My first post here! Will make it worthwhile.
I’ve played the game for few days now, read the most problematic issues on the forum and have a few ideas what might help.
Right now the balancing of the weapons is primary working with Damage VS Class and Speed (wind up, combo, recover …)
Maybe I am not the first to say this, but sometimes such data might not be enough for achieving perfect balance. Damage, for example, may vary, but at the end it just how many hits you need to kill the enemy player. Other variation of the damage matter only if you’re fighting mixed enemies with different weapons. Otherwise having 6 hp left or 46 left won’t matter if the weapon deals 60 damage.
I played mostly archer and found that the Short bow is kinda sucky and the warbow is kind-a better version of the long bow.
The medium crossbow is the best as the light has very little damage. Similar with the heavy - damage increase is insignificant compared to the medium.
Yet here come the problems - tweaking the damage, even a little, might break those weapons. For example - heavy crossbow with increased damage will be 1-shotting everything. This isn’t cool.
I suggest implementing another set of minor mechanics that will increase the variety of the those ranged weapons adding another layer of tactics.
Implementing something like improved aiming mechanism. I believe mount and blade has something similar.
Works like this - pull the bow. First 1-2 sec your aim is bad - crosshair is big and the arrow may stray. After holding it for the next 1-2 sec, you will have your aim improve - corsshair goes small and significantly more accurate.
This will allow, for example, the short bow to have really fast pull time yet slower aim time. One will be able to deliver quick shots with low accuracy making a good close ranged weapon.
The warbow, right now feels better than the long bow. If it’s made very accurate, yet with slower pull and slower aim to the long bow, it might have some more significant disadvantages to consider in all situations.
Also, I don’t how how this is working right now - the short bow might have a little bit more faster walking speed when aimed, compared to the other bows. Still slower than normal speed.
Actually I am a bit stuck with the arrows. The only thing I can think of, that is meaningful, is making the broad arrow having increased damage VS MAA.
Crossbows are pretty similar to work with, yet they should feel different enough to have any meaning of choice.
I have two ideas that might make the heavy crossbow more interesting:
- Pierce - it might have a chance to pierce through shield and deliver reduced damage to the enemy. Pierce chance depending on the type of shield. The smaller ones (wooden) pierced more easily, while the metal ones - more difficult. Pierce should include the archer’s shield as well (considering it’s not a hell to implement).
Pierce damage should be ~50% or even less. The idea is - when you see a heavy crossbow, you know it’s pretty slow, yet it posses this trait of constant threat.
(Also it should be considered it a successful pierce shot should break the block or not. Breaking a the block might be too powerful if another archer is waiting for that moment of weakness)
- Stun - Stun is - being hit by heavy crossbow - have reduced speed for ~0.5 sec. Can still block and attack. This by itself isn’t an advantage for the crossbow man but it can be advantage for other team mates.
Both pierce and stun are independent suggestions from each other.
- The light crossbow then? A good option is - having better speed when aimed, compared to the other 2 crossbows (and still slower than normal speed). Also - bigger quiver.
Another suggestion might be - the ability to walk very slowly while reloading. I believe this might be difficult to implement.
From what I see in-game and read here - having someone pounding your ass from point blank range can be difficult to deal with. Not because of the sheer skill of the attacker but because one cannot actually block his attacks since his tracers are coming from behind or very sideways your character which require you to turn more than 90 degrees in order to parry - and this is almost impossible in a fight.
- The first suggestion I have is - when someone performs a combo, to have some sort of locked turning angle. I.e. if you are continuing your 2nd+ combo hit, you can turn maximum 90 degrees or something similar. This will still allow good maneuverability and aiming while disallowing 180 degree turns between the combo hits - i.e. button mashing might cause reduced efficiently at point blank range.
This is tricky suggestion as it’s restrictions might come as annoying to the players. Also - in chaotic skirmish (you between few other enemies), mashing buttons will become less effective.
- The second suggestions influences the tracers. It’s simple - reduced damage at the start of the tracers (attached pic). Orange tracers shows where the damage is reduced.
The idea is simple - at the beginning of the swing the weapon does not have enough momentum to be as deadly. Of course this idea will work with swings and not so much with stab attacks. Should decrease the efficiency of chaotic swingers in melee with around ~10% and won’t affect the duels that much.