Cirath wrote: ↑Sun 10 Mar 2019 11:44 AM
AngelRose wrote: ↑Sun 10 Mar 2019 5:49 AM
Some pretty dumb comments from sins.
1, The only way a crit shot can be pre-loaded is if your are standing still. Guess hunters are to just stand in one area, with shot loaded, hoping someone runs into range. And lets not forget, hitting crit shot knocks an archer out of stealth a large percentage of the time.
2. Archers are not asking to go toe to toe with sins, just an opportunity to at least see sins coming at same range. If sin is played well, why feel you need that advantage?
3. How the hell is an archer supposed to use 'skilled range' against a target they can't see till it is on top of them.
This skulllz guy breaks down the hunter/archer issue very well. It is worth a read if you missed this thread: https://forum.playphoenix.online/viewtopic.php?f=10&t=5168
Some pretty dumb comments from archers. Are you familiar with the concept of trade offs? You know, that ability you have to engage people with high dps at 2000 units range? keeping yourself out of danger and GREATLY increasing the number of incs you can get? You give up a measly 100 units of stealth detection for that. Seems more than fair to me. For gods sake its not like people are seeing you at clip range like the old see hidden days. 250 units in the open field is NOTHING...
In the orginal version of the game that small stealth advantage was not as big an issue as it is on phoenix. Everything was spread out then, everyone could find the type of rvr they liked. You can't do that on phoenix, be honest how many solo low rr casters are there out there? These are an archers primary target (also assassins). However everything now small mans, 8 mans or zergs. An assassin has huge front load dps and vanish so he can engage a straggler, kill it and disappear when noticed. An archer does not have this luxury, all it takes is one spell to interrupt his bow and he is hardly going to charge headlong into a group to finish target with melee when there is enemy about. Not only that most targets will be grouped and therefore buffed making it much harder for archers whose bow damage has been severely restricted to kill them even if fully self buffed with a template. We don't have the option of engaging from melee as we have no escape tools to survive the attention we get from nearby dps. Basically the game bunches us all together which plays into the assassins hands with there superior stealth detection. This is why it needs equalling out, no class should have an advantage. Now if this was new frontiers with plenty of places where a solo caster could do well then the slight advantage assassins get would not be as big an issue but whilst archers primary targets are unavailable and we are forced to fight in same areas something needs to change.
Only way your argument holds was if archers are given a large boost to archery damage and ability to 100% ignore bladeturn so we can use are extra range to our advantage....that's never going to nor should happen.
Both love and hate my hunter. the idea behind it is fun but its in game abilities to perform and the amount of anti archer defences our enemies get are severely limiting the class and they are highly frustrating to play. When fighting in task zones I cannot crit over 400 on anything that's when fully potion buffed with max template. I am rr3L9 and 80% of my rps have come from killing yellow levellers in crauchon gorge as that's the only place where I can actually solo something. Go into task zone, target a cloth caster and its either
1..bladeturn absorbs shot...clothie faces qcasts anything, I am interrupted...then I am nuked and anything in area swamps me or
2..penetrating arrow works hit for 300-400 ...clothie faces qcasts anything...well you can see where this is going.
You just don't find solo casters. So you are forced to engage in areas where assassins are common. This is a custom server where the rvr dynamics are very different to the old live servers so some classes will need severely changing.