cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Leshma on December 22, 2013, 04:07:45 am

Title: Ranged rebalance or going back to the roots
Post by: Leshma on December 22, 2013, 04:07:45 am
I'll keep it short as possible but quite data heavy. First let's start with some level 31 heavy ranged builds (will be using cRPG Character Builder).

Current cRPG:

Arbalester Level 31
STR 15
AGI 24
HP 60
5 IF/PS
8 ATH/WM
160 Crossbow wpf
100 2h/1h wpf





Longbowman Level 31
STR 18
AGI 21
HP 53-65
6 IF or PS
7 ATH/WM
170 Archery wpf
1 2h/1h wpf





Battle Archer Level 31
STR 18
AGI 21
HP 53
6 PS
7 ATH/WM
142 Archery wpf
100 1h wpf





Jarid Thrower Level 31
STR 18
AGI 21
HP 53
6 PS/PT
7 ATH/WM
125 1h/2h/Pole wpf
122 Throwing wpf





Mounted Xbow Level 31
STR 7
AGI 30
HP 42-46
1 or 5 Shield
2 IF or PS or both
5 HA
10 Riding/WM
210 Crossbow lolwpf
1 2h/1h wpf





Horse Archer Level 31
STR 15
AGI 24
HP 50-53
1 IF or PS
4 HA
5 Archery
8 Riding/WM
184 Archery wpf
1 1h wpf






As you can see, there is no ranged thrower or horse thrower. Reason is cost of such build which makes it extremely rare choice. You will bleed gold and bleed hard if you choose that path so I decided to skip it. It's more of a lulz build than anything else, simply because of epic upkeep.

Back to footman builds. Arbalester has 8 ATH, therefore is faster than both archery and throwing builds with same armor, ranged gear not taken into account. When we put ranged weapons in their hands it looks like this:
After they equip weapons, it's fairly obvious that Arbalester is moving much faster. Difference of one athletics plus massive difference in weight. None of this is relevant for mounted builds, cause horses don't give a fuck.

Now let's look a bit at damage values and number of projectiles to spare. I'll use Masterworked gear as norm.

Ranged builds, both archery and xbow are very good. On horse higher firing rate of archery gets completely new dimension so I'll say that HA is stronger than HX even tho by looking at stats someone could get wrong impression that HX is actually better choice. Both are quite OP and annoying builds that are counter to each other but have very few real counters besides that. Needs nerf both, sorry horse ranged lovers.

* * *

Introduction is over. Time to go to programme Back to the Roots. It involves:
Title: Re: Ranged rebalance or going back to the roots
Post by: Grumbs on December 22, 2013, 01:51:16 pm
Tydeus has said that a lot of xbow stuff is hard coded, so we're left with pretty crappy ways to balance them. Not sure if increasing the STR by 3 will help much. They will get 1 more PS but move a little slower/have a little less WPF.

The weight of the xbow with ammo is a bit too low imo. A good shield can weigh a similar amount as xbow and 1 stack of ammo. So why not take a xbow yourself and save the points you spend into shields, move faster or hit harder?

If possible I'd nerf missile speed across the board so hitting targets is more player skill based. Then i'd reduce the accuracy so you need 150+ wpf to have a similar accuracy as you have with 150 now. So the crosshairs get wide quickly <150 . Not sure if this is part of whats hardcoded

If possible a good balance factor for xbows is the reload time. Every second a player stands reloading is more time for his team to be put in bad situations were he can't help at all. I'd tweak reload time for all the xbows

I have a feeling that heavy armour + xbow won't change much regardless since you can just drop the xbow when you actually need the armour in melee, and it still gives better protection from ranged when you are just reloading or moving around. Increasing the armour str requirements is a possibility, but this then affects more classes than just xbows so it needs to be right for the other classes

I wouldn't increase the armour threshold for WPF reduction for archers. They have great melee weapons and manual blocking completely counters a melee players attacks when they finally get in range. When they get hit they should at least take good damage for balance reasons.

