While I feel that archer damage on some weapons are a bit too high, warbow and crossbows, I think that a % damage reduc is the wrong way to go about this……without giving something in return… Did you consider the effect this would have on say the short bow? Or even the Long bow? Now that flinch is gone the archer has no supportive play anymore, just pure damage so they go for the nuke weapons.
I think the right way to go about this is to add your suggested dmg reduction(lower values) and to introduce a new innate for the archer that would reward those that can actually shoot, AND provide options for the less accurate.
SO, the new innate, lets call it No Mercy, would give the archer a bonus % or flat # of damage against a target that has been hit by a previous arrow/pebble/jav/projectile of the same archer, with a timer of course. Repeated hits would just refresh the timer on that target. Hitting a different target would remove the buff against the previous one.
It would give archers a reason to use the other bows, reward archers that can consistently hit the mark, and hurt one shot nuke archers. Using Nuke bows would limit your chances of utilizing the innate due to long reload times, most likely the buff would time out after a miss on the war bow and crossbows. This would also make slings just a bit more viable too.
So what do you guys think? Don’t be too harsh, first post on the forums.
-HandBanana ~~~~Dick short bow archer that flinched high levels from 5 feet away while they were mid combat.