: jtobiasm on December 13, 2013, 11:40:42 pm
1. Revert patch buffing non loomed archery gear.
2. Decrease amount of arrows per quiver (17 or 16 bodkins on +3 should be ok)
3. Reduce fire ratio for bows while shooting from horseback (devs done it to HX, so i think they can do it for bows)
4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)
5. Lower a bit amount of dmg added by arrows The fuck????

Do this please devs, if you're getting shot in the first place it's your own fault, shields do work unless you're retarded.
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 14, 2013, 12:31:25 am
Just destroy the archery, take no prisoners :wink:
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 14, 2013, 01:28:17 am
Yes, it would be better to remove the class entirely than nerf it.
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 14, 2013, 11:33:47 am
No reason to theorycraft here. We all know how much lameness ranged adds to the servers. I see NA going 100 players while EU is sinking. There are ranged whine in here and on servers. NA has more a much more homofobic culture that thank god makes less people play ranged.

The other part is that they are generally worse players so the metagame hasn't developed as far as EU (yet). When people can block and melee skill is so high as it is on EU, going archer or ranged is a much easier choice.

It's like this: I get shot by an Archer, half my HP gone. I get struck in melee by a 2h/pole player, half my HP gone. I could go heavy armor infantry but that would just be to delay my death to ranged since then it is absolutely nothing I can do and it becomes even easier to hit me. Shielder is NOT an option, since I find it takes a away the main part of the game which is manual blocking.

Xbows are arguably even stronger and lamer and I suspect the only reason we don't have more of them is that they are notoriously boring to play. Nerf xbows first, and do it by lowering damage and increasing STR req.

Ranged=Lameness that destroys Melee
Melee=Intense, fun situations filled with adrenaline

We have to make a choice, this is not about balance, but of what kind of game we want. Do we want a realistic simulator of medieval combat or do we want a fun game?

Btw Steevee's suggestions make sense to me. I would just throw in a slight damage nerf on top of that.. Archery and Melee damage should not be equals!
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 14, 2013, 12:39:14 pm
It's almost kafkaesque to me. When I write assumption A is true because EU skill is higher than NA it's obviously ironic. How can I even know that? I fear Thomek actually believes in that and all the other stuff he writes. I think you all believe in what you write. That is scary, almost surreal.

Ranged is unfair because they shoot people. Shieldless melee is the only true way. Anything that forces melee to adapt destroys the fun of them and thus has to be destroyed by devs in return. Remove ranged, remove cav, remove shields because manual blocking is the only true way - the heart of Warband. Then we have our brave new world. This is sick.

So what do I think why cRPG loses players? Because its getting old. The capable main devs work on their own project. The dabbling substitute devs are inactive(Tydeus, myself) or busy elsewhere. There is no influx of new players due steam sales or player migration from other mods that died. Deal with it and wait for the new game. Personally I don't think cRPG should cater the sick fantasies of melee chauvinists to keep battle alive at all costs. For me that would destroy the heart of the gamemode.
Title: Re: How to nerf archery, without destroying it.
Post by: tizzango on December 14, 2013, 12:43:08 pm
I saw this thread with the thought that it would just be another ranged discussion, that is believed to go unnoticed.

HOWEVER, as I made my way to page 2- I managed to spot something quite interesting.

Now, upon first glimpse, it is hard to believe. So I urge you to take a second look, because your eyes do not deceive you.

(click to show/hide)

They ARE watching us.

Winter is coming.
(click to show/hide)
[/s]

Awwww, you ruined my post by interacting Paul :(

On topic, I do agree with what Paul says. I've specced to a shielder and love it :D
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 14, 2013, 01:14:45 pm
Quote
Personally I don't think cRPG should cater the sick fantasies of melee chauvinists to keep battle alive at all costs.

Battle is already dead. Last night I saw many familiar faces on siege, like Teeth, Grumbs and other regular battle players. Teeth was "pleasantly" surprised how many archers are playing siege. It's not bad as battle atm but it's bad as battle before exile. You can try to deny it, but EU servers have way to many active archers/ranged compared to everything else.

Btw. you are right about manual blocking. I'm not good at it but for me, manual blocking is the reason why I play this mod. I'm not a duelist and get no fun out of it. In native duel server is the only place where you can run without a shield. cRPG battle/siege servers used to be that place. Not anymore.

Still get a lot of fun from DTV and Strat battles, but that's it. You'll rarely see me play siege from now on, battle I stopped playing awhile ago.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 14, 2013, 02:33:05 pm
It's almost kafkaesque to me. When I write assumption A is true because EU skill is higher than NA it's obviously ironic. How can I even know that? I fear Thomek actually believes in that and all the other stuff he writes. I think you all believe in what you write. That is scary, almost surreal.

Ranged is unfair because they shoot people. Shieldless melee is the only true way. Anything that forces melee to adapt destroys the fun of them and thus has to be destroyed by devs in return. Remove ranged, remove cav, remove shields because manual blocking is the only true way - the heart of Warband. Then we have our brave new world. This is sick.

So what do I think why cRPG loses players? Because its getting old. The capable main devs work on their own project. The dabbling substitute devs are inactive(Tydeus, myself) or busy elsewhere. There is no influx of new players due steam sales or player migration from other mods that died. Deal with it and wait for the new game. Personally I don't think cRPG should cater the sick fantasies of melee chauvinists to keep battle alive at all costs. For me that would destroy the heart of the gamemode.

Yeah, let's just argue there are no problems by taking pot shots at the straw man and ignore reasonable suggestions. You are literally telling people to quit cRPG, unless that post is an attempt at humor. I know cRPG development pretty much stopped, but you could at least acknowledge there are things that should be done.
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 14, 2013, 02:41:48 pm
He's telling people to stop playing cRPG, because if they do that at this point they might lose interest in M:BG as well. Paul is still butthurt over the fact that I knew about M:BG before him, and that he wasn't part of that crew. Still remember how he acted after the grand reveal. So it's obvious he wants M:BG to fail.
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on December 14, 2013, 02:49:21 pm
What still cracks me up, that players take refugee from ranged on "SIEGE", the place where logicly seen ranged should have, but doesnt have, more advantages. Instead they have more advantages on "open" maps not on maps with more "stationary" covers as they are mostly used now by melee ^^.

The argument that people block too well, there could be something to it, perhaps blocking needs to be made more difficult(waiting for shitstorm ^^).
The skill to block as shielder, low in comparison to 4 directional block, as then but most 2h/pole became sufficent proficient to block nearly everything anytime, then the advantage of the shielder is gone. So when people say easy block towards shielders ... sure, but it doesnt give an advantage anymore as it did perhaps 2 to 3 years ago. But with my argument above, if blocking is made thougher, it should be made tougher on all of us. Then again doing so, may fuck up things even more, as people may wonder then .. why the hell is blocking now not working anymore ...

... retiring to 1h/xbow/cav ... more and more sounds like an option or why would i keep arguing against something which devs clearly dont see as a problem. Sure the game is getting old, but before the respec the gradual increase of ranged was already there, only afterward it but became obvious and now Paul you seem to want to ignore the fact, that that actually then is discurraging lots of players ... the other reason would be that the respec for some went to shit as they respeced into something they didnt like ... for that argument we but would need to see how many high level players have stopped playing or do less playing with a total different build, the later isnt realy my concern anyways.

One of the things i remember clearly chadz saying, "ranged are support classes". Support != dominating = majority of server population
Support != headshotting gattling guns (if only felt that way because of ranged amount of players or because the lower tier bow combined with high wpf, both being a problem)

In any case i would like to see
- Xbow penetration of shields => deleted, if not for all , then for expensive shields above 2500 gold or higher shieldskills of 5 to 6 or a combination of both.
- kick, area of effect, decreased by 2/3
- while i would keep the accuracy of bows, the argument about missile speed i see as viable, reducing the speed increasing the need to estemate more and reading more carefully the situations.
- increasing the weapons weigth effect on movement speed. If you are carrying this sick huge 2h/pole you should be slower.
- decreasing speed of lower tier bows

if you want to balance further
- decreasing munition count of all ranged, with lots of them online, there shouldnt be a problem with that, therefor but also may not have any effect  :rolleyes:
- reducing the weight penalties of shielders, may have the effect we are looking for but needs to be done carefully as that could leed to a shielder overdooze 0_o as would binding shield requirement to 'str' instead of shieldskill, which replaces one problem with another.

Then again, if you all just consider at least, quotas(indiviually gear based/ not a fixed class system). If they are implemented rather flexible, we still stay on track with individuality and players choice, but get a balancing tool. If then f.e. you have that in place, you can adjust those and every week there maybe a new combination , where either more ranged or less shielders or more 2h or less pole or more cav or less HA or or or would be doable ... creating rather uniq sets of teams again. But we all would need to play more often with alt characters. Aslong those then would be easily accessible when you try to join a server, this would be a good thing.
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 14, 2013, 02:50:18 pm
(click to show/hide)

Alright, I'm exaggerating about the NA thing, but a calm reasonable voice doesn't have any ears around here dear Paul.. It's more of a kick towards the most active balancers who seems to be NA atm.

The reason I've been "whining" on these forums for 3 1/2 years is because cRPG was, can be, and sometimes is the best game out there. You seem to believe the mod is dying, that there is nothing we can do, and that we should let it die?

I don't believe that.

I believe it is like this because the recent changes and accessibility of bows just tipped the ranged metagame into the unbearable for most players. It's not just me whining here about buff katana. You have Grumbs, Erzengel, Teeth, even Steevee suggesting nerfs! These are normally calm, reasonable people, who hate to whine.

I know it feels like a neverending job to "Balance" crpg. But let's face it, it just is a neverending job! Every first/3rd person multiplayer game of some complexity does it all the time. Just look at WoW or any similar game.

Now, I just want to say that we do appreciate the job you do, perhaps more than you know. It's just that a balance forum naturally will be full of complaints.. :)  Just use it as a gauge to measure the current temperament.

(click to show/hide)
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 14, 2013, 03:40:45 pm
He's telling people to stop playing cRPG, because if they do that at this point they might lose interest in M:BG as well. Paul is still butthurt over the fact that I knew about M:BG before him, and that he wasn't part of that crew. Still remember how he acted after the grand reveal. So it's obvious he wants M:BG to fail.

wat? I hope that is satire. If not, get help.
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on December 14, 2013, 03:56:40 pm
He's telling people to stop playing cRPG, because if they do that at this point they might lose interest in M:BG as well. Paul is still butthurt over the fact that I knew about M:BG before him, and that he wasn't part of that crew. Still remember how he acted after the grand reveal. So it's obvious he wants M:BG to fail.
just wow
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 14, 2013, 04:06:49 pm
Why are people saying there are many ranged on EU 1?
Title: Re: How to nerf archery, without destroying it.
Post by: Hirlok on December 14, 2013, 04:09:03 pm
Why are people saying there are many ranged on EU 1?

there was indeed some surge of 1slot bow my old friends and wannebeeeee hybrids after the last changes, has already worn off. but whiners gotta whine. Only real problem are xbows, damage bit tough and no dedicated skill requirements.
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 14, 2013, 04:15:45 pm
Srsly 50+ people and less than 10 ranged right now, this has been it for the past few says, dont you 'critics' think you're complaining too much?
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 14, 2013, 04:25:34 pm
wat? I hope that is satire. If not, get help.

Well I'm joking about the part where I said you want M:BG to fail. Of course you don't want that. But part about being butthurt after grand reveal is true. It ended after few days, but I've noticed your posts and the way you acted on irc. But we're humans so it's ok.

You like to tease me, and that's fine. For the most part, you have a point. But you also have your weak side and I like to point that out from time to time, dear unbalancer.
Title: Re: How to nerf archery, without destroying it.
Post by: tizzango on December 14, 2013, 07:52:19 pm
Well I'm joking about the part where I said you want M:BG to fail. Of course you don't want that. But part about being butthurt after grand reveal is true. It ended after few days, but I've noticed your posts and the way you acted on irc. But we're humans so it's ok.

You like to tease me, and that's fine. For the most part, you have a point. But you also have your weak side and I like to point that out from time to time, dear unbalancer.

Ughhh Leshma. Sometimes you make fairly reasonable posts, but then you come out with nonsense posts like this one and the one before.

I'm not sure if the former is just an act and the latter is the real you, or vice versa, but you need to think about what you post man :)!


On topic,

I agree with what Paul says about catering to the needs of 'melee chauvinists', I do think people make excellent suggestions on, essentially, how to reduce the amount of whine and therefore apparent disdain for playing battle aka 'nerf ranged'. That said, you should provide a more objective view Paul, with your position as a Dev it's disheartening to the community to hear a stubborn, rigid and subjective view, that has no apparent margin for change. Whilst this is also a game you may enjoy, it is wholeheartedly the communities game- you should take in their views instead of shutting them down with, as aforementioned, a subjective view; how you see the game should be played.
Title: Re: How to nerf archery, without destroying it.
Post by: Zlisch_The_Butcher on December 14, 2013, 08:09:31 pm
EU melee players you can always migrate to NA.
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 14, 2013, 08:31:21 pm
Ughhh Leshma. Sometimes you make fairly reasonable posts, but then you come out with nonsense posts like this one and the one before.

I'm not sure if the former is just an act and the latter is the real you, or vice versa, but you need to think about what you post man :)!