For xbows though weight, accuracy and reload time should be juggled imo, and maybe damage. Archers should just have lower missile speed and maybe less armour penetration

Title: Re: Ranged rebalance or going back to the roots
Post by: Tydeus on December 22, 2013, 02:22:38 pm
Arbalest reach it's peak potential somewhere around 160-170 at 180 wpf while not even 200 wpf is peak potential of Longbow.
Why would we do these changes?
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 22, 2013, 03:00:29 pm
To force further specialization of crossbowmen, just like you did with archers in the past. Archers can't melee cause they don't have wpf for it, why should crossbowmen have that ability?

They'll still be able to have melee wpf if they choose weaker crossbow, instead of arbalest. Currently, there is no reason to choose any crossbow besides arbalest.
Title: Re: Ranged rebalance or going back to the roots
Post by: stante on December 22, 2013, 03:08:11 pm
To force further specialization of crossbowmen, just like you did with archers in the past. Archers can't melee cause they don't have wpf for it, why should crossbowmen have that ability?

They'll still be able to have melee wpf if they choose weaker crossbow, instead of arbalest. Currently, there is no reason to choose any crossbow besides arbalest.

In a realistic way: You don't really need experience of years to shoot a cow with crossbows because they were simply sniper but bows required decent skill and practise to shoot something and after around 15 shoots your arm would get tired (It is about the type of the bow tho) means less accuary after some shoots...
Title: Re: Ranged rebalance or going back to the roots
Post by: Sharpe on December 22, 2013, 03:15:34 pm
In a realistic way: You don't really need experience of years to shoot a cow with crossbows because they were simply sniper but bows required decent skill and practise to shoot something and after around 15 shoots your arm would get tired (It is about the type of the bow tho) means less accuary after some shoots...


Obviously you havent been here that long so let me introduce you to a concept that is predominant here

(click to show/hide)
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 22, 2013, 03:24:51 pm
In a realistic way: You don't really need experience of years to shoot a cow with crossbows because they were simply sniper but bows required decent skill and practise to shoot something and after around 15 shoots your arm would get tired (It is about the type of the bow tho) means less accuary after some shoots...

Dude, you're obviously new here. Realism discussion are subforum lower than this. I'm discussing this matter from gameplay perspective.
Title: Re: Ranged rebalance or going back to the roots
Post by: Ronin on December 22, 2013, 03:26:03 pm
To force further specialization of crossbowmen, just like you did with archers in the past. Archers can't melee cause they don't have wpf for it, why should crossbowmen have that ability?

They'll still be able to have melee wpf if they choose weaker crossbow, instead of arbalest. Currently, there is no reason to choose any crossbow besides arbalest.
Heavy crossbow is better for battle. Arbalest is way too slow.

Xbow class can not kite, unlike archers. When your crossbow is not loaded, you actually have to draw your sword to fight most of the time if an enemy is up close.
Title: Re: Ranged rebalance or going back to the roots
Post by: Kafein on December 22, 2013, 04:16:44 pm
Heavy crossbow is better for battle. Arbalest is way too slow.

Xbow class can not kite, unlike archers. When your crossbow is not loaded, you actually have to draw your sword to fight most of the time if an enemy is up close.

Or just run away until nobody chases you anymore.
Title: Re: Ranged rebalance or going back to the roots
Post by: Ronin on December 22, 2013, 05:26:51 pm
Or just run away until nobody chases you anymore.
and leave your team to be decimated. What a good strategy. :rolleyes:
Title: Re: Ranged rebalance or going back to the roots
Post by: rustyspoon on December 22, 2013, 06:39:52 pm
and leave your team to be decimated. What a good strategy. :rolleyes:

Ah yes, I'm sure that one guy running away is a HUGE detriment to his team.

Generally the xbow users that run have high athletics. If just one guy decides to chase him, there's no real loss for either team. If 3+ guys decide to chase him, that's a benefit to his team. He just took 3 people out of the fight by himself. And since they'll never catch him anyway, he'll just wait 'till they get bored and turn around. Then he'll load his crossbow and start shooting again.
Title: Re: Ranged rebalance or going back to the roots
Post by: Tydeus on December 22, 2013, 10:20:25 pm
Archers have more than enough wpf to melee, mine certainly does. The biggest deterrent for archers in melee, is ammo weight, something I would really love to be able to reduce.
Title: Re: Ranged rebalance or going back to the roots
Post by: stante on December 22, 2013, 10:27:32 pm
Dude, you're obviously new here. Realism discussion are subforum lower than this. I'm discussing this matter from gameplay perspective.

