Astaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
Astaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
inoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
Astaa wrote: ↑Sat 8 Aug 2020 7:49 AMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
There isn't really...however, I tried to play solo hero and found it a complete waste of time on this server, so now I decimate those very same zerglings, that make solo impossible, from range. The whining I get from them makes even more worthwhile. I can't speak for all rangers but I certainly don't add on real soloer fights, ganking greens and blues isn't proper soloing, and I will gladly add on them.
brewtus23 wrote: ↑Sat 8 Aug 2020 9:07 AMYou choose to play an MMO and be solo, grats to you i hope you have fun and enjoy it. Not everyone wants to play a game and be solo, Not everyone wants to only play the toons that you want them to play, Not everyone wants to fight the way you want them to fight. If you chase them rangers back to the keep/tower and get guard aggro that is your silly mistake. You have 5k kills and over 1/2 of them are solo kills, you seem to be doing pretty good against any and all classes. The Rangers that are hitting for the 400-500 shots are 50 bow, 48 Pf, maybe 33 stealth at the most and then no more then 10 blades/peirce. If those rangers don't get any damage done in range by the time the enemy is on them lololol they are dead easily as they don't have a handy pet, cool spear styles, slam, 99% snare to give them a chance to get away. Quit bitching and play the dam game and utilize your classes ability
brewtus23 wrote: ↑Sat 8 Aug 2020 9:07 AMYou choose to play an MMO and be solo, grats to you i hope you have fun and enjoy it. Not everyone wants to play a game and be solo, Not everyone wants to only play the toons that you want them to play, Not everyone wants to fight the way you want them to fight. If you chase them rangers back to the keep/tower and get guard aggro that is your silly mistake. You have 5k kills and over 1/2 of them are solo kills, you seem to be doing pretty good against any and all classes. The Rangers that are hitting for the 400-500 shots are 50 bow, 48 Pf, maybe 33 stealth at the most and then no more then 10 blades/peirce. If those rangers don't get any damage done in range by the time the enemy is on them lololol they are dead easily as they don't have a handy pet, cool spear styles, slam, 99% snare to give them a chance to get away. Quit bitching and play the dam game and utilize your classes ability
inoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
joshisanonymous wrote: ↑Sat 8 Aug 2020 2:51 PMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
You just proved Astaa's point that you're doing it wrong.
inoeth wrote: ↑Sat 8 Aug 2020 3:51 PMjoshisanonymous wrote: ↑Sat 8 Aug 2020 2:51 PMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
You just proved Astaa's point that you're doing it wrong.
yeah when camping dc and shooting everything that moves is the "right way" im out .... no point playing this game for this silly play style
good luck finding enemys soon if you keep on doing that, nobody likes to be ganked. why dont you guys just join zergs? leave us decent ppl alone you trolls
joshisanonymous wrote: ↑Sat 8 Aug 2020 5:26 PMinoeth wrote: ↑Sat 8 Aug 2020 3:51 PMjoshisanonymous wrote: ↑Sat 8 Aug 2020 2:51 PMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
You just proved Astaa's point that you're doing it wrong.
yeah when camping dc and shooting everything that moves is the "right way" im out .... no point playing this game for this silly play style
good luck finding enemys soon if you keep on doing that, nobody likes to be ganked. why dont you guys just join zergs? leave us decent ppl alone you trolls
God you are dense. You're doing it wrong because you're a solo going to the highest traffic location you can find, just outside of a highly defensive position for enemies, and then getting mad when they don't neatly sacrifice themselves to you one at a time.
Astaa wrote: ↑Sat 8 Aug 2020 7:49 AMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
There isn't really...however, I tried to play solo hero and found it a complete waste of time on this server, so now I decimate those very same zerglings, that make solo impossible, from range. The whining I get from them makes even more worthwhile. I can't speak for all rangers but I certainly don't add on real soloer fights, ganking greens and blues isn't proper soloing, and I will gladly add on them.
tommccartney wrote: ↑Sun 9 Aug 2020 10:04 AMAstaa wrote: ↑Sat 8 Aug 2020 7:49 AMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
There isn't really...however, I tried to play solo hero and found it a complete waste of time on this server, so now I decimate those very same zerglings, that make solo impossible, from range. The whining I get from them makes even more worthwhile. I can't speak for all rangers but I certainly don't add on real soloer fights, ganking greens and blues isn't proper soloing, and I will gladly add on them.
Assuming you are talking about real solo’ing and not /bow mortal combat duels;
Why would you try to solo on a hero; a group class and has zero ranged abilities, zero rupt abilities, zero speed, zero crowd control & very low solo utility ? And then be surprised when it doesn’t do well ??
inoeth wrote: ↑Sun 9 Aug 2020 9:22 AMyou are hilarious, where to go then? relic docks farming pre lvl 50s? sry dudes that is just like camping DC as a ranger.
then again why do you camp there? you can do alot more rp by joining the zerg and do the volley thing, that is also boring as hell... should fit your play style
inoeth wrote: ↑Sun 9 Aug 2020 9:22 AMyou are hilarious, where to go then? relic docks farming pre lvl 50s? sry dudes that is just like camping DC as a ranger.
then again why do you camp there? you can do alot more rp by joining the zerg and do the volley thing, that is also boring as hell... should fit your play style
inoeth wrote: ↑Sun 9 Aug 2020 10:47 AMtommccartney wrote: ↑Sun 9 Aug 2020 10:04 AMAstaa wrote: ↑Sat 8 Aug 2020 7:49 AMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
There isn't really...however, I tried to play solo hero and found it a complete waste of time on this server, so now I decimate those very same zerglings, that make solo impossible, from range. The whining I get from them makes even more worthwhile. I can't speak for all rangers but I certainly don't add on real soloer fights, ganking greens and blues isn't proper soloing, and I will gladly add on them.
Assuming you are talking about real solo’ing and not /bow mortal combat duels;
Why would you try to solo on a hero; a group class and has zero ranged abilities, zero rupt abilities, zero speed, zero crowd control & very low solo utility ? And then be surprised when it doesn’t do well ??
because if not run over by all these red is dead noobs, hero is a great solo class??!
tommccartney wrote: ↑Sun 9 Aug 2020 11:16 AMinoeth wrote: ↑Sun 9 Aug 2020 10:47 AMtommccartney wrote: ↑Sun 9 Aug 2020 10:04 AMAstaa wrote: ↑Sat 8 Aug 2020 7:49 AMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
There isn't really...however, I tried to play solo hero and found it a complete waste of time on this server, so now I decimate those very same zerglings, that make solo impossible, from range. The whining I get from them makes even more worthwhile. I can't speak for all rangers but I certainly don't add on real soloer fights, ganking greens and blues isn't proper soloing, and I will gladly add on them.
Assuming you are talking about real solo’ing and not /bow mortal combat duels;
Why would you try to solo on a hero; a group class and has zero ranged abilities, zero rupt abilities, zero speed, zero crowd control & very low solo utility ? And then be surprised when it doesn’t do well ??
because if not run over by all these red is dead noobs, hero is a great solo class??!
If it’s a /bow duel then yeah hero is great. But In real rvr no it has very low solo utility, and you will have nothing but a rough time. And to expect enemy players to give you special treatment because you’re a solo hero is just straight up naive. I will never understand why people try to bend the game to their solo needs and get upset when it doesn’t happen. Getting outnumbered and dealing with adds will always be a thing, it’s the nature of the game, so why try play a class that has zero utility to deal with these things ? It is a poor choice for solo’ing in real rvr.
Messerjockel wrote: ↑Sun 9 Aug 2020 11:02 AMinoeth wrote: ↑Sun 9 Aug 2020 9:22 AMyou are hilarious, where to go then? relic docks farming pre lvl 50s? sry dudes that is just like camping DC as a ranger.
then again why do you camp there? you can do alot more rp by joining the zerg and do the volley thing, that is also boring as hell... should fit your play style
It is always risk versus reward. If you look at therabbin, he kills around dc but mostly he kills on the dc bridge.
