I like than an item balancer downvoted your post.
I chimed in here, Frank.
Seems like something needs to happen.
Because form the very first assertion it was clear that he judges things by appearances(the bow comparison).
The bow is half the price of the rus bow and is basically exactly the same. So that right there should probably change. The differences between them amount to nothing in practice. The main disadvantage the bow has is that it looses out on 2PD potentially but for most builds it's not an issue and the bow wins out. Also the damage out put difference between them when factoring in the extra 28% is low.
I pegged the bow with bodkins at about 19-20 damage against 55 armour. Once you apply the wpf loss to the rus bow build the damage equals out, like almost to the dime. So that fundamentally bones the rus bow as a thing.
The Nomad and Tatar Bows have less effective differences than the Bow and the Rus Bow, by far, not to mention the Tatar costing three times as much. The difference in accuracy between the Rus and the Bow is equal to that of about 4 WM (52 wpf worth). The higher your wpf, the less of an inhibition the inaccuracy is, but that directly speaks to the Bow's lesser potential (what gold is supposed to reflect).
Some people complained about not being able to handle upkeep for archery if they wanted a build that could actually deal damage (they weren't satisfied by non Rus or Long Bow damage). Since the Bow wasn't being used,
ever, there was no reason not to make it a poor man's Rus Bow.
As to the effects of the addition pd when accounting for the wpf penalty, that's just not true, especially if the lower str character is getting penalized by weight. I'm not sure what calc you're looking at, but unless you think it's fine to describe a 15%-20% damage difference with "equals out", that's simply not true. You made a mistake somewhere in your comparison, and it has negatively affected your perception of balance, as well as spread misinformation.
This is why I gave his post a -1. I know he means well, but you can't make statements like the above, if you're going to be off by so much.
I'm not saying we can't change the Bow's stats, but his reasoning fails from step one. We should change both the Tatar and Nomad for being too similar to the Horn bow if that's the case.
If you want pinpoint accuracy and sniping like cs:go - thats what the arbalest is for with its high shoot speed. Archery never was meant for that,
According to who? Why does it have to be that way? Have you used crossbows recently? They aren't pinpoint accurate. They also have lower
effective projectile speed than most bows.
its a class for those of us not in the cs:go wannabe crowd that like a challenge with tougher accuracy but decent damage. Damage over excessive accuracy any day of the week.
Inaccuracy relates to an increase in RNG within the context of warband. There is no precision offset, it's just center screen aiming unlike the CS bullet spread algorithms. It's fine if you want lower accuracy for higher damage, but that's pretty much what the Long Bow is to, well, all the other bows. What you make this sound like, is wanting to have increased damage and high mobility, while only having to sacrifice accuracy, aka exactly what I made the Bow when last I changed it.
There is a great but different degree of skill in using less accurate weaponry. Timing and situational awareness play larger part.
You'll have to help me on this one. Exactly how do you correlate necessity of timing and situational awareness with "less accurate weaponry." See, the thing is, when you reduce projectile spread (read: RNG), you allow for skill to develop, as you then create something that can be learned, overcome and utilized. Higher amounts of RNG has long since been argued against in the e-sports video game scene, precisely for the reasons stated earlier. Inaccuracy and RNG are just that, random. Sure, adaptation is a skill, but in this setting that's something that is coming into play after being subject to said randomness. Whereas a lower RNG driven system creates skill from the first step, and bring adaptation as a skill onto the scene as a reaction to your own mistakes. One grants the player control, the other takes it away.