I can only agree on that part. It indeed was easy to avoid most threats with superior mobility. This mobility has been taken away though with nothing in return so far. No matter how bad you are in this game, if you have enough money to buy a shield you WILL catch the best archer in the game without ANY risk just by holding down rmb.
This is right, nd this is why I formulated that sentence this way. But in my eyes it is totally okay, because shielder are actually meant to counter archers (instead of only being fairly protected against them). The "fairly" also indicates the second part of my point: shielder can still be hit into the legs or the head, and a shielder can never look towards all archers. The closer he gets to the enemy frontline, the wider the angle will be in which the arrows are coming in. So running towards an archer with your shield up is still far away from a sure thing.
I. If this is the case, I still dont understand how nerfing their ability to run away while not giving them a fair chance in melee justifies the current situation. This is not balance, this is punishment. And I dont see why I should be punished for the actions of people I dont even wanna know. It cant be that hard to come up with a patch that does actually nerf kiting without nerfing every other aspect of archery in the same turn, can it ?
In this case an unbalance existed, and that's why a nerf/punishment was applied. I would have preferred another solution, because I don't support nerfs in general, but meh. All I want to say is that the class balance is reying on the principle of "You can attack me while I approach, but if you fail to kill me I will kill you", which should be a fair deal, at least in theory.
Short:
Before:
I shoot you, you eventually die. You reach me, I kite, you eventually die. I run out of arrows and enter melee, you eventually die. If not, I die. (Each "eventually" represents an increasingly smaller chance, though)
Now:
I shoot you, you eventually die. You reach me, you eventually die in melee. But most likely you will not, and I will die. But I had my chance.
II. I agreed on that point more than once in other threads. Still, we dont have those other gamemodes and I dont think this will change for quite some time. What we have is battle and siege and the nerfs still apply for those gamemode. Knowing that it all would all work out if there would be another gamemode is not much of a compensation.
I wouldn't argument that way until the developers state that conquest can't be done, which I frankly don't believe. I see no point in looking for any other solution than the optimal one. The community just needs to put some more pressure on the devs to get them actually work on it.
II. I am well aware that archers carry bows and can shoot . Sadly this does not impress a shielder at all. Also the fact that heavy inf takes 6+ hits from bows that are light enough to carry a decent melee weapon, the fact that archery hitboxes are plain messed and finally the nerfed missile speeds means that carrying a bow is in no way a guarantee for dropping any melee before he is able to reach you. Once an arrow is in the air you cant correct for it, even an aimbot could not help you there. Unless you can see into the future and you will know which side / in what spastic pattern your enemy will "dodge" even the best archer in the world can be just as good as his enemies dodging skills allow for it.
I dont want to say that bows are wothless now, of course they are not. You can still stand back and spam arrows into the blobs and headshot those who tend to walk in straight lines for a second or more. But you can just do this as long as some of your newborn autokill-counters come by and chose to kill you, even if you could probably kill them with a wooden stick with an equal build.
I already stated that I think archers are a bit UP on the paper regarding the values they are fighting with. The problem has its origin in the amount of archers, which - when high enough - can invalidate all points you mentioned above. Even the low deadlyness of archers can't change a lot there. With enough shit flying through the air even heavily armoured shielders will go down before they reach the enemies.
And there is another, but much less important argument: archers can protect each other by standing fairly close to each other, peppering every enemy who approaches with arrows. That way archers are forced a bit to do teamwork, as infantry - ideally - should be, too. In an ideal world shielders, two handers and pikemen would support each other, because infantry is the class in cRPG which requires teamwork the most. Cavalry requires it the least.
Appart from that sentence I can more or less agree with the whole paragraph, nothing wrong with that. The problem is, there are just too many situations now where the archer has a 0 % chance at range and the melee has a 90 % chance at melee, namely shielders. Cav can as well bump archers now with about 80% probability ( depending on the horse of course ), where a single bump can take 30 % or up to 60 % of your health, while there is no way to shoot often enough to kill it before it collides with you when it come around a corner/from behind cover. Not even to mention what happens when cav decides to actively attack instead of just running you over.
You are right about that, but I think it's okay, because almost every class has such an enemy. The system is no perfect, though. The horse archer works as "horror enemy" very well for pikemen, two handers and cavalry, but he doesn't have such a counter himself. Shielders though are countered by cavalry, because they either try to attack and recieve a lance stab due to their short reach, or they block and get trampled with full bump damage. Hoplites suffer from two hand and so on. It's the classic rock-paper-scissors-system.
I think this is much too theorethical to apply it on actual gameplay. I dont see what would be the problem about giving archers a fair chance to defend themselves instead of nerfing their ranged-, melee- and mobility rating all together patch by patch.
Because archers are still "good" at ranged combat. No great or amazing, but still good, despite the nerfs. If you'd give them acceptable melee capabilities they would become pure archers and hybrid melee. Which would be OP. Their chance to defend themselves is when the enemy is approaching, not when he is already there.