Need downvotes from time to time, and I sure as hell know how to obtain them :D

Reknown:infamy ratio must stay close to 1.

Also, don't care about this thread. It was started by a filthy archer, and is filled with archers arguing how to nerf themselves. Real nerf archery thread is mine, all mine! :lol:
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on December 14, 2013, 08:41:08 pm
EU melee players you can always migrate to NA.
agi player with bad ping = no thank you
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on December 14, 2013, 08:56:21 pm
It's almost kafkaesque to me. When I write assumption A is true because EU skill is higher than NA it's obviously ironic. How can I even know that? I fear Thomek actually believes in that and all the other stuff he writes. I think you all believe in what you write. That is scary, almost surreal.

Ranged is unfair because they shoot people. Shieldless melee is the only true way. Anything that forces melee to adapt destroys the fun of them and thus has to be destroyed by devs in return. Remove ranged, remove cav, remove shields because manual blocking is the only true way - the heart of Warband. Then we have our brave new world. This is sick.

So what do I think why cRPG loses players? Because its getting old. The capable main devs work on their own project. The dabbling substitute devs are inactive(Tydeus, myself) or busy elsewhere. There is no influx of new players due steam sales or player migration from other mods that died. Deal with it and wait for the new game. Personally I don't think cRPG should cater the sick fantasies of melee chauvinists to keep battle alive at all costs. For me that would destroy the heart of the gamemode.

Ranged is class that have to be on battlefield, best example was melee only server(aka broken crpg).
We can't properly balance crpg atm because of
hig lvl players
no clas limitation
upkeep play almost no role for some players
looms


If we will look at nojn loomed 30 lvl bulids with eq around 15-20k there is totaly nothing wrong with balance(archers 2h pole ect.)
but when we throw on that high lvl player with full loomed min maxed set, balance is something really hard to achieve.

(click to show/hide)

scale of battle and map play big role too.
I can understand that devs hate that QQing, especially you seems to be "bit" to soft on that point.

Quote
Shieldless melee is the only true way
shield cost:

cost money
weight
and skill points

I have 3 shield skill and to be honest it helps me alot, eu1 is not that bad anymore
but I still feel cheated out, 1 lvl, 3 skill points, weight and upkeep

Crossbow bolts shot me  through shield, archers around, I am slower and shield do not helps me in melee at all(archers do not shoot players with shield but only they to not know they can do shoot players with low shield skill)

Archers and xbowers have access to whole set of 0 slot weapons with really good statistics, 0 ps archer can fight anyone, defend himself from melee without investing single skill, WPF in to it.

maybe mele deserve easier access to tools that let them defend from ranged.

ahh yea I am 2h boy


Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 15, 2013, 02:56:10 pm
I must say I agree with rebelyell and kinngrimm almost completely. Especially about the shield part, it feels like you have been cheated by investing into shieldskill at the first place. A shield, of course, still has it's uses but those skill points somehow do not worth that investment, mainly because of the excessive weight of shields. They slow you down way too much, therefore making the shield users to do worse in melee (combine that with the excessive range+duration of kicking).
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 15, 2013, 03:36:07 pm
Personally I could agree to two things: lowering overall ammo(bolt+arrow) count to 80% and lowering shield weight(maybe even half it). Shield weight bothers me for some time because they simply seem too heavy realismwise. But that is shikstuff so I don't really know. Speeding up shielders and thus hoplites that way would give them an additional edge in melee over 2h and shieldless polearm - the most vocal whiners. So it won't happen I guess. I'd also have to respec to a non-shielder to "prove" that it wasn't done to gain benefits.
Title: Re: How to nerf archery, without destroying it.
Post by: Lactating Vegetables on December 15, 2013, 03:38:15 pm
Shield weight bothers me for some time because they simply seem too heavy realismwise.
Wait wait wait. THAT bothers your for realism, yet 10kg for a quiver of arrows is fine???? Da fuck are you smoking?

Have any of you even felt the weight of a quiver of arrows, its no where near 10kg
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 15, 2013, 03:42:08 pm
Quiver weights are a crude workaround to slow down archers. I don't like it either but it has to be there for now. Also, those depleted uranium tips are quite heavy.
Title: Re: How to nerf archery, without destroying it.
Post by: Lactating Vegetables on December 15, 2013, 03:44:40 pm
Instead of making quivers weigh more than they should, can you not put a work around where every 1PD a character has will reduce their speed by a certain percentage, so that, that way "heavy" archers are slower than light archers
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 15, 2013, 03:50:04 pm
No, that would be either cmp stuff who is busy elsewhere atm or with the MS alone the other devs would have to use crude workarounds that would cause more damage than benefit.
Title: Re: How to nerf archery, without destroying it.
Post by: Lactating Vegetables on December 15, 2013, 03:52:32 pm
Fair enough, though it still bugs me how some of those damned plate guys are allowed to run faster than an archer that is wearing a linen tunic
Title: Re: How to nerf archery, without destroying it.
Post by: Gurnisson on December 15, 2013, 04:00:34 pm
Fair enough, though it still bugs me how some of those damned plate guys are allowed to run faster than an archer that is wearing a linen tunic

They don't, unless you're talking about an agility build using plate and a strength archer using two stacks of arrows.

Pro-tip, sheath your bow when you want to gain distance, the speed gain is totally worth it.
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 15, 2013, 04:01:57 pm
Instead of making quivers weigh more than they should, can you not put a work around where every 1PD a character has will reduce their speed by a certain percentage, so that, that way "heavy" archers are slower than light archers
Heavy archers are already slower than light archers, because they have less athletics/AGI. Plus, no archer should be moving fast at all if kiting archers are supposed to be toned down.
Title: Re: How to nerf archery, without destroying it.
Post by: Tzar on December 15, 2013, 04:58:55 pm
So Paul suggest that we buff archers an make em able to kite again, and half the wieght on shielders.

Huehuehue sounds like a good plan or nut...
Title: Re: How to nerf archery, without destroying it.
Post by: XyNox on December 15, 2013, 05:08:05 pm
Speeding up shielders and thus hoplites that way would give them an additional edge in melee over 2h and shieldless polearm - the most vocal whiners. So it won't happen I guess.

I probably asked this more then once now but cant remember reading an answer. Why do you care ? Its "your" game. When you hold back a ( in your subjective opinion ) necessary gamechange just to please a certain lobby, how can anything good evolve from that ? This is the whole reason we have people who spend more time crying on the forum than playing the actual game, because they know devs wont stick to their decisions given enough QQ is provided. I am not adressing any specific topic like ranged or shields, I just cant understand that balance policy in general. There is nothing wrong with constructive feedback of course but as long as people can expect a better reward from forumlobbying rather than adapting we will always see the former IMO.
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 15, 2013, 05:15:40 pm
Yeah Xynox, why do you even discuss here. If we nerf ranged, you can just "Adapt" yourself and go Melee.

It seems to be the same to you.. Ah.. No, It's just all the others that has to adapt to your pew pew playstyle..  :rolleyes:
Title: Re: How to nerf archery, without destroying it.
Post by: XyNox on December 15, 2013, 05:20:55 pm
I am not adressing any specific topic like ranged or shields, I just cant understand that balance policy in general.

Jeez calm down Thomek.
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on December 15, 2013, 05:59:43 pm
I probably asked this more then once now but cant remember reading an answer. Why do you care ? Its "your" game. When you hold back a ( in your subjective opinion ) necessary gamechange just to please a certain lobby, how can anything good evolve from that ? This is the whole reason we have people who spend more time crying on the forum than playing the actual game, because they know devs wont stick to their decisions given enough QQ is provided. I am not adressing any specific topic like ranged or shields, I just cant understand that balance policy in general. There is nothing wrong with constructive feedback of course but as long as people can expect a better reward from forumlobbying rather than adapting we will always see the former IMO.
probably because more and more peoples ignore yours posts
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 15, 2013, 06:26:42 pm
So Paul suggest that we buff archers an make em able to kite again, and half the wieght on shielders.

Huehuehue sounds like a good plan or nut...

Where did I say that I want to make archers be able to kite again? I just don't like the way their speed was nerfed. Even if you have trouble understanding the contents of a text, making up half of it won't cover up your deficiency.
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 15, 2013, 06:32:49 pm
Ranged needs to be ballanced via armor.
Title: Re: How to nerf archery, without destroying it.
Post by: XyNox on December 15, 2013, 06:34:11 pm
probably because more and more peoples ignore yours posts

Oh the contrary, there are more and more melee emos who drown themselves in their tears even before I post. I dont actually have to do anything for that to happen. Oh wait a minute, I think you are one of those guys  :lol:
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 15, 2013, 07:31:10 pm
Where did I say that I want to make archers be able to kite again? I just don't like the way their speed was nerfed.

Buff archer hybrids, remove that silly speed nerf, raise armor archers can use without sacrificing wpf, give every archer synergy bonus in melee category and nerf the shit out of mounted ranged. After you're done, give us another free respec. That way almost everyone will spec to archery/melee hybrids, gameplay will consist of shooting, then a bit of fighting. We will eradicate other ranged species (xbows/throwers) and there will be less whine on forums. The best will win, because we'll be on equal ground.

You see, by giving me ability to have enough wpf in every melee category (trihybrid), you done something right. I don't cry about shieldless melee anymore, because I can pla poleamrs/twohander/swashbuckler at will. Do the same with ranged hybrids and results will be the same. Pure builds are for my old friends.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 15, 2013, 07:42:13 pm
Buff archer hybrids, remove that silly speed nerf, raise armor archers can use without sacrificing wpf, give every archer synergy bonus in melee category and nerf the shit out of mounted ranged. After you're done, give us another free respec. That way almost everyone will spec to archery/melee hybrids, gameplay will consist of shooting, then a bit of fighting. We will eradicate other ranged species (xbows/throwers) and there will be less whine on forums. The best will win, because we'll be on equal ground.

You see, by giving me ability to have enough wpf in every melee category (trihybrid), you done something right. I don't cry about shieldless melee anymore, because I can pla poleamrs/twohander/swashbuckler at will. Do the same with ranged hybrids and results will be the same. Pure builds are for my old friends.

I don't agree. I wouldn't play a ranged hybrid because I have plenty of other activities that I personally consider more fun than playing ranged in cRPG.
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 15, 2013, 07:53:49 pm
Archery is generally boring. But if you spice it up with occasional duel, it can be fun. Shooting from sniper aka xbow is boring any way you put it. Throwing is fun but it's like showing middle finger to melee guy. Just when he expects a proper fight you throw crap at him.
Title: Re: How to nerf archery, without destroying it.
Post by: Tomas on December 15, 2013, 11:04:54 pm
+1 but go even lower on the ammo count.  12 MW Bodkins per quiver should be max imo. 14 MW Barbeds, 16 MW Tartars and 18 MW Arrows

Reduce MW Steel Bolts to 8 whilst you are at it and MW Bolts to 12.

Also remove ammo looting for all ranged inc throwers. 

That will really make ranged have to melee at the end of rounds (or in the middle of them to conserve ammo)
Title: Re: How to nerf archery, without destroying it.
Post by: Zlisch_The_Butcher on December 15, 2013, 11:22:12 pm
Also remove ammo looting for all ranged inc throwers. 
Go kill yourself
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 16, 2013, 02:01:50 pm
Archery is generally boring. But if you spice it up with occasional duel, it can be fun. Shooting from sniper aka xbow is boring any way you put it. Throwing is fun but it's like showing middle finger to melee guy. Just when he expects a proper fight you throw crap at him.

Some ppl like me just likes pew pew, because IMO this game is best archery simulator, if you got better and more realistic tell me that :)
 
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 16, 2013, 02:12:11 pm
Elder Scrolls V: Skyrim

Title: Re: How to nerf archery, without destroying it.
Post by: Hirlok on December 16, 2013, 02:18:42 pm
Elder Scrolls V: Skyrim

...you wish... Archery in Skyrim is unrealistic BS, I even begged on Nexus for a mod that would make archery mechanics in Skyrim more like c-rpg. ;-)

Lead, drop, hold time - nothing is realistic, most is just straight shots, then suddenly targets are "out of range" and can't be hit at all... hmmmmpf.
Have to agree with Steevee - so far M&B comes closest to real archery (but one could easily imagine better - unfortunately most devs are more inclined to cater for the needs of the sword wielders and heroes...). 
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 16, 2013, 02:22:44 pm
Elder Scrolls V: Skyrim



let arrows in c-rpg to make dropshots and i'll make HS like this one, or maybe better ones :D

Anyway, dmg would be really small due to arrows speed, but shooting over walls to some targets could be awesome :D
Title: Re: How to nerf archery, without destroying it.
Post by: Rumblood on December 18, 2013, 12:02:51 am
let arrows in c-rpg to make dropshots and i'll make HS like this one, or maybe better ones :D

Anyway, dmg would be really small due to arrows speed, but shooting over walls to some targets could be awesome :D

We have had that in the past, with missile speed and I think maybe a gravity tweak. Not sure how it happened, but for one very brief patch I could drop arrows over a rooftop and hit the xbows trying to reload on the other side. Also helped shooting over your teammates. I got used to it, but most people screeched so loudly it only lasted a day or two at most. I liked it.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 18, 2013, 09:00:51 am
double xp is on, and on EU1 i noticed that... there are not so many archers. Still lots of x-bows, but amount of archers were ok IMO. Most times i died because of infantry or cav, then x-bows and very few fimes I get shot to pieces by enemies archer.

