Archery could be nerfed to 1/10th of its current damage and people would still be complaining about archers in groups. Archers are best in tandem with their teammates because enemy movement patterns become much easier to trace when they are focusing on melee combat. Saying archery needs nerfing because they excel using teamwork is a poor argument and one I pray the devs will never seriously consider.
Same issues come up with cavalry and pikemen: Alone they are easily counterable, but they shine with teammates to distract the enemy.
Here's my suggestion: buff your battle awareness. Keeping your head on a swivel ( '~' key spam), avoiding areas where you'll become easy archer/cav food and knowing how far to push into enemy lines are absolute essentials for survival. I pride myself in my battle awareness, and throughout all my playtime I've never once truly feared cavalry. The only time I've ever truly feared archery is when I was an archer myself, because two archers targeting you can effectively lock your shooting down completely.
TLDR people continue to ask to nerf archery, when in reality they want to nerf teamwork (which won't happen). Therefore instead of complaining about archery players need to adapt and fine tune their battle sense to avoid situations that put them in harms way.
I think you're making a lot of exaggerations to make a point.
First of all, it's a stretch to call that teamwork. Attacking an enemy that is busy attacking another ally of yours is basic to any class, otherwise the game would just be a bunch of duels. It's hardly great teamwork for archers to fire into enemies that are trying to fight allies in front of them. Who else would they be shooting if it wasn't the enemy melee troops that are engaged with their allies? They shoot what they see, and the easier the shot the better. That's not some grand strategy to be praised. Their ability to do this isn't the issue. Even weakened archers would be effective doing that since they'd be stunning the enemy and opening them up for free hits.
The issue with archers isn't the same as what other classes are doing. Sure, pikes have long reach and are great to overwhelm other infantry when used in a group, similar in effect to fighting 2 enemies that surround you at once. Sure, cav are effective in attacking from behind the people who are busying fighting what is in front of them (again, similar to most times you fight 2 people at once, assuming they have decent movement speed to surround you). Sure, mauls crush through blocks, great for 1v1 situations, but not without drawbacks or counters. But all of these things are pretty balanced and have simple counters that involve a combination of teamwork and skill. The best team will generally still win.
But with the archers, there isn't very reasonable counters. Archers do well with or without teamwork, and their numbers weigh more heavily on the outcome than any other class. The teamwork required to counter archers would require very organized team-wide tactics involving hiding behind cover to force them to move to less advantageous positions, or some incredible shield wall work (which really only had a chance in strat, because the shield barely protects the user without that force-field effect). In fact, just about all the tactical discussions to try to rally a team to victory that I see anymore are attempts to find a way to avoid being slaughtered by the enemy archers. Maybe it's a certain path, maybe it's to camp and wait for them to come to us...
It's still all about archers. When I play and see a ton of archers on a team, it generally takes incredible effort for the other team to be able to overcome that and win.
Now, before the latest patch, archers were absolutely unbearable. After the patch, they seem to have improved to borderline unbearable. The main problem with archers I think is still related to their combination of deadliness and accuracy from most anywhere on the battlefield that they can see you. They still gather in places quite far away from the action, being just about as deadly and accurate as they would be if they were closer, and still being very tough to approach without just plain old sneaking up on them. In other words,
they are still long range deadly snipers.I think possibly there should be more tradeoff between damage and accuracy at a distance. Perhaps
one bow should be weak, but accurate, useful for those distant, hill-camping, kiting, low-risk archers, so they become more of just a nuisance if they are just firing at whatever the easiest target is (easy-mode archer), but can be very effective if they pick and choose targets where the stun effect will get the target killed or save an ally, or they go for accurate headshots. And then
another bow can be strong while being quite inaccurate, so that you'd only be effective at relatively short range (a sort of hard-mode archer). This will make it viable for a shielder to easily neutralize that powerful archer by traveling a short distance, rather than having to trek a long distance across the map to stop them. And the archer will need his melee allies to keep the enemy away, if he wants to keep shooting without stopping.
Alternatively, the damage drop-off over distance can be increased so that long range shots do a lot less damage (and reward being closer by making it more effective), but I think I prefer having the choice between different bows just for variety.
Either way, I think
the main problem is the fact that simply having a line of sight is enough for an archer to be so deadly as to be unbalanced, so they can sit practically off the map in no-man's land or on some high rooftop and shoot across the map effectively. There's not much point for them to try to get closer since it'll just make them more vulnerable, which is why archers seem to surround every map, raining down on people from long distances.