I assume he can get away better Because of LOS and it is not open like the water between dc and dc dock..
Flup, hib
inoeth wrote: ↑Sun 9 Aug 2020 12:50 PMtommccartney wrote: ↑Sun 9 Aug 2020 11:16 AMinoeth wrote: ↑Sun 9 Aug 2020 10:47 AMtommccartney wrote: ↑Sun 9 Aug 2020 10:04 AMAstaa wrote: ↑Sat 8 Aug 2020 7:49 AMinoeth wrote: ↑Sat 8 Aug 2020 7:12 AMAstaa wrote: ↑Fri 7 Aug 2020 11:05 PMOnly if they know where you are and if they know where you are and you're a stealther then you're doing it wrong.
Anyway, that would be a 50 bow, 48pf ranger, that sacrifices everything for those sorts of numbers.
just hit anything at DC bridge, i assure you at least 2-3 rangers run down the hill from DC and shoot you, nothing you can do about it... hell you cant even get them because they drag you into guards... where is the trade off for this silly play style?
There isn't really...however, I tried to play solo hero and found it a complete waste of time on this server, so now I decimate those very same zerglings, that make solo impossible, from range. The whining I get from them makes even more worthwhile. I can't speak for all rangers but I certainly don't add on real soloer fights, ganking greens and blues isn't proper soloing, and I will gladly add on them.
Assuming you are talking about real solo’ing and not /bow mortal combat duels;
Why would you try to solo on a hero; a group class and has zero ranged abilities, zero rupt abilities, zero speed, zero crowd control & very low solo utility ? And then be surprised when it doesn’t do well ??
because if not run over by all these red is dead noobs, hero is a great solo class??!
If it’s a /bow duel then yeah hero is great. But In real rvr no it has very low solo utility, and you will have nothing but a rough time. And to expect enemy players to give you special treatment because you’re a solo hero is just straight up naive. I will never understand why people try to bend the game to their solo needs and get upset when it doesn’t happen. Getting outnumbered and dealing with adds will always be a thing, it’s the nature of the game, so why try play a class that has zero utility to deal with these things ? It is a poor choice for solo’ing in real rvr.
its the david vs goliath thing u know...
"bend the game" just like you do assuming this a zerg vs zerg game only when there is clearly a "lone enforcer" title available, explain!
inoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
Cadebrennus wrote: ↑Sun 9 Aug 2020 1:53 PMinoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
An Archer gets interrupted when someone farts in their general direction. What don't you understand about that?
Cadebrennus wrote: ↑Sun 9 Aug 2020 1:53 PMinoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
An Archer gets interrupted when someone farts in their general direction. What don't you understand about that?
Tyrlaan wrote: ↑Sun 9 Aug 2020 2:45 PMCadebrennus wrote: ↑Sun 9 Aug 2020 1:53 PMinoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
An Archer gets interrupted when someone farts in their general direction. What don't you understand about that?
The number of interrupts at 2000+ range is low (and require Quickcast which also takes time to finish) and even 1500 range interrupts have RUTs (like from items). If your archer is rupted at 1500 range you can either keep shooting (if it´s a caster you´re going to drop with another shot) or you can kite to keep equidistance while your few seconds rupt timer ticks down whereas their RUT interrupt ability will not be available when you start shooting again.
The only thing that actually works buying time vs. archers at 1500+ range is carrying a shield.
I still think archer damage should scale with range. Close range = more damage (but easier to rupt as the number of possible rupts increases with proximity and less distance to be closed for being caught in melee), long range = lower damage (but can´t be rupted). New archery´s Point-blank shot and long shot abilities all in one mechanic.
Tyrlaan wrote: ↑Sun 9 Aug 2020 2:45 PMCadebrennus wrote: ↑Sun 9 Aug 2020 1:53 PMinoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
An Archer gets interrupted when someone farts in their general direction. What don't you understand about that?
The number of interrupts at 2000+ range is low (and require Quickcast which also takes time to finish) and even 1500 range interrupts have RUTs (like from items). If your archer is rupted at 1500 range you can either keep shooting (if it´s a caster you´re going to drop with another shot) or you can kite to keep equidistance while your few seconds rupt timer ticks down whereas their RUT interrupt ability will not be available when you start shooting again.
The only thing that actually works buying time vs. archers at 1500+ range is carrying a shield.
I still think archer damage should scale with range. Close range = more damage (but easier to rupt as the number of possible rupts increases with proximity and less distance to be closed for being caught in melee), long range = lower damage (but can´t be rupted). New archery´s Point-blank shot and long shot abilities all in one mechanic.
Cadebrennus wrote: ↑Sun 9 Aug 2020 3:37 PMTyrlaan wrote: ↑Sun 9 Aug 2020 2:45 PMCadebrennus wrote: ↑Sun 9 Aug 2020 1:53 PMinoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
An Archer gets interrupted when someone farts in their general direction. What don't you understand about that?
The number of interrupts at 2000+ range is low (and require Quickcast which also takes time to finish) and even 1500 range interrupts have RUTs (like from items). If your archer is rupted at 1500 range you can either keep shooting (if it´s a caster you´re going to drop with another shot) or you can kite to keep equidistance while your few seconds rupt timer ticks down whereas their RUT interrupt ability will not be available when you start shooting again.
The only thing that actually works buying time vs. archers at 1500+ range is carrying a shield.
I still think archer damage should scale with range. Close range = more damage (but easier to rupt as the number of possible rupts increases with proximity and less distance to be closed for being caught in melee), long range = lower damage (but can´t be rupted). New archery´s Point-blank shot and long shot abilities all in one mechanic.
You really should read the patch notes regarding passive block on Shield, including for classes that can't spec it.
The only time I've ever died to an Archer on my Merc was literally the very first time I ran out in the frontier, ungrouped. I was a fresh RR1 with no RPs and hadn't even hotbarred /switch yet for my shield. It was three Archers assisting, and I didn't even die from the bow damage. It was the DoT proc at th end.
So tell me how OP'ed is it that it took three of them AND a DoT proc to kill me when I didn't even have my shield out? I felt bad for them.
inoeth wrote: ↑Sun 9 Aug 2020 9:22 AMyou are hilarious, where to go then? relic docks farming pre lvl 50s? sry dudes that is just like camping DC as a ranger.
then again why do you camp there? you can do alot more rp by joining the zerg and do the volley thing, that is also boring as hell... should fit your play style
Tyrlaan wrote: The number of interrupts at 2000+ range is low (and require Quickcast which also takes time to finish) and even 1500 range interrupts have RUTs (like from items). If your archer is rupted at 1500 range you can either keep shooting (if it´s a caster you´re going to drop with another shot) or you can kite to keep equidistance while your few seconds rupt timer ticks down whereas their RUT interrupt ability will not be available when you start shooting again.
The only thing that actually works buying time vs. archers at 1500+ range is carrying a shield.
I still think archer damage should scale with range. Close range = more damage (but easier to rupt as the number of possible rupts increases with proximity and less distance to be closed for being caught in melee), long range = lower damage (but can´t be rupted). New archery´s Point-blank shot and long shot abilities all in one mechanic.
inoeth wrote: ↑Sun 9 Aug 2020 3:43 PMCadebrennus wrote: ↑Sun 9 Aug 2020 3:37 PMTyrlaan wrote: ↑Sun 9 Aug 2020 2:45 PMCadebrennus wrote: ↑Sun 9 Aug 2020 1:53 PMinoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
An Archer gets interrupted when someone farts in their general direction. What don't you understand about that?