Someone can say that i were killing and wounding lots of pll. Dave with same lvl and his x-bow have on most maps more kills than i have (sometimes almost twice).
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 18, 2013, 10:04:15 am
We have had that in the past, with missile speed and I think maybe a gravity tweak. Not sure how it happened, but for one very brief patch I could drop arrows over a rooftop and hit the xbows trying to reload on the other side. Also helped shooting over your teammates. I got used to it, but most people screeched so loudly it only lasted a day or two at most. I liked it.

There was no gravity patch. There had been a higher air friction parameter in the past but that has been reverted. The reason why one can't use indirect fire with most bows is that there aren't enough pathpoints (pre)calculated to allow long flight times. The upwards looking angle is limited anyway so the horizontal velocity component is too big to allow hitting closer targets.

So to enable lobbing arrows cmp would have to do 2 things:
1) Increase the maximum upward looking angle to 90 degree.
2) Increase maximum pathpoints number or fix this problem with a workaround.

Iirc the second thing is the problem because it's very hardcoded. Maybe that will be tackled when cmp has more time. Maybe not.
Title: Re: How to nerf archery, without destroying it.
Post by: Prpavi on December 18, 2013, 11:28:18 am
Paul, can you answer me one questions about xbows pls. Is it possible from a techincal standpoint to add a requirement for xbows (like PD for bows) or do you guys in the balancing team feel it's not needed, also what do you feel about increasing the requirement for Arbalest from 15 to 18.

thanks.
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 18, 2013, 11:43:58 am
Would be cmp stuff so it won't happen anytime soon. I like 15 str for arba, dunno what the others think. Personally I'd like to have something that slows down the reload process instead if just matching the str requirement and needing 10 more str for full speed.
Maybe like :
reload_speed = base_reload_speed * ( 0.5 + 0.05 *min(strength - difficulty, 10))

But that would be cmp stuff as well.
Title: Re: How to nerf archery, without destroying it.
Post by: Kalp on December 18, 2013, 11:48:19 am
Quote
How to nerf archery, without destroying it.
Stop making guides for archers  :rolleyes:
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 18, 2013, 12:07:51 pm
I made it long time ago  :mrgreen:
Title: Re: How to nerf archery, without destroying it.
Post by: Kalp on December 18, 2013, 12:09:04 pm
It doesn't matter, it still exist  :P
Title: Re: How to nerf archery, without destroying it.
Post by: Gurnisson on December 18, 2013, 12:24:22 pm
How much does weight affect xbows? I see Dave sniping people with almost 70 body armour, which is ridiculous.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 18, 2013, 12:32:49 pm
penalty to ranged wpf should be much higher than it is now if you go over 10 weight...

for ex Dave have effective weight counted to wpf reduction over 30, and he is still sniping ppl, it shouldn't works like that...
Title: Re: How to nerf archery, without destroying it.
Post by: Mr_Oujamaflip on December 18, 2013, 02:22:58 pm
I think a reduction in ammo is all that is needed.

Give us the ability to switch between ammo types, knock all quiver sizes down by like 25% and see what happens.
Title: Re: How to nerf archery, without destroying it.
Post by: Strudog on December 18, 2013, 02:47:15 pm
i must admit that over the last few days i have not been raging about archers at all, more about throwers and HT's. 1 throwing spear to the body from Torost that took 80% of my health, i have an 8 IF and 65 Body Armour character, he wasn't even moving, although i do think this was  a freak occurence.

Seems like archer pop has gone down and thrower pop has gone up
Title: Re: How to nerf archery, without destroying it.
Post by: Gurnisson on December 18, 2013, 03:41:40 pm
i must admit that over the last few days i have not been raging about archers at all, more about throwers and HT's. 1 throwing spear to the body from Torost that took 80% of my health, i have an 8 IF and 65 Body Armour character, he wasn't even moving, although i do think this was  a freak occurence.

He threw a throwing spear and bumped karasu which killed him at the start of the round from 100 %. He took off 90 % of Tor's health as well with one throw. I've heard about him in teamspeak. :D

To be honest, with the double xp there has been a lot more infantry returning to play a bit, making the ranged pressure much less noticeable.
Title: Re: How to nerf archery, without destroying it.
Post by: Strudog on December 18, 2013, 03:43:47 pm
He threw a throwing spear and bumped karasu which killed him at the start of the round from 100 %. He took off 90 % of Tor's health as well with one throw. I've heard about him in teamspeak. :D

To be honest, with the double xp there has been a lot more infantry returning to play a bit, making the ranged pressure much less noticeable.

yh very true
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 18, 2013, 08:36:49 pm
What if they introduce wpf synergy effects to throwing and archery, but nerf amount of arrows and rebalance bows again? (it's just silly that those low level bows are so effective)

Of course, synergy for ranged classes can't work like it does for melee. It should only raise melee proficiency and it should scale with ranged proficiency. For example, if an archer or throwers spend most of his wpf in archery/throwery and he has 8 WM, he gets around 70 wpf in 1h/2h/polearms. That way, with minimal further investment they could get to magical number of 100 wpf in desired proficiency. But to counter that, max wpf in ranged category should be nerfed. Currently it's possible to have max 183 wpf in archery and not sure how much in throwing with 8 WM all spent on ranged proficiency. With this change it should be 175 wpf if you spend all points in ranged, or 170 if you spare some for further melee wpf investment. Also with 9 WM it should go up to 180 wpf, 10 WM 185 and so on.

You should also reword melee synergy. There shouldn't be scenario where it gives more than 200 wpf in one category. Buff trihybrids a little bit and nerf those dual melee hybrid minmaxers such as San :P
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 18, 2013, 08:47:02 pm
penalty to ranged wpf should be much higher than it is now if you go over 10 weight...

for ex Dave have effective weight counted to wpf reduction over 30, and he is still sniping ppl, it shouldn't works like that...

There shouldn't be a ranged penalty for non plate armor. Most archers should have similiar accuracy and shooting speed regardless of armor(reballanced so they wouldn't be better than they are now), so that wearing armor would raise the stakes of ranged, meaning that archers would either wear it with associated tribulations, or get outshot by those who do. This way there would be no more peasant archers milking in the battlefield. 2 less reasons to play the class, less money, and being able to do melee even with a crap build. This should have been implemented long ago in place of the weight nerf.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 18, 2013, 09:55:58 pm
What if they introduce wpf synergy effects to throwing and archery, but nerf amount of arrows and rebalance bows again? (it's just silly that those low level bows are so effective)

Of course, synergy for ranged classes can't work like it does for melee. It should only raise melee proficiency and it should scale with ranged proficiency. For example, if an archer or throwers spend most of his wpf in archery/throwery and he has 8 WM, he gets around 70 wpf in 1h/2h/polearms. That way, with minimal further investment they could get to magical number of 100 wpf in desired proficiency. But to counter that, max wpf in ranged category should be nerfed. Currently it's possible to have max 183 wpf in archery and not sure how much in throwing with 8 WM all spent on ranged proficiency. With this change it should be 175 wpf if you spend all points in ranged, or 170 if you spare some for further melee wpf investment. Also with 9 WM it should go up to 180 wpf, 10 WM 185 and so on.

You should also reword melee synergy. There shouldn't be scenario where it gives more than 200 wpf in one category. Buff trihybrids a little bit and nerf those dual melee hybrid minmaxers such as San :P
So if changest you suggestet i will have around 180 in archery and over 100 in melee? Archers too OP, more than now. :)
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 18, 2013, 11:48:37 pm
According to new char tool, with 27 AGI and 9 WM you should have 198 wpf in archery. I'll rather fight you with 180 archery wpf and 100 melee wpf, because I know you're unable to utilize melee wpf. And extra 18 wpf on top of already high number is huge advantage.
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 19, 2013, 01:06:28 am
If I would be allowed to have that much wpf, I'd surely invest those into melee. It's not simply gay to have 194 in archery, it's also pointless and stupid.

At some point, every archer needs to go into melee.

Edit: That is also another reason why I dislike making ranged characters. There is simply not enough wpf left for melee!
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 19, 2013, 01:09:19 am
It's not stupid because you gain damage, accuracy and draw speed.
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 19, 2013, 02:20:23 am
I'd say more cowardice.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 19, 2013, 01:55:45 pm
Being a totally bure archer with 198 wpf is letting me to shoot really fast with longbow with really nice accuracy (still far away from red dot), i need this speed to be able to shoot agaist HA and pew-pew archers :)
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 19, 2013, 02:20:25 pm
I also mentioned bow rebalance, in case you didn't read the whole thing. Currenly, those twat bows are too powerful. They need to be nerfed.
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 19, 2013, 02:30:33 pm
chicken! chickeeen! (http://www.youtube.com/watch?feature=player_detailpage&v=dhRUe-gz690#t=215)

(click to show/hide)
Title: Re: How to nerf archery, without destroying it.
Post by: BlindGuy on December 19, 2013, 03:20:57 pm
WARNING: TL;DR spoiler here, discussing why history should not be used as a measure of balance:
(click to show/hide)

Warning: complicated technical diagrams of the materials and tactics in use by archers in melee.
Step 1:
(click to show/hide)
Step 2:
(click to show/hide)

Now, we all know the joke horse bows are rediculously overpowered. Their damage to speed to accuracy ratio is absolute rubbish and makes the top tier bows a disadvantage to use and a stylistic choice ingame which will make the use LESS effective but at least won't look retarded, and historically archers can achieve that speed of shooting with no accuracy if taking arrows from a quiver, or can achieve that speed, accuracy and power while shooting arrows they are holding in their hand: you cannot hold 40 arrows in your hand. If you limit archers to firing 3 times, then having to take 3 arrows from their quiver, swapping hands between bow as they position the arrows in a narrow X then swapping back, then firing 3 more, thats fine, but that's not gonna happen is it?

What we will probably get is sweet fuck all, for neither game balance nor historical accuracy, and we will continue to see guys with tiny bows that are visibly designed ingame to be used on horseback shooting off laser accurate hard hitting arrows at a rate of 1 per second. Welcome back to native guys. Oh wait, in native they balanced this by giving archers no athletics. Oh well, back to native guys! At least there I can eventually fight the bundle of stickss before they can run away, if I get thru the spam. Oh wait: they dont have pierce damage? BRILLIANT!
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 19, 2013, 04:29:02 pm
chicken! chickeeen! (http://www.youtube.com/watch?feature=player_detailpage&v=dhRUe-gz690#t=215)

(click to show/hide)

Ronin, you forget about one thing - even with 1 WPF and very few PS (situation i have) it's posible to block and fight back melee and even kill them.
Archers always going to be worse in melee fight than a dedicated melee (i'm not talking about personal player's skill), putting wpf in melee is helpful but in some situations they won't help anyway.
Title: Re: How to nerf archery, without destroying it.
Post by: Okkam on December 20, 2013, 11:12:23 am
I also mentioned bow rebalance, in case you didn't read the whole thing. Currenly, those twat bows are too powerful. They need to be nerfed.

Also it's time to nerf hard Longsword, HBS, SMS, Morningstar and many other 2H weapons that's cheaper than Flamberge. Those twat weapons are too powerful. They need to be nerfed.

The problem is not about archers. Problem is - too many whiners wanna have omnipotent build that can use 1 weapon in all situation. That is stupid, because warfare must promote versatility. This is CRPG only problem, because even Native MP classes is balanced. Infantry without shields or secondary ranged weapon is cannon fodder, archer without melee is glasscanon etc. Add to this CRPG crazy armor rating, fantasy weapons like sniper xbow, german-danish swords of dreams - and viola - you've got insoluble problem with balance.

Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 21, 2013, 02:10:58 am
Also it's time to nerf hard Longsword, HBS, SMS, Morningstar and many other 2H weapons that's cheaper than Flamberge. Those twat weapons are too powerful. They need to be nerfed.

I'd rather say the subpar melee options that are not peasant tier should be buffed. People have strong opinions about the internal balance of melee weapons, but this has very little to do with ranged/melee balance.

The problem is not about archers. Problem is - too many whiners wanna have omnipotent build that can use 1 weapon in all situation.

If you don't want one omnipotent build that can use one weapon in all situations, why are you arguing against a change in how ranged works ? I don't see good archers struggling against any particular class, yet even the best 2h get shot to death, only marginally slower than a noob would.

That is stupid, because warfare must promote versatility. This is CRPG only problem, because even Native MP classes is balanced. Infantry without shields or secondary ranged weapon is cannon fodder, archer without melee is glasscanon etc. Add to this CRPG crazy armor rating, fantasy weapons like sniper xbow, german-danish swords of dreams - and viola - you've got insoluble problem with balance.

How can "either you are archer either you are shielder" be called versatility ? A bad archer without melee is a glasscanon. Just not get into melee and you are a glasscanon that has no weakness.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on December 21, 2013, 02:26:09 am
i can agree with Kafein, internal ballance between bows and melee weapons is different.

There's no matter when you have high lvl wht what weapon you use.

I'm not using pew pwe bows because after last patch I think they are OP, And i want to show other ranged, that "spam arrows" technicue isn't bringing mulities all the time :), I even don't think what can i do with tatar or nomad bow... Long bow - best bow :D
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on December 21, 2013, 02:28:05 am
Also it's time to nerf hard Longsword, HBS, SMS, Morningstar and many other 2H weapons that's cheaper than Flamberge. Those twat weapons are too powerful. They need to be nerfed.

