There are a number of problems with archery in its current state
1) Ranged still kite. There isn't enough room in the class system to be a decent hybrid archer and they have too many arrows - it is this that allows and encourages kiting and the weight increases have not stopped Xbow, HA or HX kiting at all so to me it was a poor idea. In fact archers themselves still kite by dropping their bows and arrows and then running back to them later. All it has done is add an annoyance to the game and overpower cav.
2) Archers no longer get valour whilst certain melee players can get it most rounds. Even I can get valour a decent amount and i'm crap at melee. This means the repair function is useless and it unbalances archery. Melee players are stacking more armour than they should be able to on average and are still making money meaning archery is worth less.
3) Shields should be useable by everybody. Without the bonuses from shield skill even the best shields are pretty crap in melee so why not let everybody use them.
4) PS matters too much. If we want every build to be viable in melee then damage needs to be effected less overall by build.
What we actually need in cRPG is a Primary/Secondary system whereby everybody's primary class is generic melee and is based solely on their attributes, but then they have a secondary class based on their skills and that allows them to either focus on a special branch of melee or on archery, throwing or crossbows.
Here's what I would like to see.....
First people pick attributes (1 point per level, non convertable)
- People start at 15/15
- Strength effects damage (inc xbows) and weapon/armour usage (2% extra damage per point)
- Agility effecta base wpf and run speed (2 wpf per point in all classes, 2% extra run speed)
- Everybody gets 60hp as standard
Then people pick skills (1 point per level, no caps based on str or agi, normal caps at 15 points, non-convertible)
- Iron Flesh gives extra HP (2 per point)
- Shield gives a damage reduction to shields (6% per point)
- Riding allows the use of horses and buffs maneuverability by 6% per level
- Archery unlocks the use of bows and gives 6 archery wpf per point
- Crossbow unlocks the use of xbows and gives 6 crossbow wpf per point
- Throwing unlocks the use of throwing weapons and gives 6 crossbow wpf per point
- Two Hand skill gives 6 2H wpf per point
- One Hand skill gives 6 1H wpf per point
- Polearm skill gives 6 Pole wpf per point
Some level 30 builds
Max strength 2H
- 45/15, 15IF, 15TwoHand = 90% damage bonus, 30% run speed bonus, 90HP, 120 TwoHand wpf, 30 wpf in all other classes.
Max Agi 2H
- 15/45, 15IF, 15TwoHand = 30% damage bonus, 90% run speed bonus, 90HP, 180 TwoHand wpf, 90 wpf in all other classes.
Balanced 2H
- 30/30, 15IF, 15TwoHand = 60% damage bonus, 60% run speed bonus, 90HP, 150 TwoHand wpf, 60 wpf in all other classes.
Strength Archer
- 45/15, 15TwoHand, 15Archery = 90% damage bonus, 30% run speed bonus, 60HP, 120 Archery wpf, 120 Two Handed wpf, 30 wpf in all other classes.
Note - ranged will only get 1 quiver so they will need that melee ability
Agility Archer
- 15/45, 15TwoHand, 15Archery = 30% damage bonus, 90% run speed bonus, 60HP, 180 Archery wpf, 180 Two Handed wpf, 90 wpf in all other classes.
Balanced Archer
- 30/30, 15TwoHand, 15Archery = 60% damage bonus, 60% run speed bonus, 60HP, 150 Archery wpf, 150 Two Handed wpf, 60 wpf in all other classes.
Potential Cav Build
- 35/25, 10Polearm, 15Riding, 5IF = 70% damage bonus, 50% run speed bonus, 70HP, 110 Polearm wpf, 90% Maneuverability bonus, 50 wpf in all other classes.
Potential HA Build
- 20/40, 15Archery, 15Riding = 40% damage bonus, 80% run speed bonus, 60HP, 170 Archery wpf, 90% Maneuverability bonus, 80 wpf in all other classes.
Note - no need for HA skill anymore as HAs only have 1 quiver anyway. There would still be an accuracy malus for firing from horseback though but it could be linked to maneuverability rather than traveling speed to promote the use of lighter horses and higher riding skill.
The build I would probably go for
- 25/35, 8 Shield, 12Xbow, 10OneHand = 50% damage bonus, 70% run speed bonus, 60HP, 48% damage reduction to shields, 142Xbow wpf, 130 One Handed wpf.
Overall results
- Everybody can melee but focused melee are still better at it as they can carry extra HP or better shields. For example the difference between a balanced 2H and a balanced Archer with 2H is Hit Points not damage.
- As people get higher levels they can keep focusing their attributes but must spread their skills due to the cap at 15
- Still plenty of variation
- Overall there is a nerf to high strength builds (less max damage, less max HP, same wpf) and a buff to Agi builds (more HP, More min damage, same wpf) but both still offer different playstiles.
- Less ranged projectiles overall although probably more hybrids with ranged in the game
- Most ammo will be used up in the first few minutes of rounds meaning less kiting at the end of rounds when most players are dead.
- More skill to ranged play as wasting ammo is very costly.
- Finally you could link ammo counts to server population to make sure ammo is always at a premium and likely to run out just as the round is ending.