I am older than you in this game just recently joined to forum and I know that sub forum but if we dont give a fuck to realizm there is no point to balance stuff, I know pretty much all archers want buff and be able to kite and shoot like they did before but before I gave a break to game playerbase was much larger but I doubt playerbase will be like this when the doubleexp is off because it is worth waiting as dead in battle server thanks to doubleexp however I would rather quit server after a spawn headshot kill tbh I still do it no matther how many multi I have it is just annoying

buff = more chance of getting spawnraped
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 22, 2013, 11:20:59 pm
Archers have more than enough wpf to melee, mine certainly does.

Which bow you use and how much archery wpf you have?
Title: Re: Ranged rebalance or going back to the roots
Post by: LordRichrich on December 22, 2013, 11:28:35 pm
Leshma, just pointing out, I had a longbow archer with 154wpf. It was fine for me (unloomed bow). I was accurate enough to be shooting long range
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 22, 2013, 11:50:42 pm
What about draw speed?

From my experience, being precise is a something you learn by playing. Archers need wpf and agility stat to improve draw speed. And of course, damage.

If you ask me, longbow draw speed is poor with ~150 wpf.
Title: Re: Ranged rebalance or going back to the roots
Post by: Hirlok on December 23, 2013, 02:31:30 am
What about draw speed?

From my experience, being precise is a something you learn by playing. Archers need wpf and agility stat to improve draw speed. And of course, damage.

If you ask me, longbow draw speed is poor with ~150 wpf.

WPF is important for being accurate as well. I usually go for sniping / long distance shots, and do not feel comfortable with less than 180 WPF with the longbow. And of course the drawspeed is affected quite a bit as well - with mw longbow and high wpf you sometimes even have a chance against one of those submachineguns if they have little WPF (bow sidearm melee trolls ;-) )
Title: Re: Ranged rebalance or going back to the roots
Post by: Tydeus on December 23, 2013, 02:50:21 am
As my archer is 18/18, it uses either a Long Bow or a Horn bow.
Title: Re: Ranged rebalance or going back to the roots
Post by: Kafein on December 23, 2013, 03:04:09 am
and leave your team to be decimated. What a good strategy. :rolleyes:

It's a checkmate. Whoever chases you is also leaving his team to be decimated, and you don't have to run if nobody chases you. Moreover, melee takes more time to get back into combat than ranged.



The problem I see with archery internally is that if you get a slightly agi oriented build with a light bow and a few PD over requirement, you get all the pros and none of the cons. You get more accuracy, more missile speed, more fire rate, faster draw speed and longer accurate hold. All this compounds in the fact that even the hardest targets you encounter in usual play are quite easy to hit. It's hardly possible to miss the easiest type of targets (say, shieldless inf trying to get to you by dodging), because at short distances arrows travel so fast it's basically a hitscan, and you can hold your aim for so long, dodgers cannot use timing against you.
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 23, 2013, 03:07:24 am
After doing some testing with Hornbow and Arrows on DTV, I must say that difference between 160 and 184 wpf is quite massive. Draw speed has improved few times, accuracy is much higher and damage also. It's practically submachine gun build you're mentioning. It is necessary because I use Arrows and not Bodkins so headshot is usually only way to kill higher level bots.

Haven't tested Longbow yet, but I'll sure try to see how it goes. With Longbow and 184 wpf I expect similar draw speed as Hornbow at 160 wpf.

@Tydeus
That's not competitive build and you know it. There is no reason to put 100 wpf in melee, other than reducing repair chance. Yes swing speed is much better and so is damage, but who cares when archers rarely get to fight in melee. Putting those 24 points in archery means a lot, much more than wasting them in melee proficiency.

If you want to change behaviour of archers, you need to allow higher armour which will slow them down (less kiting) and give them free melee wpf and reduce archery wpf a bit. Kiting, pure archers will still be there but new breed of melee archers will arise.

