The problem with a static test like this is there is little to no variation and no conditional situations being met. Your tests are not an active field of engagement. They are a basis for potential damage and potential damage alone and potential damage can't be justifiably nerfed or buffed by shooting a target that wants to be hit from a distance that is close range.
Damage decreases as the bolt/arrow travels distance - situationally speaking if someone was that close to you You'd have 1 chance to shoot him with the arb maybe 2 chances with the yew longbow. It is far more likely to deal 0 damage because the person is aware of ur presence near them especially at that range.
While adding PD requirements to xbow might seem like a solid solution it would only complicate things further as the way the engine utilizes the damage and accuracy stat to calculate wpf weight and reticle size.
Myself and Rico are testing a variety of builds (throwing/archery/crossbow/HA/HX) to see if there are ways to tweak them effectively without completely nerfing dedicated builds out of existence as previous balancers have practiced.
The basis for testing in a static environment is so that comparable and reproducable results can be obtained. I did not say that the damage output represented by my amateurish testing reflected 100% true gameplay experience, but there is one thing to note: you will never be able to test in a manner that produces identical results as to what occurs in a public server. Additionally, the sheer number of variables going into damage calculations means that "perfect" balance is never going to be achieved.
They are a basis for potential damage and potential damage alone and potential damage can't be justifiably nerfed or buffed by shooting a target that wants to be hit from a distance that is close range.
Balance is based upon damage outputs. We can measure how much damage is being done and alter varying factors to further explore the path toward reaching what we believe to be balance. Now, I understand your argument. You're saying I didn't flesh out all of the other factors that go into ranged damage calculations. Speed bonus, damage falloff due to distance, etc. You are correct, and that's why I didn't make an recommendations regarding the damage values of these weapons because further testing obviously needs to be carried out.
One thing is fundamentally clear: if you meet the strength requirements, you can use a crossbow. Even if you don't have weapon proficiency in crossbows, you can still be deadly with them. In order to play as an archer, you MUST put points into power draw, making you less effective at any other ability that you choose to forsake so that you may use a bow.
Crossbows do not require you to give up anything (besides wpf if you want to be pinpoint accurate) in order to be effective so long as you meet a particular crossbow's strength requirement.Damage decreases as the bolt/arrow travels distance - situationally speaking if someone was that close to you You'd have 1 chance to shoot him with the arb maybe 2 chances with the yew longbow. It is far more likely to deal 0 damage because the person is aware of ur presence near them especially at that range.
Skillful archers can hit these shots close range. Just because people miss shots doesn't mean that a weapon deals too little or too much damage. This would be more of a question of accuracy, and I highly doubt that you will argue that people miss close range shots because their reticle stretches from corner to corner of the screen. "We can't change damage values because they're hard to shoot when they juke" is saying that "we need to have all melee weapons 1 shot people because they can block and its annoying when they block all of my swings." The logic on either situation doesn't add up.
Also, your point assumes that archers are static on the battlefield. Most ranged players utilize the WASD keys to move about the battlefield. If you approach them, they generally will run away from you so they may gain an additional opportunity to fire a shot. I think you'd agree with this because you use this tactic yourself.
Also, damage output at range for melee weapons is horrendous, pls allow me to throw longsword.
While adding PD requirements to xbow might seem like a solid solution it would only complicate things further as the way the engine utilizes the damage and accuracy stat to calculate wpf weight and reticle size.
well shit it's too hard to implement boys, pack it up
at the end of the day:
i chose to be cavalry so now i'm not an effective footsoldier
i chose chose to be an archer so now i can't be as effective in melee
i chose melee so now i can't be as effective as an archer
i chose throwing so now i can't use a bow or be as effective in melee
i chose a class but i still can be a crossbowman