The number of interrupts at 2000+ range is low (and require Quickcast which also takes time to finish) and even 1500 range interrupts have RUTs (like from items). If your archer is rupted at 1500 range you can either keep shooting (if it´s a caster you´re going to drop with another shot) or you can kite to keep equidistance while your few seconds rupt timer ticks down whereas their RUT interrupt ability will not be available when you start shooting again.
The only thing that actually works buying time vs. archers at 1500+ range is carrying a shield.
I still think archer damage should scale with range. Close range = more damage (but easier to rupt as the number of possible rupts increases with proximity and less distance to be closed for being caught in melee), long range = lower damage (but can´t be rupted). New archery´s Point-blank shot and long shot abilities all in one mechanic.
You really should read the patch notes regarding passive block on Shield, including for classes that can't spec it.
The only time I've ever died to an Archer on my Merc was literally the very first time I ran out in the frontier, ungrouped. I was a fresh RR1 with no RPs and hadn't even hotbarred /switch yet for my shield. It was three Archers assisting, and I didn't even die from the bow damage. It was the DoT proc at th end.
So tell me how OP'ed is it that it took three of them AND a DoT proc to kill me when I didn't even have my shield out? I felt bad for them.
do you even realize your own bullshit? that was clearly before bow dmg got out of hand... apples and pears like always
joshisanonymous wrote: ↑Sun 9 Aug 2020 3:52 PMinoeth wrote: ↑Sun 9 Aug 2020 9:22 AMyou are hilarious, where to go then? relic docks farming pre lvl 50s? sry dudes that is just like camping DC as a ranger.
then again why do you camp there? you can do alot more rp by joining the zerg and do the volley thing, that is also boring as hell... should fit your play style
You know what's hilarious? I remember accusing you of spending all your time in Odin's one of the other (many) times that you've come here whining about an RvR game being played like an RvR game, and you insisted that you don't hang out in Odin's and made this same "where am I supposed to go" whine. I then gave you a pretty long list of where you can go as a solo and find some success, but apparently you ignored that or forgot about it altogether and decided that no, really, the only place you could possibly go as a solo is DC, where you have literally every disadvantage imaginable. And that's fine. If you get your kicks by playing solo in the stupidest ways possible because you think that's gets you better fights, more power to you, but quit bitching about it every time you die. I swear, even when you supposedly quit this game, you still came here to whine incessantly about dying in an RvR zone.
Tyrlaan wrote: The number of interrupts at 2000+ range is low (and require Quickcast which also takes time to finish) and even 1500 range interrupts have RUTs (like from items). If your archer is rupted at 1500 range you can either keep shooting (if it´s a caster you´re going to drop with another shot) or you can kite to keep equidistance while your few seconds rupt timer ticks down whereas their RUT interrupt ability will not be available when you start shooting again.
The only thing that actually works buying time vs. archers at 1500+ range is carrying a shield.
I still think archer damage should scale with range. Close range = more damage (but easier to rupt as the number of possible rupts increases with proximity and less distance to be closed for being caught in melee), long range = lower damage (but can´t be rupted). New archery´s Point-blank shot and long shot abilities all in one mechanic.
It's pretty easy to beat a solo archer as a caster, actually. One shot will not get you so close to death because one shot just breaks BT, which might even make it easier for casters to react to archers than other classes. And if it is a solo player, they're probably a sorc or theurg with bolt range interrupts, an SM with intercepts, a BD with insta interrupts, or an RM/cabby/wiz with 2300 range NS. On top of this, if you're really into soloing, you should have an insta 1500 range DD charge on you for extra interrupts.
Cadebrennus wrote: ↑Sun 9 Aug 2020 4:20 PMinoeth wrote: ↑Sun 9 Aug 2020 3:43 PMCadebrennus wrote: ↑Sun 9 Aug 2020 3:37 PMTyrlaan wrote: ↑Sun 9 Aug 2020 2:45 PMCadebrennus wrote: ↑Sun 9 Aug 2020 1:53 PMinoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
An Archer gets interrupted when someone farts in their general direction. What don't you understand about that?
The number of interrupts at 2000+ range is low (and require Quickcast which also takes time to finish) and even 1500 range interrupts have RUTs (like from items). If your archer is rupted at 1500 range you can either keep shooting (if it´s a caster you´re going to drop with another shot) or you can kite to keep equidistance while your few seconds rupt timer ticks down whereas their RUT interrupt ability will not be available when you start shooting again.
The only thing that actually works buying time vs. archers at 1500+ range is carrying a shield.
I still think archer damage should scale with range. Close range = more damage (but easier to rupt as the number of possible rupts increases with proximity and less distance to be closed for being caught in melee), long range = lower damage (but can´t be rupted). New archery´s Point-blank shot and long shot abilities all in one mechanic.
You really should read the patch notes regarding passive block on Shield, including for classes that can't spec it.
The only time I've ever died to an Archer on my Merc was literally the very first time I ran out in the frontier, ungrouped. I was a fresh RR1 with no RPs and hadn't even hotbarred /switch yet for my shield. It was three Archers assisting, and I didn't even die from the bow damage. It was the DoT proc at th end.
So tell me how OP'ed is it that it took three of them AND a DoT proc to kill me when I didn't even have my shield out? I felt bad for them.
do you even realize your own bullshit? that was clearly before bow dmg got out of hand... apples and pears like always
Yes, 3v1, I did everything wrong, and I was still able to run out of range before they could kill me solely with Archery damage.
Clearly out of hand lmfao
Horus wrote: ↑Sun 9 Aug 2020 4:30 PMBow rangers can do 2 things well. Add and keep defense.
In both situations there are things you can do to mitigate the above.
If they get caught by anyone out in the open they die.
Most complaints about rangers are from SBs/Infilts that think they should be able to kill whomever, wherever, and whenever they want with out risk or repercussion.
Other than keep defense, a bow ranger's only option is to wait for an enemy to attack a realmmate, then come to their defense.
Any archer could do the same...a bow ranger is just best equipped for this playstyle.
inoeth wrote: ↑Sun 9 Aug 2020 4:31 PMCadebrennus wrote: ↑Sun 9 Aug 2020 4:20 PMinoeth wrote: ↑Sun 9 Aug 2020 3:43 PMCadebrennus wrote: ↑Sun 9 Aug 2020 3:37 PMTyrlaan wrote: ↑Sun 9 Aug 2020 2:45 PMCadebrennus wrote: ↑Sun 9 Aug 2020 1:53 PMinoeth wrote: ↑Sun 9 Aug 2020 1:14 PMnormal shots deal more dmg than a PA and you think this is not too much? i cant find words for this kind of stupidity.....
An Archer gets interrupted when someone farts in their general direction. What don't you understand about that?
The number of interrupts at 2000+ range is low (and require Quickcast which also takes time to finish) and even 1500 range interrupts have RUTs (like from items). If your archer is rupted at 1500 range you can either keep shooting (if it´s a caster you´re going to drop with another shot) or you can kite to keep equidistance while your few seconds rupt timer ticks down whereas their RUT interrupt ability will not be available when you start shooting again.
The only thing that actually works buying time vs. archers at 1500+ range is carrying a shield.
I still think archer damage should scale with range. Close range = more damage (but easier to rupt as the number of possible rupts increases with proximity and less distance to be closed for being caught in melee), long range = lower damage (but can´t be rupted). New archery´s Point-blank shot and long shot abilities all in one mechanic.
You really should read the patch notes regarding passive block on Shield, including for classes that can't spec it.
The only time I've ever died to an Archer on my Merc was literally the very first time I ran out in the frontier, ungrouped. I was a fresh RR1 with no RPs and hadn't even hotbarred /switch yet for my shield. It was three Archers assisting, and I didn't even die from the bow damage. It was the DoT proc at th end.