But if you keep it this way, only sensible choice will be pure archer.
Title: Re: Ranged rebalance or going back to the roots
Post by: Tydeus on December 23, 2013, 03:13:36 am
@Tydeus
That's not competitive build and you know it. There is no reason to put 100 wpf in melee, other than reducing repair chance. Yes swing speed is much better and so is damage, but who cares when archers rarely get to fight in melee. Putting those 24 points in archery means a lot, much more than wasting them in melee proficiency.
I get 80 wpf in 1h and do fine. To be fair though, I'm not exactly shit in melee.
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 23, 2013, 03:32:06 am
Of course. I'm saying one thing, you hear what you want to hear. Guess it's contagious, hanging out with Paul can do that to a man.

You balancers are simple creatures. You were on EU1 tonight, witnessed what ranged (archers) can do on low pop server and now you're devising a plan how to nerf them (but not too much, because you don't want players to quit). God forbid to actually take any buff into consideration, even if it involves nerf of their ranged ability.
Title: Re: Ranged rebalance or going back to the roots
Post by: Kafein on December 23, 2013, 11:22:19 am
If you want to push archers towards melee without a stick, your carrot better be very, very large. And by that I mean pure archers would probably start standing their ground only if they had better melee builds than pure melee.

The utility of high wpf for ranged, but mostly for archers, should be the same as that of melee. I don't think 120wpf archery should be that "bad", in the sense that 150wpf archery is much better when it really should not.
Title: Re: Ranged rebalance or going back to the roots
Post by: Strudog on December 23, 2013, 11:59:56 am
Once again LEshma stop trying to balance ranged, go and play 10 gens and then i will accept your point, that 2nd battle archer build is horrible btw
Title: Re: Ranged rebalance or going back to the roots
Post by: Ronin on December 23, 2013, 01:10:45 pm
It's a checkmate. Whoever chases you is also leaving his team to be decimated, and you don't have to run if nobody chases you. Moreover, melee takes more time to get back into combat than ranged.
What if they decide to not to chase you but attack your mates while you reload your crossbow? Maybe I have spoken wrongly, it might be a viable strategy to run away like a chicken but it is just against my honor code to play like that. I value teamwork above all else. Which strategy should be promoted. Running like a chicken or doing teamwork?

Honestly, crossbowery is rather fine at the moment.
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 23, 2013, 02:06:47 pm
Once again LEshma stop trying to balance ranged, go and play 10 gens and then i will accept your point, that 2nd battle archer build is horrible btw

I know it's bad build, that is why I posted it. To make it better than typical fairy build you prefer. If you weren't min-maxing bastard as you are, you might take 15/27 full archer in consideration. But we both know HA is better atm so why bother...

Just wanted to point out that melee is waste of points for archers. Best is to aim for 15/30 or 18/27 at level 34/35 (Steve's build). But of course, what I've got is typical dev knows best answer:

Quote from: Generic dev answer regarding archery
Dunno what's the problem there, I've got level 23 archer 12/15 and I use regular Bow and regular Arrows and do fine. Skill up, nerd.

or

Quote from: Generic dev answer regarding xbows
Xbow is balanced and fine. I've just had a chat with Jacko and Fasader and they both agree.
Title: Re: Ranged rebalance or going back to the roots
Post by: Kafein on December 23, 2013, 03:43:52 pm
Once again LEshma stop trying to balance ranged, go and play 10 gens and then i will accept your point

No, I don't think you would. That's just an excuse.

What if they decide to not to chase you but attack your mates while you reload your crossbow? Maybe I have spoken wrongly, it might be a viable strategy to run away like a chicken but it is just against my honor code to play like that. I value teamwork above all else. Which strategy should be promoted. Running like a chicken or doing teamwork?

Honestly, crossbowery is rather fine at the moment.

Running away is precisely doing teamwork. You are saving your own life while putting pressure on the enemy.
Title: Re: Ranged rebalance or going back to the roots
Post by: Phantasmal on December 23, 2013, 05:59:21 pm
Running away is precisely doing teamwork. You are saving your own life while putting pressure on the enemy.

