3 second rupt timer on archers that take damage needs to be changed

Started 1 Feb 2019
by noflex
in Suggestions
Okay so the 3 second delay for archers after you get hit with a nuke or something is HORRIBLE..

If I am shooting using rapid fire at 1.5 capped speed I STILL have to wait 3 seconds when I get hit.

if I'm shooting at 2.2 second normal bow shot cap speed (not rapid fire) a caster can keep me rupted with quick nukes and I'm constantly on a 3 second delay to attempt to shoot again, even switching to rapid fire mid combat keeps me on a constant 3 second to shoot delay no matter what my bow shot speed is


This little feature gives a caster ample time to continuously rupt archers in a 1v1.. it should not be a full 3 seconds for archers to attempt to shoot again but rather reset your bow shot delay whatever it may be (say you have a 2.7 second bow shot speed, it should be that instead of full 3 second.. or if you switch to rapid fire with 1.8 speed it should be 1.8 speed delay to attempt to shoot again... archers get no MOC or quickcast

this is a broken system
Fri 1 Feb 2019 2:09 PM by Ardri
Welcome to DAoC? Casters have the same interrupt timers as archers.
Fri 1 Feb 2019 2:17 PM by Isavyr
Remove 2k+ range from archers. It's absolutely broken how archers can disrupt casters while the casters have no ability to respond.

I'm being glib to illustrate your logic--clearly both classes have strengths and weaknesses, and you're not using your strengths, imo.
Fri 1 Feb 2019 4:13 PM by noflex
Ardri wrote:
Fri 1 Feb 2019 2:09 PM
Welcome to DAoC? Casters have the same interrupt timers as archers.

Do archers get moc or quickcast to negate this timer? No
Fri 1 Feb 2019 4:19 PM by noflex
Isavyr wrote:
Fri 1 Feb 2019 2:17 PM
Remove 2k+ range from archers. It's absolutely broken how archers can disrupt casters while the casters have no ability to respond.

I'm being glib to illustrate your logic--clearly both classes have strengths and weaknesses, and you're not using your strengths, imo.


It’s not 2k range.. scouts have the highest range of the 3 archers at like 1760, rangers 1680 and hunters even less.. so you mean to tell me a caster cannot close the gap of less than 200 range and pop quickcast or moc and go to town on nukes? This is not a valid argument. Even a simple insta DD charge while the caster is running towards the archer is enough to set this horrible timer in motion
Fri 1 Feb 2019 5:26 PM by Isavyr
noflex wrote:
Fri 1 Feb 2019 4:19 PM
It’s not 2k range.. scouts have the highest range of the 3 archers at like 1760, rangers 1680 and hunters even less.. so you mean to tell me a caster cannot close the gap of less than 200 range and pop quickcast or moc and go to town on nukes? This is not a valid argument. Even a simple insta DD charge while the caster is running towards the archer is enough to set this horrible timer in motion.

1) Your information is incorrect. 2k on hunter, 2.1k on ranger, 2.2k on scout (best case).
2) Just as much as a caster can close the cap, you can open the gap. Nobody says you have to stand still.
3) Insta DD are imbalanced in general, imo, and not an example of the problem with archers.
Fri 1 Feb 2019 6:14 PM by Cadebrennus
It sounds like the code is possibly using your bow speed after quickness and not taking into account your artificially hasted (from Rapid Fire) speed when configuring the interrupt timer. I could be wrong on this though as I haven't tested the two scenarios side by side.
Fri 1 Feb 2019 7:59 PM by noflex
Cadebrennus wrote:
Fri 1 Feb 2019 6:14 PM
It sounds like the code is possibly using your bow speed after quickness and not taking into account your artificially hasted (from Rapid Fire) speed when configuring the interrupt timer. I could be wrong on this though as I haven't tested the two scenarios side by side.


no it doesn't even take into consideration your bow speed.. pretty sure its a full 3 seconds before you can load an arrow.. so if your bow speed is 2.7 seconds its 3 seconds (rupt timer) followed by 2.7 seconds to shoot = 5.7 seconds ...such a flawed mechanic with no ability to MOC or quickcast anyone can either rupt you and close range gap or keep you on continuous lockdown while nailing you with dd's and nukes and stuns and snares, etc etc


( I just tested with a NS in a duel and he was able to use his slow castable nuke on me over and over til i died and I could not shoot at all, even on rapid fire)
Sat 2 Feb 2019 1:54 AM by Cadebrennus
noflex wrote:
Fri 1 Feb 2019 7:59 PM
Cadebrennus wrote:
Fri 1 Feb 2019 6:14 PM
It sounds like the code is possibly using your bow speed after quickness and not taking into account your artificially hasted (from Rapid Fire) speed when configuring the interrupt timer. I could be wrong on this though as I haven't tested the two scenarios side by side.


no it doesn't even take into consideration your bow speed.. pretty sure its a full 3 seconds before you can load an arrow.. so if your bow speed is 2.7 seconds its 3 seconds (rupt timer) followed by 2.7 seconds to shoot = 5.7 seconds ...such a flawed mechanic with no ability to MOC or quickcast anyone can either rupt you and close range gap or keep you on continuous lockdown while nailing you with dd's and nukes and stuns and snares, etc etc


( I just tested with a NS in a duel and he was able to use his slow castable nuke on me over and over til i died and I could not shoot at all, even on rapid fire)

If you're Rapid Firing at cap speed which is 1.5 seconds then the timer would be 1.5 x 2 = 3 seconds.

Unfortunately Archers need tools which aren't part of the class design to make up for deficiencies in the Archer class.

For example, I always have a Glove or a Boot with a DD charge on it solely to interrupt Casters and Archers to give me the upper hand in the interrupt war. Vs Archers it's the only option Rangers have.
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