So tell me how OP'ed is it that it took three of them AND a DoT proc to kill me when I didn't even have my shield out? I felt bad for them.
do you even realize your own bullshit? that was clearly before bow dmg got out of hand... apples and pears like always
Yes, 3v1, I did everything wrong, and I was still able to run out of range before they could kill me solely with Archery damage.
Clearly out of hand lmfao
you did not get it... what did i expect from you anyways?
inoeth wrote: ↑Mon 10 Aug 2020 6:51 AMyou clearly do not play this server, otherwise you would know that things got out of hand... but well its you, i dont expect anything serious from you.
inoeth wrote: ↑Mon 10 Aug 2020 6:51 AMyou clearly do not play this server, otherwise you would know that things got out of hand... but well its you, i dont expect anything serious from you.
Gildar wrote: ↑Mon 10 Aug 2020 10:58 PMRangers and archers in general are too strong.
A bunch of archers can disrupt 3 fg sieging s keep ...
Uthred pls do something on that.
This is one of the reasons that Hib can hold 6 relics for so long
Cadebrennus wrote: ↑Tue 11 Aug 2020 8:44 AMGildar wrote: ↑Mon 10 Aug 2020 10:58 PMRangers and archers in general are too strong.
A bunch of archers can disrupt 3 fg sieging s keep ...
Uthred pls do something on that.
This is one of the reasons that Hib can hold 6 relics for so long
I think it's good that Afchers finally have a role in Visi game play after nearly 20 years. The reason that they seem to be a real problem is that nobody has an experience countering this threat. Here are a few examples of how to counter them:
1) wear a DoT reactive shield of the largest size possible on your class. The passive block chance is ridiculously high on this server, even for unspecced Shield
2) get your Assassins to move out in teams and farm them. Invite Assassins to your Visi groups so that they have heals.
3) use friendly Archers as a direct counter.
4) focus on Nearsight and bolt range interrupts. A dry fart in their general direction disrupts Archers who have no counter to this.
The whines come primarily because people don't know how to counter the current tactics. Instead of whining people should come up with new tactics.
Dunga wrote: ↑Tue 11 Aug 2020 11:51 AMCadebrennus wrote: ↑Tue 11 Aug 2020 8:44 AMGildar wrote: ↑Mon 10 Aug 2020 10:58 PMRangers and archers in general are too strong.
A bunch of archers can disrupt 3 fg sieging s keep ...
Uthred pls do something on that.
This is one of the reasons that Hib can hold 6 relics for so long
I think it's good that Afchers finally have a role in Visi game play after nearly 20 years. The reason that they seem to be a real problem is that nobody has an experience countering this threat. Here are a few examples of how to counter them:
1) wear a DoT reactive shield of the largest size possible on your class. The passive block chance is ridiculously high on this server, even for unspecced Shield
2) get your Assassins to move out in teams and farm them. Invite Assassins to your Visi groups so that they have heals.
3) use friendly Archers as a direct counter.
4) focus on Nearsight and bolt range interrupts. A dry fart in their general direction disrupts Archers who have no counter to this.
The whines come primarily because people don't know how to counter the current tactics. Instead of whining people should come up with new tactics.
1. that procc should have 300range... max range for that proccs are, or should be, 1500 with some dds. u will be hit far away....
2. mostly u can not reach the points where they are. even if u are 2 grps of sbs....
3. that can work. but the most guys who want to play a bow class right now would go to hib. i dont know why
4. if u cant see them u cannt cast on them. inside a keep,at the second door gtaoe,catas and volly help
i dont know if u cannt or will not see the point its not a problem when u have 1,2 volly rangers/bow user. its been a problem when u have much more at one time or a grp of them who are able of assist. its also a problem when 1 of the 3 bowclasses have double the damage. if so, people will see that and say... time for a new class, hib has all relics and the strongest bowclass....ok, the damage come also from the relics, for sure. without these it would not so a huge diffrent,but one thing leads to another....
inoeth shows the screenshots/damage. that damage should be fine?in particular from a class that can hide or stay at safe spots?
my hunter is right now 45+11+rr bowspec, and i do nearly half of the damage compared to a ranger, with less range and no perma damadd. i would realy like to see what happens when scouts become a d/q buff
yes all 3 classes can or do this at keeps/safe spots, but if you are already the most and strongest bow class it will be difficult at a certain point.
Dr4ag wrote: ↑Thu 13 Aug 2020 9:52 AMFrom my point of view ranger is Op but only when they camping near Keep.
I spend half of my time playing solo around crauchon doing 15/25Krp Hour and i sometimes die from 3-4 ranger camping in the wall of keep who rofl me after killing me doing 2K-3K rp hour and that's for me the most enjoyable thing in this server, the frustration i can make on people.
the only ranger who are on top 20 / 48H are the ones following Bg .
https://herald.playphoenix.online/characters/realmpoints?time-frame=last-week&filter=ranger
Here you can see dontbanmebro 11L1 who's following bg 682'000 rp last week and djast/trollselfie/uigeadail who camp crauchon doing 200K a week
https://herald.playphoenix.online/c/Therabbin
And me doing 800K the week playing 50/50 solo and group.
So yes Ranger deal 1K damage on crit shot while we do 400 on PA, but at least we can solo and make good rp/hour and they can't and they make low rp/hour.
Therabbin
Messerjockel wrote: ↑Thu 13 Aug 2020 5:40 PM@ therabbin,
Thank you for joining this thread.
I know that you are often at DC killing us poor hibs :-)
As far as I can tell you like to hunt in the majority at the bridge.
Can you let us know the specific reason for that location please?
Flup, hib
Messerjockel wrote: ↑Thu 13 Aug 2020 5:56 PMThank you therabbin.
Eik,
This comment is maybe important...bridge is safer.
Keep and Especially wide open fields like water and the dock make it easy for us to kill you.
You may consider to hunt on the bridge because more chances for LOS and ranger cannot attack at max distance.
Flup, hib
Ummm moveLokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
gotwqqd wrote: ↑Thu 13 Aug 2020 10:53 PMUmmm move
Stop going afk
Grab a shield
Park your bottom under a roof
Lokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
Lokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
I’m sure casters can put near or same damage in the time frameinoeth wrote: ↑Fri 14 Aug 2020 5:53 AMLokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
this^^ its like a PA every 3s without any ristriction plus double PA every 15s
gotwqqd wrote: ↑Fri 14 Aug 2020 6:40 AMI’m sure casters can put near or same damage in the time frameinoeth wrote: ↑Fri 14 Aug 2020 5:53 AMLokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
this^^ its like a PA every 3s without any ristriction plus double PA every 15s
they have quick castinoeth wrote: ↑Fri 14 Aug 2020 8:41 AMgotwqqd wrote: ↑Fri 14 Aug 2020 6:40 AMI’m sure casters can put near or same damage in the time frameinoeth wrote: ↑Fri 14 Aug 2020 5:53 AMLokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
this^^ its like a PA every 3s without any ristriction plus double PA every 15s
true
but
they have cloth armor
they have less hp
they dont have stealth
they dont have IP
getting PA/3s out of nowhere is ridicolous
gotwqqd wrote: ↑Fri 14 Aug 2020 9:50 AMthey have quick castinoeth wrote: ↑Fri 14 Aug 2020 8:41 AMgotwqqd wrote: ↑Fri 14 Aug 2020 6:40 AMI’m sure casters can put near or same damage in the time frameinoeth wrote: ↑Fri 14 Aug 2020 5:53 AMLokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
this^^ its like a PA every 3s without any ristriction plus double PA every 15s
true
but
they have cloth armor
they have less hp
they dont have stealth
they dont have IP
getting PA/3s out of nowhere is ridicolous
They have CC
gotwqqd wrote: ↑Fri 14 Aug 2020 9:50 AMthey have quick castinoeth wrote: ↑Fri 14 Aug 2020 8:41 AMgotwqqd wrote: ↑Fri 14 Aug 2020 6:40 AMI’m sure casters can put near or same damage in the time frameinoeth wrote: ↑Fri 14 Aug 2020 5:53 AMLokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
this^^ its like a PA every 3s without any ristriction plus double PA every 15s
true
but
they have cloth armor
they have less hp
they dont have stealth
they dont have IP
getting PA/3s out of nowhere is ridicolous
They have CC
YesCadebrennus wrote: ↑Fri 14 Aug 2020 12:21 PMgotwqqd wrote: ↑Fri 14 Aug 2020 9:50 AMthey have quick castinoeth wrote: ↑Fri 14 Aug 2020 8:41 AMgotwqqd wrote: ↑Fri 14 Aug 2020 6:40 AMI’m sure casters can put near or same damage in the time frameinoeth wrote: ↑Fri 14 Aug 2020 5:53 AMLokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
this^^ its like a PA every 3s without any ristriction plus double PA every 15s
true
but
they have cloth armor
they have less hp
they dont have stealth
they dont have IP
getting PA/3s out of nowhere is ridicolous
They have CC
They also have group and solo utility, and some even have speed (not speed burst), they also have self BT, some have PBT.
