
Originally Posted by
Welsh Steel
Absolutely incredible long schpeel!
Few things (didn't end up being that way lul...) I can only say to the tower of text above me:
- Ofc your armor penetration attempt isn't doing well if a lot of the server is playing with slightly overtuned Plate, the damage increase from knocking a few thousands off of high Pdef is laughable
{AAU}
- If dps'ers choose Plate for AAU they are free to die super quickly to anyone with a malediction spec...
- If melee's flank any "squishy" ready with Redoubt they've over commited, occultism can screw stealth approach (+even better with Archery), you can call melee's easy all day if you'd like but good players will know that they are being hunted and their are plenty of measures in this game to avoid their approach and start skills, if you're with your team this is super easy (and I'm sure Legacy is only a "team game" when castles are involved with a pretty dead playerbase!)
- Mages can be interupted in servers that actually reach their population potential, less range than Archery, if their are dps roles specifically designed to deal with them they will have decent magic defense and you can only go so far with magic penetration and there are no skills/passives (besides disonance and a bulwark bomb) to help you (a witchcraft spec vs them will be too much). PLATE ERA WILL BE GONE, what happens to all ez pz mage damage, ye a lot fricking less successful!
- Lastly, let's look at roles simply damage, range and cc effectiveness (imagine if you were a proffesional in a balancing department)
/ Melee - a heavy damage or tank commitment (meaning their positioning is forced), also having very easy access to one of the best cc's 'trip' (deserved because of positioning)
/ Mage - alternative damage source that slips through every player's passive defense (block/parry/evasion) to help break up compositions, also good cc's if left unchecked/not focused but fairly easy to counter if they are (10m roughly less range than Archery for this reason)
/ Archery - longest range and basic abilities at instant cast and auto is spammable, no damage changing cc's however, they do have silence and some cc's that help kite (none of which amplify damage, besides working with a team snare > Snipe > trip). Unless focused they are passively the safest role in the game, naturally out of the range of cc's and casted abilities that could help equal your death, they are a reliable presence that don't need positional commitments.
Now with that done, AA at its core is a TEAM PLAY game (something most of Legacy players don't have the luxury of experiencing).
Archery has its purpose, you can never ignore consistent damage at 25-30m range, funny how you mentioned more Armor pen coming into the game from swiftblade, how much more amplified are those Archer's on that target (not to mention trip effects gifting Archer's massive critical rate opportunities!). Let's not forget the utility Archer's position brings, they are in the backline away from the 0-15m range cc/damage fiesta's, why are Stonearrows and Ranger's popping up much more in KR after 6.0+, because counter measures to flanking and enemy players dropping in screw up your team, not to slam Ebonsong of course, it has it's purpose if left unchecked in the backline but if ♥♥♥♥ hits the fan it's helping no one but itself (and much more errors can occur in kiting with an ebonsong vs a Stone arrow).
You're version of how Archer's should be (just throw more damage into them!) would destablize the other roles of this game, Archer's are not meant to be an easy ranged source of murder they are meant to be a stable source of consistent damage (and catch) and depending on spec bring utility to a group.
If you had Archer's scaling and "popping off" like an ADC on LoL then you will bring the same imbalances Lineage 2 have where there was barely any purpose or cc worth for melee's and mages were just simply "attacking a different defense stat" and could do nothing an Archer couldn't do (+ the Archer had consistent damage over them). There is a reason ADC's are allowed to pop off in LoL because it is not only a forced controlled team game but objectives are a crucial part of the game and 1 player alone can't control these aspects, simply imagine if you got your way and Archer's were more like Vayne, melee's are just scratching their head over their worth, AA has it's balance true (aslong as a good playerbase and team play exists!).
You are butt hurt because Archer's aren't a simple point and shoot murder weapon with simple specs for any situation, welcome to a balanced concept MMO where developers actually give a damn! If you don't like synergy, teamplay and mechanics get off Archer and play the 1,2,3 key press classes you big up so much, if you want to shoot a bow change your mentality!