Enemy Arrows OP
#1
Posté 28 novembre 2014 - 08:48
- Grayvisions aime ceci
#2
Posté 28 novembre 2014 - 08:56
Well, if you play Legionnaire or Templar, you can get 50% reduced damage from ranged attacks from the front, 20% reduction from all damage taken from the front, and maybe a decent belt and armor mods with % damage reduction from ranged attacks, and you can get those arrows down to doing only 1 damage when they hit you. Playing with a friend the other day who had his Templar set up like that. Sadly I don't have a good belt to pull that off, just don't turn your back on them....
#3
Posté 28 novembre 2014 - 09:18
After routine difficulty even one arrow can bring you near death at full life. Here's comes the big bad Katari charging into 5 puny archers grouped together!.....Nope! dead before I get there lolz.
Seems fair enough.
#4
Posté 28 novembre 2014 - 10:36
I don't know if it's a bug or something but an archer can 1 shot my lvl 20 assassin in routine sometimes. If I nearly kill one but it gets away from me due to the horrible lunge attacks that miss constantly on assassin, the archer will run away, turn around and fire off some instant shot that 1 hits. Makes no damn sense at all.
#5
Posté 28 novembre 2014 - 11:20
Archers wouldn't be so bad in this game if latency weren't a factor like it is, if the hit detection in general were better (particularly on the ground, fun times as a Katari...), they staggered when you hit them more reliably (sometimes insta recover and shoot you not to mention being able to shoot you just fine despite taking hits from a large 2 handed weapon) and if aggro mechanics in general worked better (decide to target you randomly for no good reason or when it makes literally no sense).
#6
Posté 28 novembre 2014 - 01:11
I don't know if it's a bug or something but an archer can 1 shot my lvl 20 assassin in routine sometimes. If I nearly kill one but it gets away from me due to the horrible lunge attacks that miss constantly on assassin, the archer will run away, turn around and fire off some instant shot that 1 hits. Makes no damn sense at all.
Noticed this as well (though it never one shot one of my characters before, even on threatening).
Basicaly, if you come close to an archer and don't kill him quickly, he will take one or two step backs and fire a powerful, instant shot (hit me for about 800 damage yesterday, don't remember which difficulty).
#7
Posté 28 novembre 2014 - 01:27
#8
Posté 28 novembre 2014 - 01:27
more of a reason to let the tank go in first to agro the mobs.
also get a decent keeper who knows how to keep barrier up.
problem solved.
however i do agree that the archers seem to do more damage than some of the bosses!
#9
Posté 28 novembre 2014 - 01:33
They can do ridiculous damage, especially when multiple are firing at you simultaneously, but they are also pretty vulnerable to disabling effects and have a lot less hp than other enemies. This reminds me of that stuck-up person you are supposed to escort. A templar stalker killed him in 2 seconds before the team could even run to him. Some enemy damage is pretty ridiculous and can even take down a shield class in less than 5 seconds, but without such threats there would be no fun.
#10
Posté 28 novembre 2014 - 01:45
They can do ridiculous damage, especially when multiple are firing at you simultaneously, but they are also pretty vulnerable to disabling effects and have a lot less hp than other enemies. This reminds me of that stuck-up person you are supposed to escort. A templar stalker killed him in 2 seconds before the team could even run to him. Some enemy damage is pretty ridiculous and can even take down a shield class in less than 5 seconds, but without such threats there would be no fun.
I got ambushed by a templar shadow, as it broke out of shadow and flanked me. I got instakilled with a full-guard + barrier + full health legionnaire (in threatening). That was jaw dopping.
#11
Posté 28 novembre 2014 - 10:46
As other people have indicated, the mob spawns are also really odd where a room full of 6 archers and 1 melee mook are a thing. The fact that EVERY archer can pull a full draw is almost ridiculous and seems like a very poor design decision. They need to either 1) balance out the spawn of the mobs to make engagements somewhat reasonable 2) reduce the frequency of or remove the full draw ability 3) do something to the tanks in this game as they do a mediocre job at most in routine/threatening and aren't even a thing in perilous.
#12
Posté 28 novembre 2014 - 10:51
#13
Posté 28 novembre 2014 - 11:16
Geek the mage as they'd say in Shadowrun! Gotta prioritize those archers with good control, burst AOE, or a good front line.
Yea those shadow arm blade bastards hit hard too
Haha, they sure do. They picked up a non family friendly nickname in our internal playtests for scaring and destroying players.
#14
Posté 28 novembre 2014 - 11:20
Yea those shadow arm blade bastards hit hard too
They home in and fire an extra round when a horror is charged by a knight aswell.