I have no sympathy for a class that pretty much can kill most classes solo(or almost all if grouped) complaining about dying to multiple enemiesinoeth wrote: ↑Fri 14 Aug 2020 10:31 AMgotwqqd wrote: ↑Fri 14 Aug 2020 9:50 AMthey have quick castinoeth wrote: ↑Fri 14 Aug 2020 8:41 AMgotwqqd wrote: ↑Fri 14 Aug 2020 6:40 AMI’m sure casters can put near or same damage in the time frameinoeth wrote: ↑Fri 14 Aug 2020 5:53 AMLokkjim wrote: ↑Thu 13 Aug 2020 9:36 PMI have a question to ask archer players and gamemasters. I welcome any and all input on this.
TLDR - Why do archers have multiple abilities that do over 500 damage in one attack?
- Bonus Question: Why does volley have the ability to crit?
I play an assassin and I've seen assassins accused of being the main propagators of this thread. But assassins have an ability that has greater requirements (in my opinion) to fulfill than an archer just to reach CLOSE to 500 damage. Even with 50 CS, 500 damage without a crit on a perforate artery rarely occurs and can't be utilized multiple times in a fight unless there are outside factors. Now I understand that an assassin has a great ability to fight in melee while an archer does not, and I am not suggesting we increase the damage of perforate artery, but as archers have multiple damage types with their arrows (afaik) why do they need multiple abilities that do over 500 damage?
Do archers really need to do that much damage to be viable? Dying to a solo archer is something I can accept, but when that archer has the ability to output that damage in a group setting you erase all risk from the class unless an assassin can get past the other stealthers to find the bow archer. Doing this with a group would be even harder with the stealth detection increase. Even then, the archer has survivability tools to prolong the fight so the assassin doesn't always kill the archer before dying to adds.
I don't have an immediate suggestion to address this issue, but I believe it should be addressed as the risk (going full bow) doesn't come close to the amount of risk a solo archer has. And please don't suggest that I should run an archer in my group to start shooting the archers that shoot me, this just adds to bigger and bigger stealth groups/zergs that no one wants. Thanks for your input.
this^^ its like a PA every 3s without any ristriction plus double PA every 15s
true
but
they have cloth armor
they have less hp
they dont have stealth
they dont have IP
getting PA/3s out of nowhere is ridicolous
They have CC
still you see them coming can take actions like running away or engage somehow.
vs archers you cant because you are fkn dead 2s after you see them or even faster
Cadebrennus wrote: ↑Fri 14 Aug 2020 5:35 AMWhen three Archers attack me I have a much greater chance of survival than when three Assassins attack me.
Myself and others have given many ways to counter/avoid Archery damage but if you stick your head in the sand all you end up doing is putting your butt in the air as a target.
Lokkjim wrote: ↑Fri 14 Aug 2020 5:00 PMCadebrennus wrote: ↑Fri 14 Aug 2020 5:35 AMWhen three Archers attack me I have a much greater chance of survival than when three Assassins attack me.
Myself and others have given many ways to counter/avoid Archery damage but if you stick your head in the sand all you end up doing is putting your butt in the air as a target.
Again, I am not asking how to counter archery. I put the TLDR so you would know my main point, instead you assume I'm another character who doesn't know how to play. I'm asking why they need multiple abilities that do over 500 damage to be viable.
Noashakra wrote: ↑Fri 14 Aug 2020 6:20 PMPlay one and you will understand. The fact you have no quickcast/sureshot means you have to do enough damage before getting rupted and dying yourself. And it happens a lot with all the pets and instants in this game.
Noashakra wrote: ↑Fri 14 Aug 2020 7:31 PMover 500? only the crit shot does that.
Then you need to compare that to a mage. With a 5.5bow and you dex, you don't hit close to what a mage is doing.
If you group, everything is OP vs smaller numbers.
Also you have a crit shot protection with a timer, so only one will hit really hard in an assit.
I am still waiting for 4 rangers to be able to take down a small man of 4 people.
And believe me, I am solo and I eat a lot of stealth zerg... Nerfing the damage will change nothing.
Noashakra wrote: ↑Fri 14 Aug 2020 8:07 PMlet says they do 500, what is the difference between 500x3 and 450x3. On top, albs stealth group run with ministrels that can mez/stun the targets and they can root you to death to make you unable to rupt them in melee.
Meanwhile ranger that do 500 are tickling you in melee and have no way to counter you in melee...
I took an assist of 3 hunters yesterday and believe me, it's exactly the same in the end.
Lokkjim wrote: ↑Fri 14 Aug 2020 8:17 PMNoashakra wrote: ↑Fri 14 Aug 2020 8:07 PMlet says they do 500, what is the difference between 500x3 and 450x3. On top, albs stealth group run with ministrels that can mez/stun the targets and they can root you to death to make you unable to rupt them in melee.
Meanwhile ranger that do 500 are tickling you in melee and have no way to counter you in melee...
I took an assist of 3 hunters yesterday and believe me, it's exactly the same in the end.
That's exactly my point, it's all the same, and that's why I put it towards all archers instead of just rangers. Why do ARCHERS need access to this much damage in a group setting? Where they probably won't be getting interrupted because again they can pick their fights most of the time. Giving that much damage just makes players want to group more, so they can counter the adds, which in turn leads to bigger and bigger stealth groups.
daytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMHate to break it to you but archers were grouping before the "archery fix", and at that time they were complaining that the damage was so poor they NEEDED to group in order to kill anything.
Then the archery buff happened and they still grouped up anyways. They just killed people faster.
Nerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
daytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMLokkjim wrote: ↑Fri 14 Aug 2020 8:17 PMNoashakra wrote: ↑Fri 14 Aug 2020 8:07 PMlet says they do 500, what is the difference between 500x3 and 450x3. On top, albs stealth group run with ministrels that can mez/stun the targets and they can root you to death to make you unable to rupt them in melee.
Meanwhile ranger that do 500 are tickling you in melee and have no way to counter you in melee...
I took an assist of 3 hunters yesterday and believe me, it's exactly the same in the end.
That's exactly my point, it's all the same, and that's why I put it towards all archers instead of just rangers. Why do ARCHERS need access to this much damage in a group setting? Where they probably won't be getting interrupted because again they can pick their fights most of the time. Giving that much damage just makes players want to group more, so they can counter the adds, which in turn leads to bigger and bigger stealth groups.
Hate to break it to you but archers were grouping before the "archery fix", and at that time they were complaining that the damage was so poor they NEEDED to group in order to kill anything.