Not sure if sarcasm, but this is actually true. When you run, 1-2 people are bound to chase you as well. At the end of the round (6v6), kiting those 1-2 enemies can become quite useful in drawing enemies away from the group in the last clash to win the round. The problem is, it is advantageous to run in the majority of scenarios when playing ranged and there is not much incentive to stand and fight (and there will be no changes to make it more favorable without being game breaking).
Title: Re: Ranged rebalance or going back to the roots
Post by: Ronin on December 23, 2013, 06:25:27 pm
What if they decide not to chase you but attack your mates while you reload your crossbow? Maybe I have spoken wrongly, it might be a viable strategy to run away like a chicken but it is just against my honor code to play like that. I value teamwork above all else. Which strategy should be promoted. Running like a chicken or doing teamwork?

5v5, crossbowmen runs away and begins to reload his arbalest --> 4v5. Who will win?

At the moment, I draw my sword and help my teammates. It worked better to fight with them so far. If the enemy is going to outnumber us all anyway, it is better for everyone to run.
Title: Re: Ranged rebalance or going back to the roots
Post by: Phantasmal on December 23, 2013, 06:47:38 pm
Then you just cock an arrow or slam a bolt in your crossbow and harass him or his teammates while they run to the fight. Reloading will usually draw them back to you. If not snipe one of the enemy as they enter the fray.
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 23, 2013, 08:04:51 pm
Wrong topic. Please implement delete post feature. Thanks in advance :)
Title: Re: Ranged rebalance or going back to the roots
Post by: Joker86 on December 24, 2013, 04:15:56 pm
Nice effort, Leshma, +1 for that!  :D

Introduction is over. Time to go to programme Back to the Roots. It involves:
  • Changes to xbow class and weapons. First, some sort of stat depency for xbowmen. I've mentioned something similar to lack of wpf for other ranged classes. Depending on type of Crossbow there should be lower limit of wpf needed to actually perform well. It should be set quite high so that xbowmen have very few wpf left for melee proficiency. Also raise STR requirement for all Xbows in this order: Hunting 9 STR, Light 12 STR, Crossbow 15, Heavy Crossbow 17 SRT, Arbalest 18 STR. Also make Arbalest 3 slot so that dedicated Arbalesters can use only 13 projectiles per round and one handed zero slot weapon of choice.

I think that's not a bad balance suggestion in general, but I doubt it will help the problem of ranged spam on EU.

  • Implement synergy for ranged classes. Based on points put in ranged proficiency, ranged players will get free wpf in 3 melee proficiencies. Up to 80 melee wpf if put amount of ranged wpf equal to 8 WM. Scale accordingly to higher and lower levels of WM. But this must be a trade-off. Which means wpf function for ranged must be steeper, steepest for archers, bit less for xbow and very few changes for throwing.

I don't agree. First of all I don't agree to make archers stronger in melee, since it moves all the classes closer to each other and the game becomes less interesting. When I reach an archer in melee I want him to be significantly weaker than me, since during all the time I approached him I was significantly weaker than him (in ranged combat).

Secondly, making archers stronger in melee doesn't make them suddenly engage in melee as well. There is a reason people choose ranged over melee, and it has most likely to do with the gameplay and the fighting mechanics of those classes. Increasing a few stats doesn't change anything on the gameplay or mechanics, which means most ranged players would run away from infantry even if their stats were BETTER than those of the infantry player.



  • Changes to archery weapon values, which is why I call it Back to the Roots. Bows get cut damage, except Longbow. Arrows deal cut damage by default, unless combined with Longbow. New damage value for Longbow should be the same as Yumi or 28 pierce. Rus Bow go one point lower to 32 cut. Arrow damage is, starting from 3 for Arrows to 6 for Bodkins (cut). Quiver weight should be lighter, 50 percent for all arrows (5 instead of 10 for Bodkins). Arrow quiver should contain 21 arrows at 7 weight per quiver, Barbed 19 at 6.5 weight per quiver. Tatar 17 at 6 weight per quiver. Bodkins 13 arrows at 5 weight per quiver. Also change weight and price of bows. Longbow should stay at this price but other bows should be quite a lot cheaper. Longbow should be also heavier, instead of 4 kg it should weight 5 kg. Also heirlooms for arrows should change. Masterwork arrows should get +1 damage and +2 ammo. On +1 just +1 damage. In +2 just +2 ammo. On +3 combined as I said. Bow looms should stay the same, no buff for damage.