#15
Posté 28 novembre 2014 - 11:25
I would say the biggest issue is the disparity between archers and melee units.
Archers hit just as hard but at a distance, can use full draw with super sniping skills, ocassionally shoot through walls, have been known to entirely skip full draw's animation after a tuck and roll to evade an attack, not to mention 2h meleer's have no way to block or deflect the arrow.
Take some of the archer cheese away and give it to the melee units. Then we can at least debate who is more annoying/lethal.
15 melee guys might be chasing me, but its 1 archer on the map who will kill me, guaranteed.
- Grayvisions aime ceci
#16
Posté 30 novembre 2014 - 11:02
My Reaver HATES archers, I usually let the group go first and grab aggro and I make a straight B-line for the archers. I show them fools no mercy. I try to stack as much ranged defense as I can. It just sucks that i can't craft my own armor pieces so I can craft range defense pieces. Those arrows hit too hard.
#17
Posté 01 décembre 2014 - 09:25
To be honest I have no problems with Archers being the biggest threat most of the time... That being said I hate the fact that stacking nearly 40% damage reduction for ranged attacks does almost nothing to negate my immediate death... Might as well add into HP since it it's clearly not helping as much as I thought it would...
#18
Posté 01 décembre 2014 - 09:57
I got a remedy: Don't rush in head on - Pull them (into the Wall of fire and hear them scream) if it's a full spawn of them you better divide and conquer.
- 21T09 aime ceci
#19
Posté 01 décembre 2014 - 11:00
I got 'Firestorm' on my Elementalist just for those pesky archers.
- CottonKhandi aime ceci
#20
Posté 01 décembre 2014 - 11:01
After routine difficulty even one arrow can bring you near death at full life. Here's comes the big bad Katari charging into 5 puny archers grouped together!.....Nope! dead before I get there lolz.
In the case of Katari, charge should 100% deflect projectiles and be unblockable. Currently that skill, despite being very satisfying to use when it works, is really broken crap as long as it's blockable and a few archers take you down as you charge at them.
#21
Posté 01 décembre 2014 - 11:04
Archers also constantly track and snipe my assassin in upgraded stealth. Stealthing should drop you as a target from all enemies immediately.
#22
Posté 01 décembre 2014 - 11:05
In the case of Katari, charge should 100% deflect projectiles and be unblockable. Currently that skill, despite being very satisfying to use when it works, is really broken crap as long as it's blockable and a few archers take you down as you charge at them.
Don't charge archers maybe?
Seriously.
'Omahgerd, I'm getting wtfpwned by archers if I facetank their arrows and charge them! The only solution is to change the game!'.
Manage archers, they are there for a reason. Just like there's cover everywhere. Have a little self-preservation instinct.
#23
Posté 01 décembre 2014 - 11:17
Don't charge archers maybe?
Seriously.
'Omahgerd, I'm getting wtfpwned by archers if I facetank their arrows and charge them! The only solution is to change the game!'.
Manage archers, they are there for a reason. Just like there's cover everywhere. Have a little self-preservation instinct.
The majority of people are playing in PUGs with no communication. There's no luring, there's no pillaring, there's nothing but full steam ahead or else you can sit in the back with your big glowy 2h weapon and watch as boys in dresses emasculate your Qunari. Is that what you're suggesting?
#24
Posté 01 décembre 2014 - 11:25
The majority of people are playing in PUGs with no communication. There's no luring, there's no pillaring, there's nothing but full steam ahead or else you can sit in the back with your big glowy 2h weapon and watch as boys in dresses emasculate your Qunari. Is that what you're suggesting?
Boys in dresses will be corpse in dresses pretty soon if they can't manage aggro. And then you can casually clear the map and go afk before the last door so they will have time to think about it.
Or, if you are saying zerging boys in dresses clean up the place while if you use charge you will just die - then probably the problem isn't in the game, or in the archers or the boys in pyjamas.
#25
Posté 01 décembre 2014 - 11:37
Boys in dresses will be corpse in dresses pretty soon if they can't manage aggro. And then you can casually clear the map and go afk before the last door so they will have time to think about it.
Or, if you are saying zerging boys in dresses clean up the place while if you use charge you will just die - then probably the problem isn't in the game, or in the archers or the boys in pyjamas.
There's really no agro unless you have a lego on the team, which is not terribly common--and even if there is one they are generally not concerned with trying to hold agro in my experience.
I don't think you know about me as a player, so your personal attack innuendo is unnecessary. If you feel Katari's have no valid concerns for the durability of their class then say so and move along.





Retour en haut







