Slap wrote: ↑Tue 30 Jul 2019 11:06 PM
To be fully anti-nerf means that balancing the server is not in your best interest.
Let me clarify, I am against the forum bandwagons calling for nerfs, the success of each bandwagon will result in more appearing.
Slap wrote: ↑Tue 30 Jul 2019 11:06 PM
Having said that, I'm not for the suggested nerf of LoS. Volley is a viable skill and that has never been how volley has worked, it also does not go along with the general idea of volleying arrows.
That seems to be contradicted by what Gruen has posted.
Slap wrote: ↑Tue 30 Jul 2019 11:06 PM
Also, my gtaoe's/aoe's have cool downs and LoS requirements along with hitting for 150-200 dmg less.
GTAoE has a cool down and AoE's require LoS. My point was damage difference. Not sure if you've participated in keep/tower defense or have used volley recently. It only hits one player at a time but with full bow damage every 1 second.
Volley has a cool-down, 5 shots in 15 seconds. Yes your AoE / GTAoE does less damage per hit, but the number of targets is not capped at 5 per cast of the AoE, so potentially you can do far more damage than an archer does per volley.
Slap wrote: ↑Sun 28 Jul 2019 10:57 PM
The issue with NF is that there is little overhead cover where as in OF every keep had multiple roofs to hide under and still have LoS to defend. The corner towers of keeps and the Lord room is the only place to get out of volley and you lose LoS for any type of defensive maneuvers. As for towers, there is no defensive position out of volley.
I am not sure of the exact area of coverage of volley as it is not listed either on the charplan or on the in game realm ability description, so I honestly have no idea if a single volley can cover the entire area of the keep roof. Personally I think one of the defensive issues on the main NF keep towers is that they have the 4 raised corner platforms that cannot be used to place catapults. The addition of the catapults (1 per corner platform) would certainly help the defenders.
Slap wrote: ↑Sun 28 Jul 2019 10:57 PM
Five seconds to engage means nothing when you can either do it in stealth or outside of /face.
The stealth issue would only be for the initial launch of volley, you need to be out of combat before you can restealth. I tested this in OF, I was never out of combat long enough to regain stealth before I could use my next volley. Your point about /face is valid. As I stated earlier, I would not be adverse to volley being changed so that both the archer and the potential targets require 4000 units of sky above them
Slap wrote: ↑Tue 30 Jul 2019 11:06 PM
JSYK the range without elevation is 3k
Have you tested this, because again it contradicts what Gruen has posted. I will respec volley and test it out on target dummies, as I not convinced it is accurate.
Slap wrote: ↑Tue 30 Jul 2019 11:06 PM
add the 350 unit radius and you're unable to be faced.
As stated above, I am not sure of the exact area of coverage, if 700 diameter is accurate then a single grountarget would not even cover the entire rooftop of the outer keep towers, let alone the rooftop of the main keep towers. If all archers are /groundassist off a single groundtarget then there should be areas of the keep roof that are not affected by volley.
Slap wrote: ↑Tue 30 Jul 2019 11:06 PM
As for the "perfect timing and good latency" the hunter I was testing with could do it the first time he tried. Full damage rapid fire is as simple as activating the shot and releasing instead of reloading. Not hard at all.
I agree, doing it once in testing is not hard at all. Can your hunter do that repeatedly in a siege situation? I know from when I was specced in volley during OF and I was defending alb keeps against the 100+ Hib zergs it was not always possible.
Slap wrote: ↑Tue 30 Jul 2019 11:06 PM
It seems as if you haven't played much recently with all of the questions, please do your research before spreading misinformation and defending a point that you have no idea about.
I ask question about areas I am unsure of, I have no interest in casters, so I am unsure of the cool-downs or LoS requirements of AoE's / GTAoEs. I notice your conveniently did not answer my point about being hit by GTAoE's inside keep structures...Some of the other question are down to the sheer number of changes that have occurred on the server, unless you are on every day checking /servernews it can be easy to miss changes. I have no issues with admitting when I am wrong, but if you look through this thread there have but a number of huge exaggerations made by people trying to get volley nerfed into oblivion.
Slap wrote: ↑Sun 28 Jul 2019 10:57 PM
In our most recent keep defense of Bolg, 4 volley assist archers killed over 15+ people on the roof that were trying to defend. Including myself in less than 2 seconds. Yet again, everyone had to hide in the Lord room and were useless while the enemies were in the courtyard. This is every keep/tower defense. Volley is a problem and it's custom mechanics on this server is broken. In 18 years volley has never hit as hard as regular bow damage or at 1 second every shot, or without a cool down. To be able to rapid fire for full damage, outside of face range, with no cooldown is, like I've said, utterly broken.
If all the archers were volley assisting from one grountarget a 350 radius volley would not cover the entire area of the rooftop of a main keep tower or even the outer
Slap wrote: ↑Sun 28 Jul 2019 10:57 PM
This will be my last post on this subject. A solution would be to decrease the range to archer base range (2100 for hunters, 2200 for rangers, and 2300 for scouts), decrease the damage from full bow damage, make it an AoE, remove the rapid fire bug, and give it a cooldown. This has been the volley mechanic for every freeshard that I've played and live works in the same way. Thanks all.
I rarely play my scout, so I am not even sure what the rapid fire bug is . I have zero issues with having its range capped (though I honestly believe it is, at least on flat ground), and I believe it would be much better as an actual AoE than as 5 shots fired sequentially, and I have little issue with a cooldown, but the devil is in the detail, what would be the length of the cool-down and what would be the maximum number of target hit in the AoE?
Edit :
I have just completed 20 volleys at the target dummies outside camelot, with the ground -target set on the level 30 training dummy, out of 100 hits only dummies level 10 through to level 40 were hit. The level 5 Training dummy is approx 350 units from the level 30 dummy (349.5 measured via /gtrange). The distance from the centre of the level 45 dummy to the centre of the level 30 dummy is approx 340 units, therefore I believe the radius of volley must be at maximum 350. The main keep tower is approx 1150 units by 1010 units, the outer towers are approx 795 units by 795 units. So even on the smaller outer towers a single volley cannot cover the entire area of the roof, so if
all the archers really are volley assisting there are areas that can be moved to.