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Thread: Armor Balancing needs a drastic rework, Archery needs help

  1. #1

    Post Armor Balancing needs a drastic rework, Archery needs help

    I think it's time to change how Armor works in ArcheAge. Because Plate Armor universally gives resistance to Melee and Ranged (the damage bonus from piercing doesn't help at all), it really should - Rock Paper Scissors fashion - give resistance to one type of damage, with minor bonus against another, and weakness to one type. Since there's only three types of damage in the game, it's an easy fix. These are just estimates, not actual numbers, but it would help with major balancing issues in the game.

    Just break up the damage from Physical and Magic, to Physical, Ranged, and Magic. That's exactly what Runescape does, and it works.

    Plate armor reduces incoming ranged damage by about 60%, melee damage by about 40%, and magic damage by 25%

    Leather armor reduces incoming magic damage by around 60%, ranged damage by 40%, and melee damage by 25%.

    Cloth armor reduces incoming melee damage by 60%, magic damage by 40%, and ranged damage by 25%.

    Additionally, your armor type should give better bonuses to your outgoing damage.

    Plate Armor increases your Physical Accuracy by 5%. Decreases your Magic Accuracy by 10%.

    Leather Armor increases your Ranged Accuracy by 5%. Decreases your Physical Accuracy by 10%.

    Cloth Armor increases your Magic Accuracy by 5%. Decreases your Ranged Accuracy by 10%.

    Finally, reinforce these stats with a bonus attribute.

    Plate Armor increases your Shield Block Rate and Parry Rate by 3%, and reduces the duration of Stun, Snare, Trip, and Impale by 30%. Increases Mana Cost of Magic Attacks by 30%

    Leather Armor increases your Move Speed by 8%, and reduces the duration of Imprison, Freeze, Snare, Fear, and Sleep by 30%. Increases the Mana Cost of all Physical Attacks by 30%.

    Cloth Armor increases your Evasion Rate by 6%, and reduces the duration of all debuffs by 20%. Increases the Mana Cost of all Ranged Attacks by 30%.

    "Why would Cloth Armor give Physical Defense?! That makes no sense!"

    It's Magical Armor. Mage Armor. It's made to be as tough as pure steel, while able to move freely. But piercing it is easier done than said, because the warding only really protects against the slashing attacks of blades. On top of this, it's easier to evade attacks because of how light weight it is.

    "Leather armor makes no sense! Why is it harder to swing a sword in it?"

    Leather armor is loose in some spots, but tough in others. It's not as flexible as you think. Archery is not that movement intense on the arms, as you're aiming with one hand and pulling an arrow back with another.

    "Why does plate armor increase your shield block rate and parry rate, and increase your magic attack cost so much?"

    When you're wearing plate, you're less afraid to take a risk of blocking an attack, or parrying with your sword. Channeling magic should require you room to breathe and focus the attack, and when locked up in armor, it makes it hard to transfer the magic energy out of your body.

    This would make anyone who wants to wear plate armor as a mage, to nullify their weakness to the other two classes, ineffective.

    Certain spells would have to change for tanks to function. Just add the "This spell can not miss" tag to spells like Viscous Implosion. Sub trees, like Witchcraft, could just have a +10% accuracy with Witchcraft Spells added to the Perks, instead of making them 100% impossible to miss.

    Archery's attacks should also have the "This attack can not be evaded" perk added to it, as it's meant to counter Mages anyway. And Battlerage also has a lot of abilities built in to block or parry ranged attacks, so this wouldn't affect them at all.

    Archery's cooldowns need to be toned down a bit. They dump everything in 5 seconds then they're sitting ducks for 40.

    Sorcery needs to have their cooldowns increased.

    Malediction needs to have its damage nerfed overall, decrease the visual size of the snowlions and their range, too. They're massive and travel way too far. It shouldn't travel more than 30 meters, and shouldn't be impossible to evade. It also looks really stupid. Malediction is too mobile and I honestly can't outrun them with Teleport and Freerunner combined.

    Healers are okay where they are, but God awful in Arenas. FFA Arena is completely unbalanced in favor of Mages and Melees. Archers only get 600 Agility, vs Mage's and Melee's 1,200 Intelligence or Strength.

    90% of Archery attacks are filler Endless Arrows. Feral Mark is kinda pointless, and should just be a given - stacking it up isn't fun or beneficial, just give it to us. Make Deadeye a 10 second buff with no cast time, that works even while moving. Make Blazing Arrow stack to 3 naturally, with a 7 second recharge. That way it takes 21 seconds to build a burst instead of 40. Make Steady Shooting a 10 second buff that increases your attack speed by 240 and grants 3 additional stacks of Blazing Arrow, up to a maximum held stack of 6 - with a 30 second cooldown. Any arrows above your max stack of 3 are lost when Steady Shooting expires. No crit damage buff. Hunter's Guile should last 20 seconds, and grant 5% move speed with each crit stacking up to +30%. The buff ends with Hunter's Guile.