The problem is not about archers. Problem is - too many whiners wanna have omnipotent build that can use 1 weapon in all situation. That is stupid, because warfare must promote versatility. This is CRPG only problem, because even Native MP classes is balanced. Infantry without shields or secondary ranged weapon is cannon fodder, archer without melee is glasscanon etc. Add to this CRPG crazy armor rating, fantasy weapons like sniper xbow, german-danish swords of dreams - and viola - you've got insoluble problem with balance.
I dont get that , why only 2h weapons are there?
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 21, 2013, 02:31:58 am
To be honest, I'll rather have small amount of uber archers like Bagge, Stevee or even that annoying Shokoshugi than bunch of fairies running around with regular machine gun bows.

Not sure why and who did it, but achery loom changes and bow/arrow rebalance is maybe the worst idea in history of cRPG. All it did was to create horde of STR, for fun, alt, noob archers who have no time to grind gear. While that seems fair to new players, everyone who's not an archer and also dedicated long time archers suffer cause of it.

Revert the bow balance (Long Bow, only pierce bow) and quiver balance (old weight and values, no magical Bodkin tip) and you'll fix both HA and Achery Horde issue. Archers will fight among themselves to acquire looms, some will even retire their builds to get new, optimal Long Bow build and that will lower their numbers.
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on December 21, 2013, 04:11:59 am
To be honest, I'll rather have small amount of uber archers like Bagge, Stevee or even that annoying Shokoshugi than bunch of fairies running around with regular machine gun bows.

Not sure why and who did it, but achery loom changes and bow/arrow rebalance is maybe the worst idea in history of cRPG. All it did was to create horde of STR, for fun, alt, noob archers who have no time to grind gear. While that seems fair to new players, everyone who's not an archer and also dedicated long time archers suffer cause of it.

Revert the bow balance (Long Bow, only pierce bow) and quiver balance (old weight and values, no magical Bodkin tip) and you'll fix both HA and Achery Horde issue. Archers will fight among themselves to acquire looms, some will even retire their builds to get new, optimal Long Bow build and that will lower their numbers.
pierce dmg for all bows will always cause problems because that kind of damage bypass armor, and with all of that ranged players nowadays
it can be totally annoying


Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 23, 2013, 08:05:51 pm
Why are mongol bows so much better than european gear? Checked bows, like how Bow looks but stats suck balls. But these Horn, Tatar, tiny garbage bows have superior stats. Stop that madness, I want to play an archer but don't to look like a fool.
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on December 23, 2013, 08:12:14 pm
pierce dmg for all bows will always cause problems because that kind of damage bypass armor, and with all of that ranged players nowadays
it can be totally annoying
keep the pierce but implement bloodfrenzy mode  :twisted:
when you would kill 2 guys shortly after each other, you dont get staggered by arrows anymore for 1 minute, 30 more seconds with every additional kill while bloodfrenzy would be active.
+ you dont get staggered/interrupted
- you dont get hint/a trigger other then listening, that you were hit by an arrow, therefor possibly unaware of ranged targeting you.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 24, 2013, 03:54:18 am
keep the pierce but implement bloodfrenzy mode  :twisted:
when you would kill 2 guys shortly after each other, you dont get staggered by arrows anymore for 1 minute, 30 more seconds with every additional kill while bloodfrenzy would be active.
+ you dont get staggered/interrupted
- you dont get hint/a trigger other then listening, that you were hit by an arrow, therefor possibly unaware of ranged targeting you.

If some new guy posted this I would take it seriously.
Title: Re: How to nerf archery, without destroying it.
Post by: Prpavi on December 24, 2013, 01:40:28 pm
Why are mongol bows so much better than european gear?

Maybe because they were?

Also you all neglect what was a big factor and a major difference in these 2. The arrows, Mongol Ha and English archers had different type of arrows and were shooting in a different manner so comparing the two is quite silly. As we said many times before if this game was based off realism it would be a completely different game and probably less playable.
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 24, 2013, 02:07:22 pm
I know they were but in this case I'm not willing to accept realism argument. Looks matters to me and those Mongol Bows make me look like a fool.

I'll probably stick with Bow, despite its shortcomings. Don't want to be one of the steppe archers, we have way too many of those in cRPG.
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on December 24, 2013, 02:21:53 pm
If some new guy posted this I would take it seriously.
pffff  :lol:
so i guess you dont like the idear  :rolleyes:
Title: Re: How to nerf archery, without destroying it.
Post by: Joker86 on December 24, 2013, 04:53:24 pm
I don't see a reason to nerf archery at all?  :?
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 25, 2013, 01:56:26 am
I don't see a reason to nerf archery at all?  :?

That's only assuming you can fix the current problems in some other and more pleasant way.
Title: Re: How to nerf archery, without destroying it.
Post by: Joker86 on December 25, 2013, 03:30:21 am
That's only assuming you can fix the current problems in some other and more pleasant way.

Since I am no dev I can't. But I do know for sure that if we had 1000 nerfs and the problem still persists, the 1001st nerf won't help either.
Hence don't nerf anything, don't upset a (admittedly huge) part of the community for no good reason, and better find another solution. I think the period for nerfs is over, for a long long time now. The game is definitely overnerfed.
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 25, 2013, 11:22:30 am
Since I am no dev I can't. But I do know for sure that if we had 1000 nerfs and the problem still persists, the 1001st nerf won't help either.
Hence don't nerf anything, don't upset a (admittedly huge) part of the community for no good reason, and better find another solution. I think the period for nerfs is over, for a long long time now. The game is definitely overnerfed.
(click to show/hide)
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on December 25, 2013, 12:01:22 pm
Since I am no dev I can't. But I do know for sure that if we had 1000 nerfs and the problem still persists, the 1001st nerf won't help either.
Hence don't nerf anything, don't upset a (admittedly huge) part of the community for no good reason, and better find another solution. I think the period for nerfs is over, for a long long time now. The game is definitely overnerfed.
OVER WHAT?

it is crpg forum
am I right?
no?
Title: Re: How to nerf archery, without destroying it.
Post by: Joker86 on December 25, 2013, 12:31:52 pm
OVER WHAT?

it is crpg forum
am I right?
no?

Over the point where it stopped to be reasonable. In old cRPG you felt mighty, but meanwhile we reached a point where melee fights look like slow motion from Matrix, shooting your bow feels like it is a child toy and where horses are as vulnerable as a hummingbird. I think it's time to stop messing around with the item stats and change something on the core of the game, something fundamental, but I fear the time for big changes is over.
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on December 25, 2013, 02:00:11 pm
cant agree with anyhing
melee is faster that ever was(in upkkep age)
there is shitload of powerfull weapons ingame(imo to powerfull)
archery is far far from UP state

cav... maybe but i cant really tell much now about them
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 25, 2013, 02:12:47 pm
Since I am no dev I can't. But I do know for sure that if we had 1000 nerfs and the problem still persists, the 1001st nerf won't help either.
Hence don't nerf anything, don't upset a (admittedly huge) part of the community for no good reason, and better find another solution. I think the period for nerfs is over, for a long long time now. The game is definitely overnerfed.

You are ignoring the fact that the very high skill ceiling of melee combat means that melee TTK increased over time, while the low ranged skill ceiling did not let ranged TTK increase. Melee and ranged weapons were nerfed and armor buffed, but ranged had to be nerfed more in order to maintain something vaguely resembling balance when it comes to TTK. If we had bows capable of oneshotting people at 300 meters like in 2010 today, then we'd be in bigger trouble, yet it wasn't that much of a problem back then because melee fights were much shorter too.
Title: Re: How to nerf archery, without destroying it.
Post by: Joker86 on December 25, 2013, 04:05:00 pm
You are ignoring the fact that the very high skill ceiling of melee combat means that melee TTK increased over time, while the low ranged skill ceiling did not let ranged TTK increase. Melee and ranged weapons were nerfed and armor buffed, but ranged had to be nerfed more in order to maintain something vaguely resembling balance when it comes to TTK. If we had bows capable of oneshotting people at 300 meters like in 2010 today, then we'd be in bigger trouble, yet it wasn't that much of a problem back then because melee fights were much shorter too.

Before I write my answer I need something clarified: does TTK mean "time to kill"?
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 25, 2013, 05:39:23 pm
Before I write my answer I need something clarified: does TTK mean "time to kill"?

Yes
Title: Re: How to nerf archery, without destroying it.
Post by: Joker86 on December 25, 2013, 06:14:42 pm
Yes

Then I have the following answer: if "K" is removed as an absolutely needed condition to win, "TTK" becomes and negligible factor. Hence remove K (=battle mode)
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 26, 2013, 05:15:10 pm
Then I have the following answer: if "K" is removed as an absolutely needed condition to win, "TTK" becomes and negligible factor. Hence remove K (=battle mode)

That's a bit simplistic. Even if the goal of the game mode becomes flag control or something else, it won't change the fact that to get to that objective you will have to kill people, as well as to prevent the other team to control it. In other words, changing the gamemode will not remove the need to damage and kill some enemy players.
Title: Re: How to nerf archery, without destroying it.
Post by: Joker86 on December 26, 2013, 11:02:57 pm
That's a bit simplistic. Even if the goal of the game mode becomes flag control or something else, it won't change the fact that to get to that objective you will have to kill people, as well as to prevent the other team to control it. In other words, changing the gamemode will not remove the need to damage and kill some enemy players.

Right, but it becomes way less important, that's why I wrote negligible.

Even if we leave out any balance discussion, I think we can gree that the biggest problem of rangem combat is the amount of ranged players. And I don't think a nerf would be a suitable means to lower the motivation to play an archer. In theory, yes, I agree, making something worse lowers its attractivity. But cRPG reality has proved us differently.
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 27, 2013, 02:31:39 am
Aaaand back to reality..

What measures do we have?  (We don't have much beyond buffs/nerfs/changes to stats at this point)

Buffing archer melee (Actually it is just buffing archers.) -Tried, doesn't work.

IMO we have to make the class as lame to play, as the lameness it imposes on others.  (For Archers and Xbow: Make them weaker aka Nerfs ffs)

The same can be said about all classes, but also in the positive sense:

Make classes fun to play, that creates fun for others.

Only then will we see a game that is most enjoyable for most. A simple Kantian ethic..

Imo, if you want to kill people in this game without dealing with manual melee combat, you should be a freakin master at what you do.  Nerf ranged weapons to oblivion but increase headshot damage, accuracy and speed i.ex. Nerfing helmets could be done, would reward everyone that has enough skill to go for the head, melee and ranged too.

IMO Shielder should be weaker than 2h/pole, as you don't have to block.
There should not be an easy choice to just grab the most expensive 2h/pole and armor and go to town. There should be real dilemmas which there are not.
Cav should truly be high risk/high reward. Now it has the lowest risk.
Ranged is incredibly lame to die from. Should be equally lame to play.

All of this could and can be done by item stat adjustments.

anyway.. I guess you all know my positions on all of this by now.. I'm also a bit wasted so sorry to digress..
Title: Re: How to nerf archery, without destroying it.
Post by: Tzar on December 27, 2013, 02:36:50 am
Just remove the pierce dmg on bodkins arrows all rdy. That´s what started the whole range fucktard fest in the first place, and made everyone a Jambi cause you dont need to relay on doing headshot or precise shots, just spam spam spam....



Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 27, 2013, 02:43:31 am
Buffing archer melee (Actually it is just buffing archers.) -Tried, doesn't work.

When?
Title: Re: How to nerf archery, without destroying it.
Post by: Tzar on December 27, 2013, 02:58:45 am
When?

0 slot Well decent 1h´s, lets your spam with 2 sets of bodkin arrows while being able to fend for yourself with a good 1h.

Offcourse in your case your screwed either way, since well... you know  :lol:

Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 27, 2013, 03:04:04 am
I know that untill the weight nerf gets reversed and archers can fight again, such measures are meaningless. The result speaks for itself.
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 27, 2013, 03:15:49 am
Drop your bow and arrows, like good xbow players do. Whats the problem?

I drop my throwing if I'm in for a though melee, many shielders drop their shield..
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 27, 2013, 03:24:09 am
Drop your bow and arrows, like good xbow players do. Whats the problem?

Losing my class? You've read it before, when the enemy comes for you it's likely you'll lose the area where you dropped your gear, once more of them come. That can't be a serious suggestion.
Title: Re: How to nerf archery, without destroying it.
Post by: Tzar on December 27, 2013, 03:36:36 am
I know that untill the weight nerf gets reversed and archers can fight again, such measures are meaningless. The result speaks for itself.

Asking to be able to kite like you used too, makes you look like a noob...

What archers where able to do, when they could kite was op like hell....

Adapt an use the excellent 1h´s like everyone else..

Also there are alot of good archers that does excellent with the 0 slot 1h´s Its not the rest of us fault that u suck at melee
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 27, 2013, 03:39:13 am
Losing my class? You've read it before, when the enemy comes for you it's likely you'll lose the area where you dropped your gear, once more of them come. That can't be a serious suggestion.

Dave does it, Fried does it, Blackbow does it/did it, Bagge does it.. and so it goes... If you want to be PURE archer with no melee wpf, pay the price!
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 27, 2013, 04:59:59 am
Dave does it, Fried does it, Blackbow does it/did it, Bagge does it.. and so it goes... If you want to be PURE archer with no melee wpf, pay the price!

