So we want to make taking castles in seiges a breeze then?
My apologies but people will still rage extremely hard even if my Archer is not allowed a 2Her. They will rage when I headshot them or sink an arrow into them, failing to realize that I wasted a few more arrows and significant time to score that hit. 2Hers and polearm users want to be better in melee then 1Hers yet still be as arrow proof, and 1Hers want to be arrow proof without being slowed down by holding the block button.
The general concensus on these boards is that anytime anyone hits you with anything from range, and it takes more then a 5th of your health, it is unwanted.
I think what people really want is Archers, Throwers and Crossbowmen to be as rare as cavalry, but conflictingly, less powerful as well.
I think the cRPG community now has a Melee mentality, where anytime a range person "interrupts" the fight they are in, they get ticked off.
I honestly think the best solution for lowering complaints is to remove all range entirely (Of course, this would require a complete revamp of seiges).
Range in cRPG is akin to Shoguns, rocket launchers and Sniper rifles in an FPS; instant rage inducing weapons.
The following is how I can justify not nerfing range any further, at least for crossbowmen and archers. I still think throwing needs a nerf (maybe a soft nerf, maybe a hard nerf, I am undecided)
The EU servers have this beautiful ability to track stats in an amazing fashion, or at least one of the servers do. Certain players will know what I am talking about. It shows a bunch of pie charts showing a staggering amount of data, including what killed you during your entire lifespan. The average kills for players from range is pathetic at most, usually in the single digits, while 2Hers range from a quarter to a third all by themselves.
Would someone do me a huge favor and post a few of those here, in this thread, so that everyone else can see what I am talking about?
Before we nerfed range because it was absurd how dangerous it was. So fast you could not dodge, it hit like a truck, and it had extremely high accuracy. You were dodging ballistic missiles if the archer was the proper build. Headshot or no headshot, they killed often. I can see nerfing this.
Now though, we face range that almost never tops the scoreboards. I only see extremely skilled players top the scoreboards with range. One can argue that this is because range is a support class and has finally been relegated to it now. But the question is, why nerf it any farther then?
The reason why you see so much range is not because it is OP (Otherwise with the amount of players using it, you melee and cav players would be dead rather quickly and be at the bottom of the scoreboards instead of the top). The reason why you see so much range is because a lot of players prefer this play style. Just as some players use a sword and shield or a 2Her or a cav or a pike because that is how they enjoy the game the most, this same reason pops up for crossbowmen and archers.
Yes, the air is thick with projectiles, but considering the vast majority miss, I fail to see how this is a problem. We can continue nerfing range until it only kills once out of every quiver and people will still call for a nerf if a skilled archer takes them out.
I personally am sick of facing the STR builds that one or two shot everything they hit, but I accept that it is part of the game, and that is how they designed their characters. I also know that those character have a weakness (range).
EDIT: Removing a weapon slot is absurd, though I am completely for adding a PS requirement for melee weapons. This would curb a lot of problems.