The problem of ranged combat compared to melee lies in the mechanics and the gameplay, which has no connection to the balance. I wrote it many times already, battle game mode is a hunting mode, since yu have to hunt down all enemy players in order to win. Cavalry and archers are well suited to hunt other players, while infantry is not, it's a rather defensive class whose only offensive capabilities lie in attacking a certain area, not mobile targets. This renders them the only passive class in the game mode, who can only react, while the other, active classes can more or less act to their likes. This very reason causes infantry to feel at a constant disadvantage, never mind how superior their stats are compared to the other classes (and they are). This leads to an "exodus" from infantry to the other classes, and there you are.

No stat change will change something on the fact that a ranged player can engage into combat a few moments after he spawned, while an infantryplayer has to run after his targets. You can't change the fact that archers can put themselves into an advantageous position where they can have good cover from enemy fire and where horses can't approach them, while infantry has to be on the move constantly, thus always being less aware of their surroundings and usually being located in the thick of the things. You can't change the fact that when a target is blocking with his shield or trying to dodge your arrows, you more often than not can pick another target which is not aware of you, and the success of your attack mainly relies on your ability to aim, whereas every infantry player who attacks in melee has to hope for his enemy to make a mistake and not block his attacks for ages.

This is why people should stop proposing balance suggestions to get the upper hand on the ranged problem.  :wink:

  • Increase weight threshold for all ranged to 15. But after that point, loss of wpf should be drastic with every 0.1 kg overhead.

This point gets a combination of my previous two answers.
Title: Re: Ranged rebalance or going back to the roots
Post by: Joker86 on December 24, 2013, 04:16:32 pm
Quote instead of modify  :mad:
Title: Re: Ranged rebalance or going back to the roots
Post by: Prpavi on December 27, 2013, 02:16:17 am
some fair points, but you forget on thing. You will NEVER make archers to take up arms in this mod, just the way it is.

it's easier now than ever to make a hybrid but still nobody is doing it, even way back only Tenne played it and did really well, Blackbow still does it well today and I remember only one more guy, Stulle. Everybody else will just max out their wpf no matter you cap it to 180 or 500. People play ranged for a reason and don't play melee usually for that same reason.

No matter how big the carrot is it will never work.
Title: Re: Ranged rebalance or going back to the roots
Post by: Adamar on December 27, 2013, 02:35:02 am
False, Kiting and such wasn't always an issue, so the 'carrot' was good enough then.
The slot system Nerf introduced some nice realism, but the job was only half done balance wise, and players adapted to what they had. The retarded weight penalties sure as hell dont encourage people to draw their weapons and hopelessly get outmaneuvered to death with an already laughable melee build.
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 27, 2013, 02:28:09 pm
Then:
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Now:
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Ranged is bigger issue now then it was back then. Food for thoughts :wink:
Title: Re: Ranged rebalance or going back to the roots
Post by: Ronin on December 27, 2013, 02:59:07 pm
Actually you should not say that the only reason to choose a bow, means that the archer doesn't like playing in melee. Speaking personally, I always liked combining melee with bow/xbow, because both in one character offer for some more tactical play. There are also some archers who don't like melee, and it seems like a majority. I really respect those persons in person, but I also fail to understand their logic of playing this game at the same moment.

Besides, that playstyles are generally less effective in my opinion. This game is about melee mechanics in the end. Not like I'm overvaluing melee skills over everything else or I want to destroy the fun of the people that play the game like this, it is just the way how this game works. Sooner or later, there is always a time when you will be forced into melee. I never skip PS and a bit melee wpf as an Archer. Even if it's 3 PS and 30 wpf. Some other way simply seems unnatural for me.