Actually I spammed blackbow dead quite recently despite his longsword and never saw him drop anything. What he does is spawn with no bow on ocasion, and archers aren't supposed to do stuff like that. And crossbows don't count ffs! They actually have something of a melee build. And I do have wpf, again, since apparently you didn't read, mobility is the problem. I don't see the logic in paying a price for being nerfed. Supposedly balance doesn't work like that.

Asking to be able to kite like you used too, makes you look like a noob...

What archers where able to do, when they could kite was op like hell....

Adapt an use the excellent 1h´s like everyone else..

Also there are alot of good archers that does excellent with the 0 slot 1h´s Its not the rest of us fault that u suck at melee

I used to kite? Did I? Then what the hell was I doing with a mace and scale armor? A build I had to drop because that fucking stupid weight nerf made sure I couldn't use it properly anymore? Why on earth would people with your builds need archers to be weaker at melee?
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 27, 2013, 10:03:22 am
A simple Kantian ethic..
...
IMO Shielder should be weaker than 2h/pole, as you don't have to block. nerf shield
There should not be an easy choice to just grab the most expensive 2h/pole and armor and go to town. There should be real dilemmas which there are not. nerf heavy 2h/pole
Cav should truly be high risk/high reward. Now it has the lowest risk. nerf cav
Ranged is incredibly lame to die from. Should be equally lame to play. nerf ranged

I can live with your "nerf everything but my class" rants but dragging Kant into this is pushing it. Claiming that only shieldless melee is fun for everyone and thus is the only class that has a right to exist seems to be more A.H. than Kant.
Title: Re: How to nerf archery, without destroying it.
Post by: Dalhi on December 27, 2013, 11:24:57 am
You can think of possible 1000 nerfs to ranged but it will not fix the problems that we encounter, it's just badly designed.
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 27, 2013, 11:51:45 am
IMO we have to make the class as lame to play, as the lameness it imposes on others.  (For Archers and Xbow: Make them weaker aka Nerfs ffs)

Make classes fun to play, that creates fun for others.

I agree, drop your katana.
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 27, 2013, 01:33:27 pm
I can live with your "nerf everything but my class" rants but dragging Kant into this is pushing it. Claiming that only shieldless melee is fun for everyone and thus is the only class that has a right to exist seems to be more A.H. than Kant.

:D And I hoped no one would draw the lines...lol  :mrgreen:

But on a serious note.. This is actually how I see it, although I'm fully aware that this is not something that will happen! The "Classes" that we have should give rewards according to the effort, skill and brains involved in playing them.. Or we will always see this unbalance once the skill level hardens and good players actually start playing and abusing their classes power.
Title: Re: How to nerf archery, without destroying it.
Post by: Zlisch_The_Butcher on December 27, 2013, 01:35:04 pm
Patch 2.14 remove katana plz
Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 27, 2013, 01:44:14 pm
Just make ranged harder to play. Reduce missile speed and reduce armour penetration

Try to make real pro's / con's to playing a hybrid xbow user so you either go for armour+melee and noticably worse ranged or best ranged, bad melee. This is hard since manual blocking is such a powerful ability available to all, but there should at least be some more difference between normal melee and melee with xbow
Title: Re: How to nerf archery, without destroying it.
Post by: Joker86 on December 27, 2013, 01:46:24 pm
Aaaand back to reality..

What measures do we have?  (We don't have much beyond buffs/nerfs/changes to stats at this point)

I think that's wrong. The devs can achieve pretty much everything, if they want to. I think with Tydeus we finally have someone, who also brings the reasonability and the openness for new ideas which we are in dire need at this point.

Buffing archer melee (Actually it is just buffing archers.) -Tried, doesn't work.

Agreed.

IMO we have to make the class as lame to play, as the lameness it imposes on others.  (For Archers and Xbow: Make them weaker aka Nerfs ffs)

An eye for an eye? If you spoil my game I spoil yours, so the game is spoiled for everyone? Not a good approach, in my eyes.

The same can be said about all classes, but also in the positive sense:

Make classes fun to play, that creates fun for others.

Only then will we see a game that is most enjoyable for most. A simple Kantian ethic..

This is much better already.

Imo, if you want to kill people in this game without dealing with manual melee combat, you should be a freakin master at what you do.  Nerf ranged weapons to oblivion but increase headshot damage, accuracy and speed i.ex. Nerfing helmets could be done, would reward everyone that has enough skill to go for the head, melee and ranged too.

This won't work. Unless you make body damage from ranged so low that you don't even get stunned when hit any more, the problem of the many archers will persist. They will pepper you with arrows and bolts, never mind how little damage they deal, since there is enough of them to reenact the landing on Omaha Beach. People who prefer to be archers now WILL prefer to do little damage over range over dealing good damage in melee and requiring skill and patience for it.

Basically you are saying: "We can't change anything on the archer problem, so let's at least kill their fun if they kill ours", leaving the game in a state which is best described as "in a wheelchair". The game would become a good portion more unfun to play for archers, while for melee almost nothing would change at all. Even with lower ranged damage dealt you would still die regularly to ranged attcks, since you lose HP during melee with enemy infantry, being backstabbed by cav or simply running into so many ranged enemies that their lower damage isn't even noticeable for you, you still die within moments after being stunlocked the first time. Now the only ones who would notice a change would be the ranged players, and they would start leaving the game. The more of them leave, the weaker the rest becomes, and a vicious circle starts, where you will end up with only the few most fanatic ranged players. The games would feel like on the melee only server, and we all know how popular this server was. In short: nerfing ranged is a good way to speed up the dying process of cRPG. A good game design suggetion shouldn't have such a result.

Completely forget about the idea of making archery more unpleasant to play, it will NOT make the players choose nother class. Most ranged players probably consider melee less fun to play than archery, and this does NOT neccessarily have to do with the kill counts, which usually are higher for melee players. It has to do with the gameplay itself. Now if you make archers more unfun to play, people won't suddenly switch to infantry, since the reason why they stop playing archer are the low stats (= balancing), but the reason why they haven't played infantry is the gameplay (= mechanics), so what happens if most classes in a game suck for you? Yes, you stop playing.

Do not nerf archers, I tell you. Btw. you should get rid of that hate against archers, it drips through every line you write, and most of your posts about nerfing archers read like a plan for revenge, for all those things they have done to you.

IMO Shielder should be weaker than 2h/pole, as you don't have to block.
There should not be an easy choice to just grab the most expensive 2h/pole and armor and go to town. There should be real dilemmas which there are not.
Cav should truly be high risk/high reward. Now it has the lowest risk.
Ranged is incredibly lame to die from. Should be equally lame to play.

All of this could and can be done by item stat adjustments.

anyway.. I guess you all know my positions on all of this by now.. I'm also a bit wasted so sorry to digress..

This is pure lobbyism I won't comment on.
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 27, 2013, 03:22:40 pm
Archery was fine for a very long time, we had few, but good, dedicated and high level Archers. (And I shut up about ranged) This was in EU terms the golden days of Hetman and Blackbow. That alone is proof that nerfs work. (And they have worked many many times before)

Then they got buffed, lets rather say the class got much more accessible. More accessible than any other actually, since you could deal full damage with no looms.

Now we have a ranged infestation, since as me and you have predicted many times, ranged breeds more ranged. (Both by people countering ranged with ranged, AND with melee quitting or switching to siege, so we get more ranged per melee target, so the remaining melee are squeezed on 2 fronts.)

Now I'm fully aware that I'm not taking the manly POV of sucking it up, or adapting. Simply because lets face it, cRPG is not very well made for adapting. The investment in looms and levels are simply too large for people to adapt!

Believe me, the ONLY thing I want to do to cRPG is to lessen (Not Remove!) things that make the game boring, lame and frustrating for Melee players. Stuff that remove the chance of an intense Melee battle that makes your heart pump. (Yes Paul I do see Melee fighting as more worthy and unique than Ranged fighting, so shoot me if I'm wrong.  8-) I do see S keying with large Melee weapons much more Anime Cartoonish in concept than a freakin katana..)
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on December 27, 2013, 03:30:57 pm
You dont need to remove or nerf anything from ranged, you just need to change the classe's functionality. Your first mistake is to give in to your hate and thinking that nerfing is the only way.
Title: Re: How to nerf archery, without destroying it.
Post by: Paul on December 27, 2013, 04:45:13 pm
But on a serious note.. This is actually how I see it, although I'm fully aware that this is not something that will happen! The "Classes" that we have should give rewards according to the effort, skill and brains involved in playing them.. Or we will always see this unbalance once the skill level hardens and good players actually start playing and abusing their classes power.

In cRPG no class stressed me as much as playing foot archer. The frailty combined with cadence induced tunnel vision was horrifying. Crossbow is so relaxing compared to it. Reload in cover with a calm 360 scan to access the situation. Archers got my respect, crossbowers not so much. For me it took less effort, skill and brain to play a successful melee, cav or xbow char than a semi-decent archer.

Back in Warband beta I started out as a melee-centrist; hating on cav, ranged and even shielders for being easymode low-skill classes. I hated because I didn't know. I rarely played anything different than melee. What opened my eyes was the Nationscup. We had a team consisting of almost melee people only. We even had to take in chadz as a crossbower. But we were still rather successful. Even with ranged 10 times more powerful than in cRPG you could win with an inf pile if you played with MotF. It was doable and for me it was fun. Russians finally defeated us with a nicely done scatter and shoot crossbow squad tactic. But I didn't hate on them for that. I respected them. I started to respect decent cav and decent ranged, knowing that it does take skill to be successful with them against an organized oposition.

This is probably what cRPG lacks. The will of the players to organize and play for victory - even if it means going for MotF. Instead I have seen shieldless melee players charging an archer hill one after the other and complaining about it afterwards. It's like they claim the right to be retarded and still win. I might be alone with that but I think cRPG is about winning rounds. There a semi-organized inf pile defeats a cav and ranged horde anytime when playing for MotF cleverly. Ranged and cav feasts on stupid players but I don't think that this is reason enough to nerf them. Instead a more prominent MotF(maybe with spawned cover) and a penalty for survivers of a MotF loss would be my solution.



Title: Re: How to nerf archery, without destroying it.
Post by: Grumbs on December 27, 2013, 05:08:40 pm
You love to go to extremes were people who complain about ranged are "2 hand retards that charge archer hills". There is a middle ground were people use tactics, camp behind cover, use shields etc but its still not especially fun to play. ATM I feel like I have been forced into playing as a primary shield class with a 1 hander when I don't even like playing with a shield (but I am now, 5 shield skill and 3x melee). You finally get to a xbower and he has tonnes of armour and after 1 shotting guys is then a good melee player too. You get shot in melee, you have mounted ranged so you need to protect on all sides etc

Its poorly balanced and all this ranged makes for dull gameplay imo
Title: Re: How to nerf archery, without destroying it.
Post by: San on December 27, 2013, 05:59:24 pm
Problem is that if you camp with the ranged disadvantage, you'll just have a slow and steady defeat. Once the troop difference becomes large enough, there is little chance to fight back. That's why trying to get lucky with a good charge early on is usually the better choice despite the risk. Without enough ranged on your team, you need a pretty specific makeup of a variety of melee types or the disadvantage is too much. Despite the existence of MotF, I think there should be better offensive options against ranged camping in groups for shielders and 1v1 for shieldless melee.

I think spawned cover or gear (shields, spears/pikes, xbows mostly) with MotF is an excellent idea, though.
Title: Re: How to nerf archery, without destroying it.
Post by: Dalhi on December 27, 2013, 06:13:53 pm
Apart from what I think about about how crpg is played and my personal preferences about different classes what I would love is see is reducing the ammo for archers/xbowers (one slot for quiver/bag of bolts). That would make them be more carefull about what and when they shoot, having 15-20 arrows is still a lot. In my opinion it would greatly reduce the "archers spam". Not a direct nerf to their pew pew abilities, but I do consider top bows as way too accurate and missile speed is too high wich makes it just silly. Xbows are a different storry (I love the diversity in xbowers builds  :lol:) and I would love to see some kind of skill (power draw/pull or however you want to call that) requirement for both crossbows and bows.

Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on December 27, 2013, 06:20:04 pm
Back in Warband beta I started out as a melee-centrist; hating on cav, ranged and even shielders for being easymode low-skill classes. I hated because I didn't know. I rarely played anything different than melee.

I'm still like that, although I've played almost everything (never touched HT). That's because melee is the best thing this game/mod has to offer. I still hate cav, because the way Turks implemented cavalry is plain awful. And on top of it being awful in native, you even fucked up lance angle to make it even less desirable for me. Right now playing cavalry consist of bumping (like we're playing Carmagedon) and press X to win (couched lance). Crossbow is basically like playing sniper in any online FPS, point and shoot from distance. Don't understand how can people play that for such long time. Snipers are in general the most hated class in FPS, no one like people who choose to play as sniper.

Throwing is interesting, if not for the fact it's an insult for melee players. It's like saying, yo bro I'm gonna fight you and then you hit him with a projectile from five meter distance. Couldn't stand being a douche like that for too long. Melee is fair, because everyone can use it and everyone can block the same way and almost every weapon.

Next time you want to preach, don't forget you're part of the gang which:

At the same time, you never fixed:

Because of all above, I'm immensely happy I won't be seeing you as developer/balancer in Melee :wink:
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 27, 2013, 08:43:13 pm
Leshma, you are the only person on my ignore list, but I regrettably read your post. Go die in a fire.

