I dont think that archers are OP. So very very few are good. Javelins are very hard to use. You have very few players who can play a jav archer and get top 5 spots, vs knights and vanguards. I dont see anyone complaining about them.
nazmorgul
@nazmorgul
Posts made by nazmorgul
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RE: Javelin Archer & kick.
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Bugs / exploits / issues?
Hey, been playing this game for a bit a noticed something which I think most of the upper end players consider “l33t”. Ive seen countless people, especially the guys who got really good at these exploits, do crazy things. I think changing some of these things would greatly improve game balance, hence player experience, lower frustration…all the good stuff. I have a long list of stuff i noticed over the last few months but ill keep that tucked away for now until i got a better idea on how things work. In the last decade I did a lot of work balancing SC2, Warcraft 3, Total War games a such. I like well balanced games, and hate where design oversights result in massive abuse and exploit use at the expense of the less experienced players, which usually make up 75% of the player base.
Firstly…the spinning ballerina backwards, wtf stab / overhead.
So, whats with the overhead strike hitting opponents when your weapon is basically in windup position or getting to the windup position, while you are basically doing a rapid spin in place. People bend over, face up and while your weapon is winding up, you spin around quick, basically hitting everyone around you doing full overhead damage, many time insta killing anyone it hits as it counts as a full overhead. Im sure those abusers of such practices will probably start the trolls and tote their eliteness but whatever, im going to call it bull and ask for a fix on next patch to prevent such. Solution - prevent weapon damage with weapon on windup. For large weapons, like claymores, mauls and great swords, have it do some minor damage like a kick.Ground Tap
Vanguard or whatever class, crouches and bends body all the way forward, basically laying down on the ground, uses overhead strike, which ends up being basically a super fast tap on the ground. If this “tap” hits someone it counts as a full damage overhead strike. Solution: On short strikes like that, apply only 20% of weapon damage and ability to inerrupt attacks like anything else.Weapon Arc Damage
Weapons seem to do the same damage throughout their travel path. A sword slash does its lowest damage during the first 20% and last 10% of the travel path. With the max damage right before it begins to slow down, like 70% of the way through the strike arc. Uniform damage across the strike arc is abusive to the max, see ground tap above. You get uber speed with uber damage, because of the short distance traveled. Weapons, especially slashes, exponentially decrease in damage as the speed of the weapon decreases.Dont you love those vanguards that insta kill you with the last 5% of their strike arc lunge? You are almost behind them.Solution: Applies to slashes only. 10% weapon damage on the first 20% of the strike arc, 60% damage from 20-60% of strike arc, 100% damage from 60%-90% of strike arc and 20% damage in the last 10% of the strike arc.
**Dancing Ballerina Knights / Vanguard
**Does the game have no inertia physics. Knights are in many ways net superior to pretty much everything else simply because of the speed they move at, the ability to change direction on a dime and accelerate instantly to the speed they had before the turn. This is often used to strike and keep moving at he same running speed. without the slightest interruption. Consumes no stamina and can be done indefinitely. Im sure everyone loves those knights with the mauls who dance like ballerinas, reverse overhead at the speed of light and spin kill people en mass with their weapons in the windup position (spamming Q and attack to keep it there).Solution: Either insert inertia physics or make such overpowered acts of magic cost stamina. The solution to this is a bit more complicated math wise but not very hard to do.
Will not respond to troll posts. Thanks
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Javelin Archer & kick.
Hello,
I have been playing this game a bit and recently tried the spear archer. I noticed a few things that may or may not work as intended. I personally think its an issue of balance vs the rest of the classes, and needs to be addressed.
Shield block stagger when kicked is very very long and happens extremely often for a very light, agile class. The massive stagger should be more valid for heavy shield classes, as they often do not have the agility to maneuver the shield in such a way as to prevent a perpendicular blow. Light shield classes should more or less deflect the blow rather than parrying simply absorbing the full force of it. This is especially problematic since most heavy classes can insta kill the archer on the next below. So far, every time my shield gets kicked, i basically die. Knights can take a hit or three when staggered and keep on trucking, archers do not. Basically, a kick into the archer shield by anyone results in archer death due to their very low health and no armor.
Doesnt it seem ridiculous to get kicked in your light 5 lb shield and be rendered basically useless and unable to move while that knight has the time to both recover from his kick and swing that 20 kg sword to kill you?!!
A kick in the shield of a light class should physically do one of two things.
- archer gets knocked back while maintaining his shield position loses the respective stamina.
- or … deflect the blow and stand his ground with a short recovery time before he can attack.
Physically, trying to kick the shield of a light, agile class would be far more taxing in both balance and stamina for the one doing the kicking. It would easy for a light class to deflect the kick by maneuvering the shield at an angle, avoiding the energy release into it and instead causing the kicker to step forward as the kinetic energy was not dissipated in the kick but transformed into kicker movement pulling him forward.
A heavy class, with a tower shield, like a knight, hoplite or roman legionnaire, would have a very difficult time avoiding a kick and would have to absorb the full brunt of the kick.
Anyway, I think that needs to be fixed, and I dont think its working right, from a game balance point of view or a realistic point or view, rendering the spear archer pretty useless in close combat with a shield.