    But with all of these changes to these various abilities, I want to point out that Archery still only has >SIX< direct attacks out of twelve. Seven if you count Missile Rain. That's 5 buffs to make your class function. Sorcery has 3 direct buffs (Magic Circle also works as a movement option, and Frigid Tracks is a powerful CC), and Battlerage has 3 self buffs (one is a CC break, the other is actually a debuff on enemies around them, and only one is a direct self buff). Archery needs a CC clearing option, a movement option, and 1 self buff. If anything, I would completely remake the tree from the ground up, which I really want to do.

    Make Relentless either decrease the mana cost of Archery skills by 50% (still pointless), or increase Critical Damage by 25% (much better).

    Snare should be Vine Bolt, that snares in a 6m radius around the target for 10 seconds (half in PvP).

    Snipe needs more combos. Fire Snipe is better than baseline in every single way, unless if I'm trying to AoE cleave in PvE. Make bonus damage on Light Blinded Targets baseline. Snipe should also push back targets within 15 meters. Marked Targets should take extra damage from Snipe. Hell, make Snipe consume Deadeye to always crit with the added defense penetration.

    Double Recurve needs to have the range increased up to 8 Meters, and should break Snare.

    Everything in the tree needs to be desirable in some way. Currently, half of it isn't. Most people stack critical damage for blazing arrow anyway, just make it baseline.

    A slow Archer is a dead archer. Please keep that in mind.

  2. #2
    Senior Member DragonAlex's Avatar
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    Yeah the one-shot Archers wich make 25k crits with Sharpshoot in halcy and kill 5 players with one single skill need help....
    Nice... tell me more!
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  3. #3
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    Armor Balancing needs a drastic rework - Yes

    Archery needs help - lel

  4. #4
    idea is to complicated and hard to implement.
    easiest way is to just increase def and reduce some insane dmg from some skills.
    archer is fine - he hit hard, but if you catch him he is easy to kill.
    mage - same as archer
    mele - he need some of skills to be toned down - he have to big dmg with this insane mobility and amount of CC - strongest class in small/medium size pvp
    healer - he is nerfed already with -30% self heal ….

  5. #5
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    Quote Originally Posted by Bastrii View Post
    I think it's time to change how Armor works in ArcheAge. Because Plate Armor universally gives resistance to Melee and Ranged (the damage bonus from piercing doesn't help at all), it really should - Rock Paper Scissors fashion - give resistance to one type of damage, with minor bonus against another, and weakness to one type. Since there's only three types of damage in the game, it's an easy fix. These are just estimates, not actual numbers, but it would help with major balancing issues in the game.

    Just break up the damage from Physical and Magic, to Physical, Ranged, and Magic. That's exactly what Runescape does, and it works.

    Plate armor reduces incoming ranged damage by about 60%, melee damage by about 40%, and magic damage by 25%

    Leather armor reduces incoming magic damage by around 60%, ranged damage by 40%, and melee damage by 25%.

    Cloth armor reduces incoming melee damage by 60%, magic damage by 40%, and ranged damage by 25%.

    Additionally, your armor type should give better bonuses to your outgoing damage.

    Plate Armor increases your Physical Accuracy by 5%. Decreases your Magic Accuracy by 10%.

    Leather Armor increases your Ranged Accuracy by 5%. Decreases your Physical Accuracy by 10%.

    Cloth Armor increases your Magic Accuracy by 5%. Decreases your Ranged Accuracy by 10%.

    Finally, reinforce these stats with a bonus attribute.

    Plate Armor increases your Shield Block Rate and Parry Rate by 3%, and reduces the duration of Stun, Snare, Trip, and Impale by 30%. Increases Mana Cost of Magic Attacks by 30%

    Leather Armor increases your Move Speed by 8%, and reduces the duration of Imprison, Freeze, Snare, Fear, and Sleep by 30%. Increases the Mana Cost of all Physical Attacks by 30%.

    Cloth Armor increases your Evasion Rate by 6%, and reduces the duration of all debuffs by 20%. Increases the Mana Cost of all Ranged Attacks by 30%.

    "Why would Cloth Armor give Physical Defense?! That makes no sense!"

    It's Magical Armor. Mage Armor. It's made to be as tough as pure steel, while able to move freely. But piercing it is easier done than said, because the warding only really protects against the slashing attacks of blades. On top of this, it's easier to evade attacks because of how light weight it is.

    "Leather armor makes no sense! Why is it harder to swing a sword in it?"

    Leather armor is loose in some spots, but tough in others. It's not as flexible as you think. Archery is not that movement intense on the arms, as you're aiming with one hand and pulling an arrow back with another.