Stay the fuck away from Paul pls. He both tries and discusses things with us, while what he has done for cRPG is immeasurable compared to any of us. (Especially you.)
Title: Re: How to nerf archery, without destroying it.
Post by: Johammeth on December 27, 2013, 09:50:35 pm
For me, the only truly rage-inducing thing about ranged is having a good fight interrupted by a 3 damage stun-arrow that cancels a critical block/attack.

A high damage arrow shot absolutely should stun. A peashooter? not so much.


Solution:
Arrows that do more than 25% of a player's health in one shot will stun. Others will not. (The exact damage/stun threshold will have to be fine tuned, of course).

A couple of possibilities:
Damage over X% Target's Max HP to stun.
Makes HP stacking much better against range.

Damage over X% Target's current HP to stun.
Gives you 1-2 free "resist arrow stuns" at high HP, but not at low HP

Damage over X% of Target's Max/Current HP where X is calculated from their armor value (eg. no armor = 10%, full tincan = 40%)
Gives high armor players an ability to resist arrow CC, but not damage.

Damage over X flat value.
Crudest and simplest option
Title: Re: How to nerf archery, without destroying it.
Post by: Tzar on December 27, 2013, 09:55:54 pm
A simply solution.

Archers are the only range class that gets to use 40 shots. It makes sure they never run out of ammo, unlike throwers, which receive a laughable amount of ammo compared to the archer.

Reduce ammo on bodkins.
Title: Re: How to nerf archery, without destroying it.
Post by: Joker86 on December 27, 2013, 10:14:52 pm
Archery was fine for a very long time, we had few, but good, dedicated and high level Archers. (And I shut up about ranged) This was in EU terms the golden days of Hetman and Blackbow. That alone is proof that nerfs work. (And they have worked many many times before)

You are comparing apples to oranges here, since in the old golden days a lot of other factors (e.g. average melee skill, average equipment, etc.) were different, and I think it's the first time I hear a ranged-detractor mourn after that era of ranged balance, they had pinpoint accuracy, dealt high damage, had good skills and good armour, with some high tier melee weapons  :?

Then they got buffed, lets rather say the class got much more accessible. More accessible than any other actually, since you could deal full damage with no looms.

Now we have a ranged infestation, since as me and you have predicted many times, ranged breeds more ranged. (Both by people countering ranged with ranged, AND with melee quitting or switching to siege, so we get more ranged per melee target, so the remaining melee are squeezed on 2 fronts.)

I don't think that this "buff" is the reason for it. I guess you are referring to that balance change where the difference between loomed and unloomed bows got lowered, right? It did jack shit to the overall populace, it just came before the "regeneration of ranged players percentage" phase of the usual "nerf-counterreaction-reestablishment of old state-cycle". Which we went through a couple of time already, but people keep on crying for nerfs.

Now I'm fully aware that I'm not taking the manly POV of sucking it up, or adapting. Simply because lets face it, cRPG is not very well made for adapting. The investment in looms and levels are simply too large for people to adapt!

I agree on this, I am for a complete removal of the marketplace and let everybody reset his skills and looms as often he wants.

Believe me, the ONLY thing I want to do to cRPG is to lessen (Not Remove!) things that make the game boring, lame and frustrating for Melee players. Stuff that remove the chance of an intense Melee battle that makes your heart pump. (Yes Paul I do see Melee fighting as more worthy and unique than Ranged fighting, so shoot me if I'm wrong.  8-) I do see S keying with large Melee weapons much more Anime Cartoonish in concept than a freakin katana..)

You don't want to make things worse for melee players, but your suggestion makes it better for them only on short term - on long term chances are good things get worse, since only melee players will remain and the gameplay will become plain and boring, like on the melee only server.
Title: Re: How to nerf archery, without destroying it.
Post by: Thomek on December 27, 2013, 10:49:51 pm
I'm not talking the good old days 2 years ago, im talking before the recent ranged buff.

And I do think that recent buff has tipped the balance into the ranged reign we have now. Of course there could be some theoretical cycles elements but I don't think so. I think the small playerbase we have go ranged when they want to chill..
Title: Re: How to nerf archery, without destroying it.
Post by: Tydeus on December 27, 2013, 11:09:12 pm
This is probably what cRPG lacks. The will of the players to organize and play for victory - even if it means going for MotF. Instead I have seen shieldless melee players charging an archer hill one after the other and complaining about it afterwards. It's like they claim the right to be retarded and still win. I might be alone with that but I think cRPG is about winning rounds. There a semi-organized inf pile defeats a cav and ranged horde anytime when playing for MotF cleverly. Ranged and cav feasts on stupid players but I don't think that this is reason enough to nerf them. Instead a more prominent MotF(maybe with spawned cover) and a penalty for survivers of a MotF loss would be my solution.
From the few rounds I have experienced where MotF actually functioned as intended(spawning with 5 or fewer players left on a team) or after having spawned in a good location at the start of the round, nothing like a penalty needs done. We just need MotF fixed and fully functional(Sometimes you can raise your team's flag until it stops, but the round still won't end). Possibly change how many people cause motf to be spawned, maybe set a specific spawn time that is early enough to ensure it spawns every round. It's just that simply having flags on the map automatically reduces the effectiveness of ranged(maybe not throwing) and cav.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 29, 2013, 03:15:20 pm
In cRPG no class stressed me as much as playing foot archer. The frailty combined with cadence induced tunnel vision was horrifying. Crossbow is so relaxing compared to it. Reload in cover with a calm 360 scan to access the situation. Archers got my respect, crossbowers not so much. For me it took less effort, skill and brain to play a successful melee, cav or xbow char than a semi-decent archer.

Back in Warband beta I started out as a melee-centrist; hating on cav, ranged and even shielders for being easymode low-skill classes. I hated because I didn't know. I rarely played anything different than melee. What opened my eyes was the Nationscup. We had a team consisting of almost melee people only. We even had to take in chadz as a crossbower. But we were still rather successful. Even with ranged 10 times more powerful than in cRPG you could win with an inf pile if you played with MotF. It was doable and for me it was fun. Russians finally defeated us with a nicely done scatter and shoot crossbow squad tactic. But I didn't hate on them for that. I respected them. I started to respect decent cav and decent ranged, knowing that it does take skill to be successful with them against an organized oposition.

This is probably what cRPG lacks. The will of the players to organize and play for victory - even if it means going for MotF. Instead I have seen shieldless melee players charging an archer hill one after the other and complaining about it afterwards. It's like they claim the right to be retarded and still win. I might be alone with that but I think cRPG is about winning rounds. There a semi-organized inf pile defeats a cav and ranged horde anytime when playing for MotF cleverly. Ranged and cav feasts on stupid players but I don't think that this is reason enough to nerf them. Instead a more prominent MotF(maybe with spawned cover) and a penalty for survivers of a MotF loss would be my solution.

Fun takes precedence over victory. I have better games to play than a cRPG where I'm forced into non-gameplay (guess why I'm playing siege). Sure, the behavior of melee players in battle mode is not always optimal, I'm not denying that. Yet it's still more fun than hiding and hoping someone else deals with the machineguns, especially considering nobody will do it anyway.

The problem here is that in Warband as a whole there are mainly two types of gameplay that are nothing alike : melee and ranged. If you add mounted to one or the other it's slightly different but what I will say remains basically the same. Fighting in melee, whether you are the one being attacked or you are the one attacking, is good gameplay where you are personally in control and is enjoyable in a huge majority of cases. Ranged "fights" are not at all like that. I don't remember ever encountering someone that finds getting shot at is fun, is gameplay or even leaves you personally in control of your fate.

The balance team won't be able to make it as enjoyable as melee fighting but at least the personal influence of the guy being shot could be increased. With current projectile speeds, it's basically zero. I don't see how very high missile speed makes the game better in any way but it's like that for some reason. I believe that's one of the rare things in cRPG that are actually realistic, although maybe that was the damage dropoff formula. Either way, missile speeds need to be nerfed.
Title: Re: How to nerf archery, without destroying it.
Post by: Rumblood on December 29, 2013, 03:57:23 pm
Yes Kafein, we know you hate ranged and want it removed from the mod or made to be so entirely useless that no one in their right mind would ever choose it. We get it man, we get it.
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on December 29, 2013, 04:16:37 pm
... missile speeds need to be nerfed.
Suggested by Stevie and the more sensible way of getting a balance.

Another suggestion i found sensibel, also not from me the biased shielder ^^, was to decrease shield weight or even make holding the shield up influence less the movement speed as it does with all blocks atm so that ranged could be approached faster. The last i would see to balance out the loss of the "force field" we had ages ago(something i wouldnt want back as arrows stuck in the air arround me always looked crazy).

Shielders were supposed to be counters to ranged, but they arent and ranged were supposed to be supporters, but they arent anymore either.

And again, i want ranged in the game play, as i can see the huge positiv effects they can have onto it, but atm it is more grieve then fun i and many others get through the "at times" huge numbers of ranged on the eu servers. As it is a numbers problem, i suggested quotas, but noone really wants those, even though logicaly that is the way to go, still if not that, then we need nerfs for ranged and/or buffs to their supposed counter class.

And devs while you are at it, decrease kick range by 2/3, decrease the 1h stabs effectivness, reduce the effects of the past overhead turn nerf.

Yes Kafein, we know you hate ranged and want it removed from the mod or made to be so entirely useless that no one in their right mind would ever choose it. We get it man, we get it.
I cant remember Kafein seriously saying anything about removing ranged. From those who argued here and on other topics concerning ranged balancing, he seems still to be the more chill here and additionally made some excellent points.
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on December 29, 2013, 04:20:25 pm
Kafein I really appreciate what you do, you're tryint to understand and find ways of how to counter the ranged. But ranged is not as effective as you describe man, it's simply not.

Most of the maps, allow infantry to seek cover and force their opponents into melee. It is mostly about close encounters combat. City maps are even better for this, an example would be the nord town. Yes, rooftops don't really help that much with the addons in cRPG version (where there are more access to the rooftops).

You're saying melee combat is equally fun to the both sides, but ranged combat isn't. Well it is clear that you don't like it to be that way, but it is in the very nature of the ranged. It is about shooting something, preferebly something that can't shoot you back. Getting shot is of course not fun. Same for getting hit by a melee weapon. You'll say that "I can block the melee weapon, but I can't block the arrows coming at me. Ok I understand that logic, but there are other methods to deal with it.

You're saying that hiding from ranged makes it someone else's problem, well it is obvious you are looking from a solo perspective. Battle is not about surviving yourself by sacrificing your teammates, it is about winning the other team with your team. Just change your attitude to the problem and try a different approach maybe? I can give two ways how to deal with ranged if you really want to give it a try:

1-As corsair said, play in IG_Battlegrounds. It will improve your ways of dealing with ranged. You will laugh at yourself for getting shot only because you are getting shot by 2 archers.
2-Play as an archer in cRPG. To know the weakness of the class, you have to play it.

Now I don't know you already tried these, but I think you need more time with those. I feel like an asshole for giving advice to a veteran player like you, but I really want to help you.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on December 31, 2013, 06:07:56 pm
Yes Kafein, we know you hate ranged and want it removed from the mod or made to be so entirely useless that no one in their right mind would ever choose it. We get it man, we get it.

You are starting to become that guy that systematically ignores all the points being made and argues with imaginary straw men.

Kafein I really appreciate what you do, you're tryint to understand and find ways of how to counter the ranged. But ranged is not as effective as you describe man, it's simply not.

I wouldn't say ranged is extremely effective in the sense that it deals quickly with its preys. What I would say is that everything is ineffective at dealing with ranged, the least ineffective being ranged itself.


Most of the maps, allow infantry to seek cover and force their opponents into melee. It is mostly about close encounters combat. City maps are even better for this, an example would be the nord town. Yes, rooftops don't really help that much with the addons in cRPG version (where there are more access to the rooftops).

The enemy can just keep running. Seldom can you really force people into melee without exposing yourself very dangerously. Which also happens to be the typical "look how melee players r dum" argument.

You're saying melee combat is equally fun to the both sides, but ranged combat isn't. Well it is clear that you don't like it to be that way, but it is in the very nature of the ranged. It is about shooting something, preferebly something that can't shoot you back. Getting shot is of course not fun. Same for getting hit by a melee weapon. You'll say that "I can block the melee weapon, but I can't block the arrows coming at me. Ok I understand that logic, but there are other methods to deal with it.

There aren't many ways to avoid being hit by people that are shooting at you. Dodging is unreliable. And blocking projectiles with a shield doesn't work like a melee block either. In melee you can start to block when you see your opponent is attacking you. At range, if you start blocking when your opponent fires a bolt or arrow you will be too late. This means archers and crossbows that hold can lock you down at 50% speed for a considerable amount of time. And while this can be done in melee too, it puts the enemy at risk (nudges, spam etc.) and you can late block held melee attacks just fine for most weapons.

You're saying that hiding from ranged makes it someone else's problem, well it is obvious you are looking from a solo perspective. Battle is not about surviving yourself by sacrificing your teammates,

Yet that's exactly what people that suggest hiding are doing. So what should I do ? Hide or not hide ?

it is about winning the other team with your team. Just change your attitude to the problem and try a different approach maybe? I can give two ways how to deal with ranged if you really want to give it a try:

1-As corsair said, play in IG_Battlegrounds. It will improve your ways of dealing with ranged. You will laugh at yourself for getting shot only because you are getting shot by 2 archers.
2-Play as an archer in cRPG. To know the weakness of the class, you have to play it.

