09-09-2017, 04:01 PM
(This post was last modified: 09-09-2017, 04:01 PM by Leandero.
Edit Reason: Edit.
)
The Archer and specifically Warden seems to get the short end of the stick in this comparison indeed. The redeeming factor is the pinpoint aim and increased attack frequency when standing still but if you add movement to the mix he ability to aim decreases drastically, the pikeman doesn't suffer as much in that regard. (And yes I know about the stagger/jump tactic for both classes but the warden suffers with kiting because of the lower athletics and higher weight of the armour in general.)
Regarding the damage: The +1 powerdraw sounds good, the damage of the Warden seems underwhelming compared with the Master Peltast. Personally I would love it if the Warden would shoot 2 arrows at once at roughly the same point. The first arrow hitting at the point where you aim and the other arrow flying a similar trajectory hitting the target slightly under the first arrow. (At the cost of 1 arrow otherwise ammo will become problematic) I think this would be fitting for the Warden. The full barrage like some Nords do would be overpowered but 2 arrows could be fine. The downside of this is that it might feel slightly less realistic but to be fair 40 Nords hitting a shielder and the shielder not budging or carrying a wall in the size of a log or carrying 3 shields on top of eachother isn't really realistic either.
Regarding the penetration: the bows could get a chance to pierce. Increasing with tier making the orange and red legendary bows the top 2 piercing bow tiers.
The athletics is an other story, decreasing the weight of the archers armour and giving + 1 athletics would get the archer more in line with the pikemen with kiting. The archers would still be more squishy (except maybe the Rangers) but at least the mobility might save you when you have lighter armour. I do get why the pikemen need more armour as they are more likely to melee. In general the archers armour weighs more and gives less armour value.
The sentinel feels a bit out of place as it is now, you can hit well as long as there is 1 enemy but with more you aren't quick enough to do hit and run attacks with melee. The other Archers don't do much damage and with the Aurora Blade equip option removed the Warden and Ranger are almost better off spawning without melee weapons. Extra power strike might help defend themselves vs assassins a bit better but I would rather see the archers do more ranged damage.
The hard part is balancing these changes in a way that the archer doesn't become the "flavour of the update" hero. Making others demand buffs etcetera.
Regarding the damage: The +1 powerdraw sounds good, the damage of the Warden seems underwhelming compared with the Master Peltast. Personally I would love it if the Warden would shoot 2 arrows at once at roughly the same point. The first arrow hitting at the point where you aim and the other arrow flying a similar trajectory hitting the target slightly under the first arrow. (At the cost of 1 arrow otherwise ammo will become problematic) I think this would be fitting for the Warden. The full barrage like some Nords do would be overpowered but 2 arrows could be fine. The downside of this is that it might feel slightly less realistic but to be fair 40 Nords hitting a shielder and the shielder not budging or carrying a wall in the size of a log or carrying 3 shields on top of eachother isn't really realistic either.
Regarding the penetration: the bows could get a chance to pierce. Increasing with tier making the orange and red legendary bows the top 2 piercing bow tiers.
The athletics is an other story, decreasing the weight of the archers armour and giving + 1 athletics would get the archer more in line with the pikemen with kiting. The archers would still be more squishy (except maybe the Rangers) but at least the mobility might save you when you have lighter armour. I do get why the pikemen need more armour as they are more likely to melee. In general the archers armour weighs more and gives less armour value.
The sentinel feels a bit out of place as it is now, you can hit well as long as there is 1 enemy but with more you aren't quick enough to do hit and run attacks with melee. The other Archers don't do much damage and with the Aurora Blade equip option removed the Warden and Ranger are almost better off spawning without melee weapons. Extra power strike might help defend themselves vs assassins a bit better but I would rather see the archers do more ranged damage.
The hard part is balancing these changes in a way that the archer doesn't become the "flavour of the update" hero. Making others demand buffs etcetera.