Then the archery buff happened and they still grouped up anyways. They just killed people faster.
Nerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
daytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMNerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
Gotta do it to al ranged then.... why should casters be different, if anything with all their added utility they should have this done first.Cipon wrote: ↑Sat 15 Aug 2020 10:27 AMdaytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMNerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
decreasing the damages from multiple archers on the same target seems to be a good idea for me.
gotwqqd wrote: ↑Sat 15 Aug 2020 3:26 PMGotta do it to al ranged then.... why should casters be different, if anything with all their added utility they should have this done first.Cipon wrote: ↑Sat 15 Aug 2020 10:27 AMdaytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMNerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
decreasing the damages from multiple archers on the same target seems to be a good idea for me.
Unless you are talking about volley... a possible good fix is no damage from a second archer within the redraw time
Cadebrennus wrote:daytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMHate to break it to you but archers were grouping before the "archery fix", and at that time they were complaining that the damage was so poor they NEEDED to group in order to kill anything.
Then the archery buff happened and they still grouped up anyways. They just killed people faster.
Nerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
If that's done then it should also apply to spells, melee, etc.
Freedomcall wrote: ↑Sat 15 Aug 2020 7:02 PMgotwqqd wrote: ↑Sat 15 Aug 2020 3:26 PMGotta do it to al ranged then.... why should casters be different, if anything with all their added utility they should have this done first.Cipon wrote: ↑Sat 15 Aug 2020 10:27 AMdaytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMNerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
decreasing the damages from multiple archers on the same target seems to be a good idea for me.
Unless you are talking about volley... a possible good fix is no damage from a second archer within the redraw time
Why do you keep comparing to casters? Do you really think it makes sense?
1. Casters wear cloths and have far less hp than archers which makes them far squishy.
2. They don't have any ability to evade or block or whatever to avoid other's attack.
3. Casters are not able to train IP, which makes archers really sturdy and successful to go melee if they want.
4. They don't have stealth, so they can be seen running to you and start casting unlike archers.
-Archers are not even seen when they are drawing the bow, so the target has no idea he is targeted until he is shot.
5. Casters are not able to shoot you from 2300 range, most of their spell are 1500 and if for bolts, 1875.
I don't agree that archers are only seen on keep siege.
I see them everywhere adding everything on field fights as well.
Last night, I saw a scout sniping 8v8 for minutes in emain he was moving back and forth and landing more than 30 shots.
Yeah, they are designed as the best adders in this game. I'm ok with that.
But is it "balanced" to guarantee the best adders this crazy dmg?
I was critshotted 1000 dmg while in fight.
I was literally in combat mode 0.1 second before, and I got critshot right after I got stunned.
Even catapults can't do that dmg you know, and they have looong load time.
Losing like 50% hp instantly from a shot from nowhere....
Is this a game or a gamble?
Messerjockel wrote: ↑Mon 17 Aug 2020 10:54 AMI maybe missed the point but were not all damage increase from Q1 2020 already removed 1-2 weeks after they were released because players complained and archers are at this moment exactly where they were 18 month ago when the server was released?
At the moment ranger still have 10% from relics which for sure helps them.
Flup,hib
Messerjockel wrote: ↑Mon 17 Aug 2020 10:54 AMI maybe missed the point but were not all damage increase from Q1 2020 already removed 1-2 weeks after they were released because players complained and archers are at this moment exactly where they were 18 month ago when the server was released?
At the moment ranger still have 10% from relics which for sure helps them.
Flup,hib
Freedomcall wrote: ↑Sat 15 Aug 2020 7:02 PMgotwqqd wrote: ↑Sat 15 Aug 2020 3:26 PMGotta do it to al ranged then.... why should casters be different, if anything with all their added utility they should have this done first.Cipon wrote: ↑Sat 15 Aug 2020 10:27 AMdaytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMNerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
decreasing the damages from multiple archers on the same target seems to be a good idea for me.
Unless you are talking about volley... a possible good fix is no damage from a second archer within the redraw time
Why do you keep comparing to casters? Do you really think it makes sense?
1. Casters wear cloths and have far less hp than archers which makes them far squishy.
2. They don't have any ability to evade or block or whatever to avoid other's attack.
3. Casters are not able to train IP, which makes archers really sturdy and successful to go melee if they want.
4. They don't have stealth, so they can be seen running to you and start casting unlike archers.
-Archers are not even seen when they are drawing the bow, so the target has no idea he is targeted until he is shot.
5. Casters are not able to shoot you from 2300 range, most of their spell are 1500 and if for bolts, 1875.
I don't agree that archers are only seen on keep siege.
I see them everywhere adding everything on field fights as well.
Last night, I saw a scout sniping 8v8 for minutes in emain he was moving back and forth and landing more than 30 shots.
Yeah, they are designed as the best adders in this game. I'm ok with that.
But is it "balanced" to guarantee the best adders this crazy dmg?
I was critshotted 1000 dmg while in fight.
I was literally in combat mode 0.1 second before, and I got critshot right after I got stunned.
Even catapults can't do that dmg you know, and they have looong load time.
Losing like 50% hp instantly from a shot from nowhere....
Is this a game or a gamble?
daytonchambers wrote: ↑Sat 15 Aug 2020 7:10 PMCadebrennus wrote:daytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMHate to break it to you but archers were grouping before the "archery fix", and at that time they were complaining that the damage was so poor they NEEDED to group in order to kill anything.
Then the archery buff happened and they still grouped up anyways. They just killed people faster.
Nerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
If that's done then it should also apply to spells, melee, etc.
I agree!
One of the reasons that caster bolts are under-valued is because a similar mechanic is in place for them where the bolt has a higher miss rate if the target is in combat with somebody else.
So, technically, the code for bolt misses could be applied to archery which would increase miss rates when there are multiple attackers.
.Horus wrote: ↑Mon 17 Aug 2020 2:44 PMI don't know about the in combat part...maybe a stun triggers something that removes the in combat flag. Unsure..
So you were going up against 2 fairly hight rr rangers. One dropped a 1k crit on you and it was only 50% of your hit points. What if it was 1 on 1? That ranger would not be able to to land another crit and you would still be sitting there with 1K hits + legion heal + insta heal pot and maybe + IP. All Flup can do is hit you with a bow...no snare, no stun, no mezz, no disease, no debuff. All you have to do is get out of range with your perma sprint or get into range and interrupt him one time with a charged item or any other tool you may have. No QC with archery. 1 and done interrupt.
What did you expect the outcome to be? You are able to kill both rangers? That would be balanced? Two on 1, you lost...as it should be. If you want to complain about "adding" well welcome to DaoC RvR Realmmates protect each other. Hell, there is even a /assist macro built into the game. If you want to duel, set something up on discord and go to some far corner of EV and have at it. Damn. so many whiners who feel it us up to everyone else to change to make their ability to kill easier. God forbid you have to change your own tactics or approach. And to answer your question...it is a game AND a gamble. Every time you engage an enemy someone else could come help either from stealth or swooping at speed 6. Welcome to DaoC.
Freedomcall wrote: ↑Sat 15 Aug 2020 7:02 PMgotwqqd wrote: ↑Sat 15 Aug 2020 3:26 PMGotta do it to al ranged then.... why should casters be different, if anything with all their added utility they should have this done first.Cipon wrote: ↑Sat 15 Aug 2020 10:27 AMdaytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMNerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
decreasing the damages from multiple archers on the same target seems to be a good idea for me.
Unless you are talking about volley... a possible good fix is no damage from a second archer within the redraw time
Why do you keep comparing to casters? Do you really think it makes sense?