Now I don't know you already tried these, but I think you need more time with those. I feel like an asshole for giving advice to a veteran player like you, but I really want to help you.

I've played archer if you want to know, and I did not learn anything more about archers than what I already knew from my experience as shielder. About Native, I haven't done that but I believe that's not really worth the effort given the differences between Native and cRPG.
Title: Re: How to nerf archery, without destroying it.
Post by: Rumblood on December 31, 2013, 07:37:37 pm
You are starting to become that guy that systematically ignores all the points being made and argues with imaginary straw men.

I've seen your points.
1: Ranged shouldn't be able to hit melee at range.
2: Hiding, dodging, and shields are useless.
3: There is no counter to ranged except for ranged and that should not be.
4:
visitors can't see pics , please register or login
Title: Re: How to nerf archery, without destroying it.
Post by: CrazyCracka420 on December 31, 2013, 07:59:29 pm

This is probably what cRPG lacks. The will of the players to organize and play for victory - even if it means going for MotF. Instead I have seen shieldless melee players charging an archer hill one after the other and complaining about it afterwards. It's like they claim the right to be retarded and still win. I might be alone with that but I think cRPG is about winning rounds. There a semi-organized inf pile defeats a cav and ranged horde anytime when playing for MotF cleverly. Ranged and cav feasts on stupid players but I don't think that this is reason enough to nerf them. Instead a more prominent MotF(maybe with spawned cover) and a penalty for survivers of a MotF loss would be my solution.

This is the solution to cries people have had since the beginning of Warband (or crpg) to nerf cavalry and ranged.  When infantry has an objective, they start to shine even more on the battlefield. 

I still think (in crpg's current state) that the better/more organized infantry horde still wins 90% of the rounds in battle.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on January 01, 2014, 03:22:09 am
I've seen your points.
1: Ranged shouldn't be able to hit melee at range.
2: Hiding, dodging, and shields are useless.
3: There is no counter to ranged except for ranged and that should not be.
4:
visitors can't see pics , please register or login


1: Again, I never said that. There's a huge difference between "being able to" and "being guaranteed to". When I attack in melee I'm never guaranteed my attack will not be blocked, but that doesn't mean I am not able to attack.
2 and 3 are pretty much what I'm saying, if you take the word "useless" with a pinch of salt.
4: That's an image, which also did make me laugh. I don't like ranged, true. But that doesn't mean I can't come up with something constructive. This image is not an argument or even a claim I'm making.
Title: Re: How to nerf archery, without destroying it.
Post by: mrrdhardy on January 01, 2014, 11:10:20 pm
Getting all in one from last nerf archery topic i suggest to:

1. Revert patch buffing non loomed archery gear.
2. Decrease amount of arrows per quiver (17 or 16 bodkins on +3 should be ok)
3. Reduce fire ratio for bows while shooting from horseback (devs done it to HX, so i think they can do it for bows)
4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)
5. Lower a bit amount of dmg added by arrows

IMO as an archer after this patch I'll be forced to stop spamming arrows if I would like to keep some for end of the round, and i'll have lower dmg (if i'll use non loomed gear)

Plenty archers are using non loomed bows (i can see it because i'm using hireloom models boss pack), so after patch they will GTX from archery or will start using slower and less acurate, but stronger and more expensive bows. HA will also stop to being a raiding gatling guns.
Steevee you are a Genius!  :wink:
Title: Re: How to nerf archery, without destroying it.
Post by: Rebelyell on January 01, 2014, 11:29:20 pm
Steevee you are a Genius!  :wink:
sadly no one listen
Title: Re: How to nerf archery, without destroying it.
Post by: Rumblood on January 02, 2014, 12:17:10 am
1: Again, I never said that. There's a huge difference between "being able to" and "being guaranteed to". When I attack in melee I'm never guaranteed my attack will not be blocked, but that doesn't mean I am not able to attack.

Funny, I've been shooting arrows for quite awhile and I have not seen a single one "being guaranteed to hit".
Title: Re: How to nerf archery, without destroying it.
Post by: Adamar on January 02, 2014, 12:36:44 am
sadly no one listen

Because there's nothing new there. Same old nerfs.
Title: Re: How to nerf archery, without destroying it.
Post by: Jarold on January 02, 2014, 02:40:51 am
Yes please fix the MOTF to actually be an objective and actually work. I love it when the flag spawns almost instantly and the two gigantic infantry hordes clash. It's just so much more fun than how I usually have to play battle. I usually just avoid big enemy groups, but not too much or else i'll get left alone and be easy pickings, and hide from the ranged horde's vision. Please make the MOTF a real working objective for battle.

If the MOTF is made into an effective objective, I think the time that the flag raises should be increased a little.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on January 02, 2014, 11:16:34 am
Funny, I've been shooting arrows for quite awhile and I have not seen a single one "being guaranteed to hit".

Maybe, but with the kind of missile speed we got, it's a hell of a lot more likely to score a headshot at 20m than not being blocked on a stab overture.
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on January 03, 2014, 11:31:39 pm
I feel the same.

Yeah, pretty much. Except on siege you don't have to worry about cav, but rest stays. Still I'm quite low level, at higher levels when I get some melee power that might change.

Currently, melee is very hard to do as an archer because you feel like a tincan but you don't have their survivability or damage. You need exceptional footwork to win any duel, because you are slow.

As an archer things are fine, I am satisfied with damage I deal. But I deal 28-35 cut damage. Most archers use bodkins which change things a lot. Also most archers have more wpf than me.

There are basically three ways to balance archery:

Also point gain is a joke. I know it's meant to force players to play melee and not range but it is over the top really. Okay, I agree that hitting players isn't that hard. But what you should try is to reward headshots. They aren't that easy to pull of with bigger bows which are inaccurate. Smaller bows should be scaled down, most notable their missile speed. That will make it harder to score headshots.[/list]

Also removing projectile stun is good idea imho but certain thrower builds will be also affected so not sure.
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on January 04, 2014, 12:17:39 pm
As long as there is no reason to stand your ground as ranged, the best decision will always remain running away. You won't convince any archer that it's a good idea to stop kiting and fight unless archers get better melee builds than pure melee. And this won't change as long as shooting from afar has no disadvantage compared to fighting. The only thing that increasing the melee power of ranged classes does is making them slower and more dangerous to kill if cornered, which gives more time to their ranged friends to shoot you in the back. That would be fine if there was a reason for them to start fighting in melee unless forced to, or if actually forcing them into melee was usually feasible in the first place.
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on January 04, 2014, 01:53:07 pm
...
That would be fine if there was a reason for them to start fighting in melee unless forced to, or if actually forcing them into melee was usually feasible in the first place.
Making "teamhits of ranged" really costly, could have that effect. That then would mostly only count towards situations where they shoot towards opponents which are already engaged closely with a friendly teammate of theirs. To increase that as an factor the reduction of missile speed would be beneficial in combination.

3 possible positive effects:
- less ranged teamhits
- less interrupting fire
- more concentration of ranged on enemy ranged and cav, formost onto enemies who are not yet engaged in melee

possible negative blowback effects onto the ranged shooter who hits a teammate:
short time effects:
- 70% damage reflection and staggering effect for themselves for every th they do
- strong reduction of accuracy for 7 seconds, as he doesnt want to hit a friend again and gets nervous therefor and needs to gain his calm again
- an automatic sound from the ranged position "DAMIT not again", revealing his position and his mistake

semi permanent effects:
- minus 3 ath till map end for every teamhit/tk
- blurred vison till round end as they cry for their friends they "tked" shot (hey why not  :lol: combine this with an animation  :wink: )


---------------------------------------------
All these effects are not stats nerfs, they aim for short time penalties to make ranged life a bit tougher and let them know how not to do it and therefor give them pressure towards a different approach they need to find.

My best guess, if implemented, th's would be reduced slightly as would the rage of opponents whos melee fight would have been interrupted otherwise.


mmm, i would even go so far to make this for all players not only for ranged. But we could test it on ranged first right  :mrgreen:
---------------------------------------------
EDIT:
btw i maybe imagining things but my new policy to report every ranged teamhit, seems to work, i got less th's the past days since consequently report ranged teamhits and say also why from time to time so the ranged players know it is nothing personal against each of them but to do my part to show people they can balance themselve things.
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on January 04, 2014, 03:25:57 pm
I'm fairly sure what pisses you off is stun itself and not damage you receive from ranged teamhit (except if it is heavy hitter, like arbalester or bodkin arrow high PD archer).
Title: Re: How to nerf archery, without destroying it.
Post by: Molly on January 04, 2014, 03:59:04 pm
lol you people are still going?!
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on January 04, 2014, 04:12:29 pm
I'm fairly sure what pisses you off is stun itself and not damage you receive from ranged teamhit (except if it is heavy hitter, like arbalester or bodkin arrow high PD archer).
i am fairly sure, that by removing stun completly, we loose depth to the game. Getting anoyed to a certain amount by ranged is good, it gives the game atmosphere.

No idear where you get that part with me being pissed of by dmg, i rarely even look at my healthbar when i am playing concentrated, nor do i then talk a lot on ts. Both concepts i can freely advice to use at times to increase anyonce success rate.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on January 05, 2014, 03:38:39 pm
Maybe, but with the kind of missile speed we got, it's a hell of a lot more likely to score a headshot at 20m than not being blocked on a stab overture.

It looks like you are talking about missile speed from low tier bows. missile speed for rus and long bow is ok, you should also remember that you are not a Witcher....

I already mentioned about missile speed:

4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on January 05, 2014, 03:54:32 pm
It looks like you are talking about missile speed from low tier bows. missile speed for rus and long bow is ok, you should also remember that you are not a Witcher....

Steevee you really have to watch wiedzmin TV series or read the book, because witchers are a bit different there. They are mostly less intelligent, stronger, despising ranged weaponry and probably suck at dodging :P
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on January 05, 2014, 04:21:54 pm
Kinngrimm (and others who wants to read it  :mrgreen:)

(click to show/hide)

Mirror dmg and stagger is bullshit untill it is for all players (i played native siege where mirror dmg where on for ALL, and it was nice), but still it's bad idea. M&B is some king af medevial fight simulator, and things like mirror dmg will destroy it.

Every single penalties you suggested, and any others our community can create have no sense. Only penalty you should increase are negative points.


But...

I like idea with shouting if i hit teammate :D

In total "-" for you for this post.
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on January 05, 2014, 05:42:46 pm
(click to show/hide)
thanks for responding!

I am trying to find game mechanics which may be easily implemented, which but are not stats nerf or  item buff/nerf. Game Mechanics which would level a bit the playing field, as from the increase of ranged players i am convinced something needs to be done. Sooner or later the most stubborn of the ranged fantatics have to face the fact that it will harm cRPG more then it does any good if nothing is done at all to counter that trend which started a long time ago.

The discussion mostly here goes over stats or items, the staggering effect is the single mechanic till now which has been really mentioend i think. Totally removing that effect as i mentioend would not be good eitehr, softening the effect , dont know if that would be possible. Getting new effects dont know if devs are still involved adn willing enough to implement -_-, so we would eb back to stats of char and items ...
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on January 05, 2014, 06:01:28 pm
It looks like you are talking about missile speed from low tier bows. missile speed for rus and long bow is ok, you should also remember that you are not a Witcher....

I already mentioned about missile speed:

4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)

Well, I can't really talk much about the big ass bows since there are so few around, but the smallest ones shoot lasers that have "bullet" drop somehow.
Title: Re: How to nerf archery, without destroying it.
Post by: Rumblood on January 05, 2014, 06:03:41 pm
The only thing that makes sense is reverting arrows back to their normal weight, slowing archer movement while a bow is being used, but normal while using a melee weapon, and limiting the max PD and WPF that can be applied to archery, while also lowering the caps for optimum accuracy and damage to those limits. Adjust the damage downwards for archery (as long as accuracy at the cap is actually accurate).

That will prevent archers from running away from melee who have invested more than 0-2 points in athletics, give them their footwork back in melee fights, keep them from dumping all point and wpf into archery related skills and put some minimum amount into PS and melee wpf. You will see archers doing less damage at range, unable to flee when melee is in range, and being more than an automatic kill once caught by a player with any skill at all. Melee will still have far more damage, speed, and armor while being equal on footwork. Lowered damage on ranged should (iirc) result in more interrupts and fewer staggers from being hit. If not, make it so.

Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on January 05, 2014, 06:16:53 pm
Rumblood, that's not a good idea.

If you will give archer ability faster, he will use it to kite.


As I understand your suggestion if you will have bow in your hand you will be slow, but if you will put in or you back you will run faster.

For players with hi ath bulid and low tier bow time to draw a bow is a split a second. they will just pull out melee weapon to run away, and then take a bow and shoot. That will be totally gay move, but archers will do that :P
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on January 05, 2014, 06:35:44 pm
... reverting arrows back to their normal weight, slowing archer movement while a bow is being used, but normal while using a melee weapon, ...
Wouldnt they then not just kite again while carrying melee weapon? How about the kiting where they drop everything only to run in circles to then pick up again ..drop again to run in circles .... or just running away indefinetly till some other ranged would shoot the kiter or round end flags are up.