Too bad, as prpavi said: We will NEVER make archers to take up arms in this mod, just the way it is. So maybe just reward hybrid archers more than kiting archers? I mean, lets make the usefulness same at archery, but lets don't allow kiting archers to be better archers than hybrid archers; at archery. I'm not saying hybrid archers should be basically armed with Danish Greatswords + Long bows and 2 stack of bodkin arrows. Just make that kind of playstyle more rewarding. Maybe taking the suggestion of Leshma about ranged/melee synergy, for determining the breaking chances of melee weapons is a good step. Because less melee = More upkeep, hence more reason to take a crappier weapon.
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 27, 2013, 04:05:43 pm
Many seem to believe that archers having 80 or so wpf in melee will suddenly break the balance. It won't, because archers use short weapons and you need good footwork to be effective with those. However, wearing next to no armor with 8 ATH isn't enough because bow+arrows weight a ton.

Simply put, last few archer nerfs were complete failure and achieved nothing, only aggravated rare breed of hybrid archers. Even with so much weight I can still kite but close combat is difficult.

Shokoshugi and the likes of him can easily roll high level 18/27 or 15/30 build with nomad/tatar bows and bodkins. Build like that still deals a lot of damage, can kite till tomorrow, is extremely precise, fires like a minigun, can shoot from a far and doesn't even require many looms (MW Bodkins only). Also, upkeep is quite low because you only pay for Bodkins (frequent 500 gold upkeep), bow with 190-200 wpf breaks once in few hours of playing.

What devs did is:
No wonder there is so many super effective archers and horse archers around when only thing they need is high level which is fairly common among veterans who got free respec.
Title: Re: Ranged rebalance or going back to the roots
Post by: Templar_Steevee on December 31, 2013, 11:22:16 am
I dislike the most that those pew-pew bows are so powerfull and accurate (with nomad and tatar i have dot point for aiming).

There should be an accuracy cap for low tier bows, noone should have a dot accuracy.

Missile speed for low tier bows should be reduced. It's just a joke that even a ahort bow have higher missile speed than longbow.
Title: Re: Ranged rebalance or going back to the roots
Post by: Dalhi on December 31, 2013, 12:35:30 pm
Quote
"first rule of em all: common sense"
    ~ chadz

Pity that it this rule doesn't apply for item unbalancers  :lol:

As much as I appreciate your work on the mod I still don't get why we even have to discuss things like Steevee pointed out.
Title: Re: Ranged rebalance or going back to the roots
Post by: Leshma on December 31, 2013, 12:43:53 pm
I dislike the most that those pew-pew bows are so powerfull and accurate (with nomad and tatar i have dot point for aiming).

There should be an accuracy cap for low tier bows, noone should have a dot accuracy.

Missile speed for low tier bows should be reduced. It's just a joke that even a ahort bow have higher missile speed than longbow.

They obviously wanted to promote those, to that point underused, low tier bows. I've also read couple of times Paul mentioning realism as an argument (Mongols being best achers blah blah). But it truly sucks and I do agree with you.

Accuracy, missile speed and range is epic on those tiny bows. They only lack damage but bodkins can fix that. Also they cost next to nothing. You don't even need two quivers of arrows when using those bows cause it's really hard to miss your target thanks to dot reticule. Place yourself in a corner where few can see you, pull out a bow, switch to 1st person mode (55 fov for zoom) and pew pew headshots from distance. It's so easy.
Title: Re: Ranged rebalance or going back to the roots
Post by: Strudog on December 31, 2013, 12:48:26 pm
Low teir bows do too much dmg, 30-40% on my heraldic brigandine
Title: Re: Ranged rebalance or going back to the roots
Post by: Templar_Steevee on December 31, 2013, 01:04:31 pm
Internal bow ballance is broken ATM.  Easiest way to kill guy with long bow? Take nomad or tatar bow and spam him to death. Playing with longbow on lvl 30 is really hard. If we compare to it pew-pew bows  they are just an easy mode.

You can say that hi lvl long bow archers like me are op. But  just imagine what will happen if  some day I'll switch my long bow to tatar bow ? QQ everywhere.

But don't afraid, I'll never do that, unless I'll join Quincy clan...