I also want to point out that I agree that further nerfs, both to archers and cavalry, are not needed.
Now that roofcamping is (will soon be? Are server patched already?) gone, we can see how the ranged spam develops. If there's still too much of it, I suggested to give bonus XP at the end of the round, depending on how rare your class is. If there are too many players of the same class, you simply get less rewards. This could perhaps encourage a few people per server to switch to a class that's more seldom at the moment, and switching back to archer when enough other players did the same. It's a nerf without lowering the effictivity of archers.
The only solution to buffing infantry I found was a new skill system, which a bit nerfs the other classes, too, unfortunately. Basically only the website gets changed, the skills stay the same. Everyone has still access to the old, generic skill tree with STR and AGi as attributes, but for every skill point raised you need FOUR points of the corresponding attribute. But you can unlock ONE of three "skill trees" (which function the same way like strength does, according to most item difficulties), where skills need only 3x as many attribute points. The problem is, not every skill tree contains all skills.
Archers for example don't have athletics or power strike in their skill tree, and every point in the "archery" skill tree counts only as half point of strength ingame. Infantry has no ranged skills, cavalry has no ironflesh or athletics. And in order to buff infantry a bit, a few basic skills like ironflesh, power strike and shield skill need only TWICE the attribute to be raised one point.
If you want to raise a skill that's not in your tree, you have to pay with 4 attribute points per skill point.
This way infantry will always be the fastest, toughest and hardest hitting class in melee, and you should be able to feel this. Cavalry can also hit quite hard, but is more vulnerable, and archers can basically only shoot
Of course this nerfs hybrids the most, but I think this can be balanced carefully, finding a fair solution to make them as strong as they used to be (which was not much anyway, admittedly
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