So i would perhaps make the logic like:
Aslong a ranged weapon is skilled pt/pd or wpf set xbow/bow/throwing, the movement is slowed down by default.
Only when a melee fight would be taking place, the movement restrictions would be lifted.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on January 05, 2014, 06:40:22 pm
Only when a melee fight would be taking place, the movement restrictions would be lifted.

but we have it already, all you need to di is drop a bow :)
Title: Re: How to nerf archery, without destroying it.
Post by: Ronin on January 05, 2014, 06:44:57 pm
Yeah people are forgetting the fact that archers can drop their bow&arrows for a second to fight in melee. It's not like it vanishes within a few seconds, it stays there safe for at least like 15 minutes (I know this from PWmod).

All I can say is, there should be a some kind of limit to archery. Making archery to not go higher than, lets say 180 for instance. So any archer who has extra points to spend, will spend those into a melee proficiency. That way, archers who like to melee will not be sacrificing their archery power and I think 180 wpf is already good enough for an archer.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on January 05, 2014, 07:01:05 pm

All I can say is, there should be a some kind of limit to archery. Making archery to not go higher than, lets say 180 for instance. So any archer who has extra points to spend, will spend those into a melee proficiency. That way, archers who like to melee will not be sacrificing their archery power and I think 180 wpf is already good enough for an archer.
That's also not good. There should be a limit for every bow for accuracy, if you go above it you gain only reload speed :)
Title: Re: How to nerf archery, without destroying it.
Post by: Kafein on January 05, 2014, 07:06:17 pm
Yeah people are forgetting the fact that archers can drop their bow&arrows for a second to fight in melee. It's not like it vanishes within a few seconds, it stays there safe for at least like 15 minutes (I know this from PWmod).

All I can say is, there should be a some kind of limit to archery. Making archery to not go higher than, lets say 180 for instance. So any archer who has extra points to spend, will spend those into a melee proficiency. That way, archers who like to melee will not be sacrificing their archery power and I think 180 wpf is already good enough for an archer.

The "wpf-to-utility" curve of ranged weapons needs to be flattened on the high wpf side, just like melee wpf is. I don't think a cap is a great idea.
Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on January 05, 2014, 07:07:42 pm
but we have it already, all you need to di is drop a bow :)
the logic behind is different.

With the current system you can drop bow and arrows and still run away.

With the logic i suggest, you are slow by default, but speed up for the fighting when you take up a melee weapon. So running away is only still possible then, while you swing a melee weapon, which may look funny and but is still slower then walking of other non ranged players. By "default" ranged would be slower and only for melee fights would have the movement speed increased to compete in those melee fights.
Title: Re: How to nerf archery, without destroying it.
Post by: Leshma on January 05, 2014, 07:12:33 pm
the logic behind is different.

With the current system you can drop bow and arrows and still run away.

With the logic i suggest, you are slow by default, but speed up for the fighting when you take up a melee weapon.

Good idea, but how do you plan to achieve that?
Title: Re: How to nerf archery, without destroying it.
Post by: Rumblood on January 05, 2014, 08:54:39 pm
Rumblood, that's not a good idea.

If you will give archer ability faster, he will use it to kite.


As I understand your suggestion if you will have bow in your hand you will be slow, but if you will put in or you back you will run faster.

For players with hi ath bulid and low tier bow time to draw a bow is a split a second. they will just pull out melee weapon to run away, and then take a bow and shoot. That will be totally gay move, but archers will do that :P

Not if you implement a "string your bow" mechanic that takes as long as reloading an arbalest whenever you switch back to bow.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on January 06, 2014, 03:10:37 am
Bows are meant to be faster than x-bows.
It's still possible to spam a long bow archer with nomad or tatar bow.

"string your bow" also is divided in two parts:
1)putting arrow on string and prepare it to draw
2)draw a bow

third part is aiming and releasing an arrow.

As an archer i can say that part 2 takes way less time than 1. It also depends on what bow you are using.

Rumblood, have you played an archer for more like 2 gens? I'm asking, because you are writing really wierd suggestions sometimes (almost as wierd as Kingrimm's  :wink:)

Title: Re: How to nerf archery, without destroying it.
Post by: kinngrimm on January 06, 2014, 04:21:46 am
Good idea, but how do you plan to achieve that?
similar to

if (rangedskills):
___movementspeed=movementspeed*.7
___if(meleecombat):
_______movementspeed=movementspeed*1

While by far not the statements of the actual code, but you still may get from that the concept of "how", but it wouldnt be "me". So your question is a bit strange, see i am not the dev, so i dont "plan" anything. I just share idears, which in many cases get ignored or end up on page xy in a forum topic without devs ever reading it or due to sometimes biased voices would be burried under a lot of crap.
Title: Re: How to nerf archery, without destroying it.
Post by: Rumblood on January 06, 2014, 04:49:38 am
Bows are meant to be faster than x-bows.
It's still possible to spam a long bow archer with nomad or tatar bow.

"string your bow" also is divided in two parts:
1)putting arrow on string and prepare it to draw
2)draw a bow

third part is aiming and releasing an arrow.

As an archer i can say that part 2 takes way less time than 1. It also depends on what bow you are using.

Rumblood, have you played an archer for more like 2 gens? I'm asking, because you are writing really wierd suggestions sometimes (almost as wierd as Kingrimm's  :wink:)

Well let me put that back at you like this, have you been reading for more than 2 gens? I'm asking because you don't seem to understand the words coming out of my keyboard sometimes :wink:)

"String your bow" means exactly that. It has nothing to do with the mechanism of shooting the arrow, which is an animation of nocking the arrow to the string, then the draw of the string and release. What "string your bow" means is that if you put your bow away, you take the string off. To use it again, you must restring it. Currently we do not have that mechanism in this mod. However, if we did, when an archer put away their bow and took out a melee weapon in order to get their athletics back, when they pull the bow out again, they can't use it again until they do restring it. This should take about 10 seconds. This prevents an archer from being able to kite. In compensation for this, arrow weight should be reverted to normal, while running with the bow equipped should give you 0 athletics.
Currently, no matter how many wpf points and archer has, they will 95-99% of the time dump them all into archery. If you want to encourage archers to take some melee, then cap the PD and archery wpf. To compensate for the loss of accuracy, the cap for optimal accuracy will need to be lowered. To compensate melee for the extra melee abilities that archers will then have, archery damage needs to be reduced.
As a result, HA's will also receive a bit of a nerf, doing less damage, and losing accuracy without being invested in Horse archery. That will also reduce the number of mounted ranged that we have. And finally, it would be nice to add an arrow that is only able to be used from horseback that does a slight bonus to horses. That gives HA's a niche of cavalry hunters, while avoiding melee because of the lower damage there.

And yes, 20 gens, thanks  :wink:
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on January 06, 2014, 11:12:00 am
Well let me put that back at you like this, have you been reading for more than 2 gens? I'm asking because you don't seem to understand the words coming out of my keyboard sometimes :wink:)

Sorry Rumblood I were drunk last night and i didn't catch what you mean :) Typing drunk on forum is not good :P

Anyway, your idea with "string your bow" is a  missunderstand.

Why an archer should make his weapon unusable for about 15 seconds? (it can be even shorter time, but still)

Why also fact that your bow is ready to use make you slowest player on battlefield? Archers ale light geared and should be fast moving unit, not a standing still cannow without protection. You idea is making archer unplayable, because you just can't follow your team and with 0 ath it's impossible to do anytning against cav (except shooting them). In you idea you can follow your team only with piece of wood and string in your arms with wich you cannot do anything to your enemies. If you want to be usefull you have to stop for about 10 sec. In this time for example your team can move for about 20 meters, x-bow with arbelast can reload, aim, and kill you, and an archer can shoot 2-3 arrows.


IMO this mechanic is just DUMB...

Title: Re: How to nerf archery, without destroying it.
Post by: Rumblood on January 06, 2014, 04:09:52 pm
I have 0 athletics and have no problem getting into position when on foot. I can also avoid cavalry with 0 athletics on foot. It is far from unplayable. Why make your bow unusable for 10 seconds? It is a choice between hoping you get the kill by shooting that last arrow from 5 feet away, or pulling out your melee weapon and fighting with a decent chance to win. But you can't kite away. It is dumb if you only look at it from an archers standpoint. If archers didn't kite and min/max, resulting in even DUMBER nerfs to the class, there would be no need for this compromise. It is about game balance, not being an archer lobbyist.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on January 06, 2014, 04:37:01 pm
But you can't kite away. It is dumb if you only look at it from an archers standpoint. If archers didn't kite and min/max,

You can't kite away atm. Only really hi lvl archers like me or shokoshugi have enought ATH to stay away from melee fight a litttle bit longer and shoot.

Maybe on NA life for archer is easier, but on NA there are tons of agi players that can catch every single archer.

IMO we don't need anything that will slow down archers, and putting string on and off is just silly.

String bow off during battle for an archer is like dropping a GS and fighting with sicle instead of sword for a 2H.

Modify:

almost every one is min/maxing, no matter what class he is playing...
Title: Re: How to nerf archery, without destroying it.
Post by: Branches on March 01, 2014, 05:58:15 am
4. Lower missile speed for low tier bows (Long bow should have highest missile speed, but it stay just like it is atm, rest should have lower missile speed with rule: lower dmg ->  lower missile speed)

I really agree with this. The separation between a bows missile speed and its damage contribution has always bothered me. What results in a bow's contribution to final damage if not the missile speed?

It seems to me that a bow's missile speed and damage should be directly linked.
Title: Re: How to nerf archery, without destroying it.
Post by: StuLLe on March 01, 2014, 04:55:59 pm
I have not read the whole thread, didnt have time yet, but I will.
I just wanted to add something noone took into consideration, until page 8 at least.^^

I think one big reason we have so many archers on the servers atm is the beginning of Strat. Archery is clearly op in these early stages of strategus, because of which a lot of people, and I mean really alot are leveling and training archer alts atm to gain an advantage in strat, which probably wont be used anymore once strat goes into midgame.
So before making any fast changes I suggest waiting a bit and see.





Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on March 03, 2014, 12:25:18 am
I have not read the whole thread, didnt have time yet, but I will.
I just wanted to add something noone took into consideration, until page 8 at least.^^

I think one big reason we have so many archers on the servers atm is the beginning of Strat. Archery is clearly op in these early stages of strategus, because of which a lot of people, and I mean really alot are leveling and training archer alts atm to gain an advantage in strat, which probably wont be used anymore once strat goes into midgame.
So before making any fast changes I suggest waiting a bit and see.

It's a standard: Strat starts -> number of ranged increase

And also this thread were started long time before we were close to new round of strat :)
Title: Re: How to nerf archery, without destroying it.
Post by: jtobiasm on March 03, 2014, 12:31:30 pm
The real reason archery has increased is because looming bows is now pointless. Reverting this change would IMO decrease the amount of ranged a lot.
Title: Re: How to nerf archery, without destroying it.
Post by: HarunYahya on March 03, 2014, 06:26:05 pm
Don't fuck up archers' damage.
To fix the problem,you need to define the problem properly.
Our problem is not that archers are OP.
Our problem is there are too many ranged .

Actually there are 2 ways to fix it.

1= Give archers less arrows,less ammo = less projectiles flying through battlefield.Which will solve the issue but it'll be unfair to dedicated archers,i don't want anyone to GTX their favorite class so it's leading us to option 2 !

2=Remove shield requirements like in native !
Seriously who needs to be trained to be able to carry some wooden piece ?
Shield skill should only affect speed and durability of a shield. It makes sense , if you were a medieval soldier and if you train with a shield,you would become faster using it and you would know how to properly block incoming attacks without damaging your shield a lot .

Problem we all QQ about for years in cRPG can be solved pretty easily without fucking up classes and balance,just remove that stupid requirement . We've seen protestors forming shield walls all across the world,in Turkey this summer,recently in Ukraine , none of them were skilled to carry those captured riot shields or huge wooden hand made shields.
Im aware my examples are absurd yet it was intended.If you are not a retard you already understood my point so im just continuing my post with some bullshit just to bother you nolifer cRPG junkies...
And sadly,i know none of the devs will ever give a fuck about this suggestion and you guys will continue crying and trying to find a solution to problem you couldn't properly define.
Since i am a shielder i seriously don't care about this ranged spam anymore,i advise you guys to do the same cuz i am pretty sure this problem will remain as it is for eternity.
Title: Re: How to nerf archery, without destroying it.
Post by: Prpavi on March 04, 2014, 08:56:03 am
your suggestion is not bad but it would buff shielders even more, the shield skill is a skill sink to compensate their ability to blok effectively every melee hit (with less effort than shieldless melee) and have protection from ranged. classes like pikers would still be in the same problems, just less viable.

as I said before I don't believe shielders are the first counter to ranged, cav and mounted cav is, it also depends on the map and closed city maps where most cav dismount is where you will have shielders playing a more significant role in chasing down the rangers.
Title: Re: How to nerf archery, without destroying it.
Post by: Templar_Steevee on March 04, 2014, 03:32:27 pm
first post is from long time ago, and patch making armor more efficient against projectiles changed a lot. Amount of archers decreased from that time. More ppl are playing otcher clases since tiny bows are not longer efficient against well armoured players.

Someone can tell that there are still lots of archers, but i can say that most of archers are ones i know from old times (best example is Nebun, he came back to c-rpg), and there are only little percentage of new archers.