I never really played a full blown archer for more than an hour.
Actually 80% of my time in cRPG was with Pole and 2h Axes of any kind, 10% a Heavy Throwing Axe build and the other 10% would be random respeccing which included basically every possible class - never finished a gen as one of those.
I always go back to melee in some form except for shields, the reason for that is that it's the only kind of combat in this game that gives me an adrenalin rush.
Everything else bores me out after minutes of playing.
What i do not see is how melee players are more skilled players per se.
I run a high str build and lately top the scoreboard from time to time which is kinda sad considering that all i do is placing overheads where fit.
Guess i could agree that melee is more twitch based which makes it more appealing for people who like that.
This does not make melee players superior in any way.
If i had to break it down into different game genres it would be:
Cav - Racing - make split decisions that are hard to change after the window of opportunity has passed.
Melee - Shooter - reaction and twitch based for individual skills, teamplay helps a lot, too.
Ranged - RTS - plan in advance to not get cornered, choose your position, choose the right targets and maintain combat awareness over a larger portion of the battlefield than the other classes - judging your projectile trajectory and speed right as well as leading the target would be experience i guess but that kinda goes for every class.
Sure they are all a mix of at least two of those but non of them is an inferior skill set.
Yeah, the examples lack a bit but there is no class you jump into and instantly dominate due to it's mechanics being super easy.
Now i am not someone who rages at the game but i see how it can be frustrating to get hit by ranged stuff while you try to reach them.
This is mostly a problem for pure 2h/polearm builds who do not see that bringing even the cheapest shield will help a lot.
Reducing body damage by 33% does not change it, it just makes ignoring the factor that you are doing it wrong a bit more forgiving.
I am one on of those shieldless people but hardly ever die to ranged for some reason, might be my epic 'stache.
Ranged does not get that, they are mostly low HP and low armor, if you reach them and they lack melee skill - they die.
I do not have the numbers at hand but i will go with the biggest part of the community plays some kind of melee class, now that ranged got nerfed cav is booming and will soon be the major part of all the whining.
People who still charge straight at ranged people will never be happy until ranged is removed while ranged players will adjust to the current standards and shut up because they get flamed by the melee crowd if they dare to complain.
Also i am under the impression that we have reached a point where further nerfs of any class will result in worse gameplay overall.
So i kinda hope from here on out classes and their gear will rather be buffed to a point where they are equally useful than nerfed to a point where they are all useless due to boring gameplay.
I think most of the rage of melee towards ranged comes from those awful ranged vs melee round ends. How many times have I seen or was victim of a mere execution when I was among the last men standing. With no possible way to fight it. That's lame. Even though I have a shield, when I have to kill 3 archers when a round ends, I can say my prayers. I can manage 2 noob archers, but 1 noob and 1 decent archer is pretty much hopeless. Thing is, I would prefer fighting 3 melee anytime over 3 archers. And this is even more true with 2 enemies. And that is, I stress it, with a shield. I'm virtually the most adapted pure melee build against rangers, yet I can hardly kill one when he doesn't want it, and I die to two or more. Also note that the horse is completely useless once you have no friends to distract the enemy. In the end, being killed by ranged when you don't have a shield is totally ok for me. But ffs if you dedicate yourself to be anti-ranged, you should get an advantage over them. Yet you barely have one.
If the damage of body shots is buffed, then a shield anti-range buff is highly in order.
- Increase armor (but not HP to keep the axes effective) of all shields
- Increase the side coverage of non-round shields to match the models, or at least to be balanced
- Buff the shield bump to ranged :
- Make it happen immediately, whenever there's an enemy shield up in a 1m (bare minimum) radius around the archer (to cope for lags and not allow high agi pixies to be immune to this)
- Make it similar to polestagger. The current effect is barely noticeable, and there's no delay to switch to a melee weapon, which makes it useless.
- Maybe add a nerf to athletics as soon as you enter the "area of control" of the shielder, again to prevent high agi ranged to bypass the bump with glitching.
Whenever a shielder manages to come close by an archer, the archer should have an immense situational disadvantage, which isn't the case currently. Archers can maintain their aim "through" the shield for ages, effectively blocking the shielder into a "stop, wait and be a sitting duck" status, can shoot through it by glitching on the sides, and as soon as they are "bumped", run "through" the shielder (like if people were points in space rather than 70kg humans with a proper volume) and continue to kite.