1. Casters wear cloths and have far less hp than archers which makes them far squishy.
2. They don't have any ability to evade or block or whatever to avoid other's attack.
3. Casters are not able to train IP, which makes archers really sturdy and successful to go melee if they want.
4. They don't have stealth, so they can be seen running to you and start casting unlike archers.
-Archers are not even seen when they are drawing the bow, so the target has no idea he is targeted until he is shot.
5. Casters are not able to shoot you from 2300 range, most of their spell are 1500 and if for bolts, 1875.
I don't agree that archers are only seen on keep siege.
I see them everywhere adding everything on field fights as well.
Last night, I saw a scout sniping 8v8 for minutes in emain he was moving back and forth and landing more than 30 shots.
Yeah, they are designed as the best adders in this game. I'm ok with that.
But is it "balanced" to guarantee the best adders this crazy dmg?
I was critshotted 1000 dmg while in fight.
I was literally in combat mode 0.1 second before, and I got critshot right after I got stunned.
Even catapults can't do that dmg you know, and they have looong load time.
Losing like 50% hp instantly from a shot from nowhere....
Is this a game or a gamble?
Cadebrennus wrote: ↑Mon 17 Aug 2020 4:12 PMSo by that logic it should apply to ALL spells and melee. Thoughts?
Horus wrote: ↑Mon 17 Aug 2020 2:44 PMI don't know about the in combat part...maybe a stun triggers something that removes the in combat flag. Unsure..
So you were going up against 2 fairly hight rr rangers. One dropped a 1k crit on you and it was only 50% of your hit points. What if it was 1 on 1? That ranger would not be able to to land another crit and you would still be sitting there with 1K hits + legion heal + insta heal pot and maybe + IP. All Flup can do is hit you with a bow...no snare, no stun, no mezz, no disease, no debuff. All you have to do is get out of range with your perma sprint or get into range and interrupt him one time with a charged item or any other tool you may have. No QC with archery. 1 and done interrupt.
What did you expect the outcome to be? You are able to kill both rangers? That would be balanced? Two on 1, you lost...as it should be. If you want to complain about "adding" well welcome to DaoC RvR Realmmates protect each other. Hell, there is even a /assist macro built into the game. If you want to duel, set something up on discord and go to some far corner of EV and have at it. Damn. so many whiners who feel it us up to everyone else to change to make their ability to kill easier. God forbid you have to change your own tactics or approach. And to answer your question...it is a game AND a gamble. Every time you engage an enemy someone else could come help either from stealth or swooping at speed 6. Welcome to DaoC.
Freedomcall wrote: ↑Sat 15 Aug 2020 7:02 PMgotwqqd wrote: ↑Sat 15 Aug 2020 3:26 PMGotta do it to al ranged then.... why should casters be different, if anything with all their added utility they should have this done first.Cipon wrote: ↑Sat 15 Aug 2020 10:27 AMdaytonchambers wrote: ↑Fri 14 Aug 2020 9:30 PMNerfing the damage will not fix what you want the nerf to fix, unless the nerf is something like a progressive damage decrese from multiple archer shots on one target and/or increased miss rates that grow with additional attackers on a target.
decreasing the damages from multiple archers on the same target seems to be a good idea for me.
Unless you are talking about volley... a possible good fix is no damage from a second archer within the redraw time
Why do you keep comparing to casters? Do you really think it makes sense?
1. Casters wear cloths and have far less hp than archers which makes them far squishy.
2. They don't have any ability to evade or block or whatever to avoid other's attack.
3. Casters are not able to train IP, which makes archers really sturdy and successful to go melee if they want.
4. They don't have stealth, so they can be seen running to you and start casting unlike archers.
-Archers are not even seen when they are drawing the bow, so the target has no idea he is targeted until he is shot.
5. Casters are not able to shoot you from 2300 range, most of their spell are 1500 and if for bolts, 1875.
I don't agree that archers are only seen on keep siege.
I see them everywhere adding everything on field fights as well.
Last night, I saw a scout sniping 8v8 for minutes in emain he was moving back and forth and landing more than 30 shots.
Yeah, they are designed as the best adders in this game. I'm ok with that.
But is it "balanced" to guarantee the best adders this crazy dmg?
I was critshotted 1000 dmg while in fight.
I was literally in combat mode 0.1 second before, and I got critshot right after I got stunned.
Even catapults can't do that dmg you know, and they have looong load time.
Losing like 50% hp instantly from a shot from nowhere....
Is this a game or a gamble?
Lokkjim wrote: ↑Mon 17 Aug 2020 7:01 PMCadebrennus wrote: ↑Mon 17 Aug 2020 4:12 PMSo by that logic it should apply to ALL spells and melee. Thoughts?
Well if we went with that logic, archers' range would be 1875 at most, and they couldn't stealth. I'm honestly fine with the damage archers do in a 1v1 situation, but when they can choose to add on and do 400-500 damage a pop it gets a little ridiculous. Archers have almost no risk when they are in a group. Two archers get a speed burst, scout could have a minstrel buddy, they are more than likely spaced apart, and kill super fast. Honestly, a chance to miss with multiple archers on the same target sounds reasonable to me. Archers keep their solo ability and have an acceptable amount of risk when in a group. If anything, archers would just have to coordinate targets in a group fight, which wouldn't be hard.
Cadebrennus wrote: ↑Mon 17 Aug 2020 7:30 PMI think Archer range and damage is fine since they don't get much else. I'm all for the stealth penalty but it should only apply to multiple Stealthers, not Stealthers+Visis in the same area, and it should be a much bigger penalty. I know from experience just how hard it is to move larger groups of Soldiers stealthily vs smaller groups of Soldiers.
Archers still face a lot of hard counters with little or no recourse that were put in game specifically to counter them, starting waaaaay back when with /face and including but not limited to self casted BT, Nearsight, etc. and continuing to the present day here on Phoenix with "custom code" that affects even passive block.
Lokkjim wrote: ↑Mon 17 Aug 2020 8:49 PMCadebrennus wrote: ↑Mon 17 Aug 2020 7:30 PMI think Archer range and damage is fine since they don't get much else. I'm all for the stealth penalty but it should only apply to multiple Stealthers, not Stealthers+Visis in the same area, and it should be a much bigger penalty. I know from experience just how hard it is to move larger groups of Soldiers stealthily vs smaller groups of Soldiers.
Archers still face a lot of hard counters with little or no recourse that were put in game specifically to counter them, starting waaaaay back when with /face and including but not limited to self casted BT, Nearsight, etc. and continuing to the present day here on Phoenix with "custom code" that affects even passive block.
I agree that the current stealth penalty should be raised in accordance with other stealthers only. However, I was saying that archers would get no stealth at all if the change applied to all spells and melee.
And sure, archers have a lot of counters to their class, but they also have the ability to choose most of their fights. Heck, I'm an assassin and I occasionally make the wrong choice and jump a champ or something. Both classes have escape tools for that situation. There should be a risk when you decide to fight. Archers in a group have little risk as of late.
Cadebrennus wrote: ↑Tue 18 Aug 2020 4:54 AMHaving less of a risk in any group can apply to any class or playstyle.
Sepplord wrote: ↑Tue 18 Aug 2020 6:58 AMwhile i agree that "new archery" solved a lot of problems with archers...it also completely destroyed the unique gameplay feel of archery
it turned them into a different kind of stealthcasters
just like all melees in modern MMOs feel like closequartercasters and melee in DAoC has a very unique gameplay feeling
hard to describe what i mean, but i really don't want that unique archer feeling destroyed, even if am not playing an archer
spear, shield, studded, leather, ranger, scout, hunter, volley, longshot, draw, arrow, quiver, bow, longbow, heavy longbow, wood, fletching group of words that encompass the feel of DAoC archery
Centenario wrote: ↑Tue 18 Aug 2020 9:03 AMArchery is supposed to be the ranged physical DPS.
Shouldn't lose this "physical" aspect.
Also I always loved DAoC archery because it's very realistic and simple.
If I would associate something new to the archery ecosystem, I would first consider how it fits to this group of words:spear, shield, studded, leather, ranger, scout, hunter, volley, longshot, draw, arrow, quiver, bow, longbow, heavy longbow, wood, fletching group of words that encompass the feel of DAoC archery
Things I could see added are:
- equipable/lootable/craftable quivers with bonuses
- new premium arrows (up to 1100 fletching, with increased cost and damages)
- snareshot (arrow to the knee)
- baseline targetable gtaoe volley for pve and keep defense no cd, just like a regular gtaoe spell
- traps usable when stealthed
Centenario wrote: ↑Tue 18 Aug 2020 9:03 AMThings I could see added are:
- equipable/lootable/craftable quivers with bonuses
- new premium arrows (up to 1100 fletching, with increased cost and damages)
- snareshot (arrow to the knee)
- baseline targetable gtaoe volley for pve and keep defense no cd, just like a regular gtaoe spell
- traps usable when stealthed
Sepplord wrote: ↑Tue 18 Aug 2020 11:31 AMCentenario wrote: ↑Tue 18 Aug 2020 9:03 AMThings I could see added are:
- equipable/lootable/craftable quivers with bonuses
- new premium arrows (up to 1100 fletching, with increased cost and damages)
- snareshot (arrow to the knee)
- baseline targetable gtaoe volley for pve and keep defense no cd, just like a regular gtaoe spell
- traps usable when stealthed
Those suggestions are all over the place...
-the first is a way to implement a buff, but not a suggestion on the buff itself. Congratulation, your suggestion to improve archery is "bonuses"
-the second is similar but specifies "increased damages" which has been tried, implemented, and removed again just recently
-the third, snareshot, an actual suggestion, yet imo i believe it would completely break archers and make them too strong. Snares have no immunites and permasnaring from range while doing dmg is imo a nono for a stealthclass
-the fourth is basically asking for volley baseline and removing the cooldown, wierd suggestion regarding the last pages of the discussion, and JFY "regular GTAOE spells" do have cooldowns
-the fifth again is an idea how to implement a buff, without actually mentioning the change/buff itself
Don't get me wrong, traps and equippable quivers aren't in general dumb ideas, i like the idea of traps specifically, but those ideas go into the realm of custom-classes and don't really adress the issue of how to "fix" archers
Horus wrote: ↑Tue 18 Aug 2020 4:06 PMArchery is fine the way it is.
If anything it needs to have the bow spec damage increased a little bit.
Maybe remove the lev 45 penetrating shot. That was not needed.
People love to talk about ranger damage without mentioning all the custom changes on Phoenix which mitigate that...
1. Increased HP - Remember that change? That affects interruptable bow damage more than anything.
2. Easy access to at least 2 insta self heals on every class.
3. Armor damage procs that interrupt at range.
3. Perma sprint due to cheap RAs and PoTs for easy escape or closing to interrupt range.
4. Self buffs available to all classes...not just classes with a buff line they can spec in.
In Classic DaoC there were soft targets and hard. In Phoenix there are no soft targets due to the above. Archery doesn't hit any harder than it did in the classic days and targets are much more robust here on Phoenix. The bottom line is certain people just don't want to have to change tactics based on Ranger Danger. Instead you feel entitled to be able to do whatever you personally prefer at the expense of others. I personally think minstrel sage pets are OPed and should be adjusted. But when I see one I adjust my tactics.
Lokkjim wrote: ↑Tue 18 Aug 2020 8:20 PMHorus wrote: ↑Tue 18 Aug 2020 4:06 PMArchery is fine the way it is.
If anything it needs to have the bow spec damage increased a little bit.
Maybe remove the lev 45 penetrating shot. That was not needed.
People love to talk about ranger damage without mentioning all the custom changes on Phoenix which mitigate that...
1. Increased HP - Remember that change? That affects interruptable bow damage more than anything.
2. Easy access to at least 2 insta self heals on every class.
3. Armor damage procs that interrupt at range.
3. Perma sprint due to cheap RAs and PoTs for easy escape or closing to interrupt range.
4. Self buffs available to all classes...not just classes with a buff line they can spec in.
In Classic DaoC there were soft targets and hard. In Phoenix there are no soft targets due to the above. Archery doesn't hit any harder than it did in the classic days and targets are much more robust here on Phoenix. The bottom line is certain people just don't want to have to change tactics based on Ranger Danger. Instead you feel entitled to be able to do whatever you personally prefer at the expense of others. I personally think minstrel sage pets are OPed and should be adjusted. But when I see one I adjust my tactics.
Personally I'm fine with archer damage if they are solo. The huge assist damage from a huge range is a little ridiculous though.
1. Everyone has increased HP, including archers, but they also have huge damage, can pick most fights, can tank, have multiple damage type arrows, and have escape tools.
2. I'm pretty sure heal pots have always been a thing, maybe not as widespread as they are in Phoenix, not sure about an item heal.
3. Hardly anyone runs around with armor damage procs, it's either heals or ablatives. I'd be fine with nerfing the range that a reactive could hit archers from though.
4. Most classes invested in perma sprint in classic, sure it cost more points but it was recommended.
5. I'd be fine with buff pots being removed, but I think item charge buffs were always a thing so those would probably be around.
There are still soft targets for archers. When an archer can open from 2000+ range with 700 damage and kill with 3 or 4 more shots I think that classifies as a soft target. When an archer can assist to do 400 damage a pop, that might as well be a soft target.
My main issue is the damage a grouped archer can do with very little risk. They can choose most of their fights, they can tank, they can escape, and they can assist from a ridiculous range with huge damage. Where's the risk? A bigger stealth group? You'll see them coming before they see you and with coordination, you can employ a hit and run tactic to kill one or two before they do any significant damage. Sure, maybe a stealth minstrel can wreak some havoc against hib/mid stealth groups, but that's one class, and scouts have nothing to worry about.
I'd rather advocate for more solo archers than bigger stealth groups.
Forlornhope wrote: ↑Tue 18 Aug 2020 9:08 PMWhere are you getting this idea that archers can tank from? lol
Lokkjim wrote: ↑Tue 18 Aug 2020 10:01 PMForlornhope wrote: ↑Tue 18 Aug 2020 9:08 PMWhere are you getting this idea that archers can tank from? lol
Archers have studded armor, evade 3, IP, scouts have a shield while the other 2 have a spec AF buff and dex/qui buff for more evades. Sure they can't tank as much as a pure tank but they can still live long enough for an archer assist train to kill at least one target that jumps them before they die. I'm arguing for more risk for grouped archers which could lead to more solos and less stealth groups.
Horus wrote: ↑Tue 18 Aug 2020 4:06 PMArchery is fine the way it is.
If anything it needs to have the bow spec damage increased a little bit.
Maybe remove the lev 45 penetrating shot. That was not needed.
People love to talk about ranger damage without mentioning all the custom changes on Phoenix which mitigate that...
1. Increased HP - Remember that change? That affects interruptable bow damage more than anything.
2. Easy access to at least 2 insta self heals on every class.
3. Armor damage procs that interrupt at range.
3. Perma sprint due to cheap RAs and PoTs for easy escape or closing to interrupt range.
4. Self buffs available to all classes...not just classes with a buff line they can spec in.
In Classic DaoC there were soft targets and hard. In Phoenix there are no soft targets due to the above. Archery doesn't hit any harder than it did in the classic days and targets are much more robust here on Phoenix. The bottom line is certain people just don't want to have to change tactics based on Ranger Danger. Instead you feel entitled to be able to do whatever you personally prefer at the expense of others. I personally think minstrel sage pets are OPed and should be adjusted. But when I see one I adjust my tactics.
Return to Suggestions or the latest topics