    "Why does plate armor increase your shield block rate and parry rate, and increase your magic attack cost so much?"

    When you're wearing plate, you're less afraid to take a risk of blocking an attack, or parrying with your sword. Channeling magic should require you room to breathe and focus the attack, and when locked up in armor, it makes it hard to transfer the magic energy out of your body.

    This would make anyone who wants to wear plate armor as a mage, to nullify their weakness to the other two classes, ineffective.

    Certain spells would have to change for tanks to function. Just add the "This spell can not miss" tag to spells like Viscous Implosion. Sub trees, like Witchcraft, could just have a +10% accuracy with Witchcraft Spells added to the Perks, instead of making them 100% impossible to miss.

    Archery's attacks should also have the "This attack can not be evaded" perk added to it, as it's meant to counter Mages anyway. And Battlerage also has a lot of abilities built in to block or parry ranged attacks, so this wouldn't affect them at all.

    Archery's cooldowns need to be toned down a bit. They dump everything in 5 seconds then they're sitting ducks for 40.

    Sorcery needs to have their cooldowns increased.

    Malediction needs to have its damage nerfed overall, decrease the visual size of the snowlions and their range, too. They're massive and travel way too far. It shouldn't travel more than 30 meters, and shouldn't be impossible to evade. It also looks really stupid. Malediction is too mobile and I honestly can't outrun them with Teleport and Freerunner combined.

    Healers are okay where they are, but God awful in Arenas. FFA Arena is completely unbalanced in favor of Mages and Melees. Archers only get 600 Agility, vs Mage's and Melee's 1,200 Intelligence or Strength.

    90% of Archery attacks are filler Endless Arrows. Feral Mark is kinda pointless, and should just be a given - stacking it up isn't fun or beneficial, just give it to us. Make Deadeye a 10 second buff with no cast time, that works even while moving. Make Blazing Arrow stack to 3 naturally, with a 7 second recharge. That way it takes 21 seconds to build a burst instead of 40. Make Steady Shooting a 10 second buff that increases your attack speed by 240 and grants 3 additional stacks of Blazing Arrow, up to a maximum held stack of 6 - with a 30 second cooldown. Any arrows above your max stack of 3 are lost when Steady Shooting expires. No crit damage buff. Hunter's Guile should last 20 seconds, and grant 5% move speed with each crit stacking up to +30%. The buff ends with Hunter's Guile.

    But with all of these changes to these various abilities, I want to point out that Archery still only has >SIX< direct attacks out of twelve. Seven if you count Missile Rain. That's 5 buffs to make your class function. Sorcery has 3 direct buffs (Magic Circle also works as a movement option, and Frigid Tracks is a powerful CC), and Battlerage has 3 self buffs (one is a CC break, the other is actually a debuff on enemies around them, and only one is a direct self buff). Archery needs a CC clearing option, a movement option, and 1 self buff. If anything, I would completely remake the tree from the ground up, which I really want to do.

    Make Relentless either decrease the mana cost of Archery skills by 50% (still pointless), or increase Critical Damage by 25% (much better).

    Snare should be Vine Bolt, that snares in a 6m radius around the target for 10 seconds (half in PvP).

    Snipe needs more combos. Fire Snipe is better than baseline in every single way, unless if I'm trying to AoE cleave in PvE. Make bonus damage on Light Blinded Targets baseline. Snipe should also push back targets within 15 meters. Marked Targets should take extra damage from Snipe. Hell, make Snipe consume Deadeye to always crit with the added defense penetration.

    Double Recurve needs to have the range increased up to 8 Meters, and should break Snare.

    Everything in the tree needs to be desirable in some way. Currently, half of it isn't. Most people stack critical damage for blazing arrow anyway, just make it baseline.

    A slow Archer is a dead archer. Please keep that in mind.
    That's why archers have the current meta, which is where leather gives movement speed increase and all. The armor builds work just fine. Plate gives physical defense buff at the expense of magic defense, something like 90% physical and 10% magic or whatever. Leather is 50% physical and 50% magic defense. Cloth is 90% magic and 10% physical. (Might be closer to 75/25 or something in between, but I'm at least exaggerating to the worse)

    Now keep in mind, that's only if you go full meta. You can actually combine multiple times of armor together, such as cloth and plate, to adjust your magic and physical defense stats at the exchange of losing out on the full set perks and flaws. I could share here but don't remember specifics off the top of my head. What I do know is my healer is wearing a mix of cloth and plate, to which I have no weakness to any type of weapon and my physical and magic defense are both much higher than they would be with leather. Physical defense could be higher if I had full plate and magic defense higher if went full cloth, but it's not worth the sacrifice for the full set bonus.

    One major flaw in your post is "That's exactly what Runescape does, and it works." This is Archeage Unchained, which will have its own play style. If you want a game that plays like Runescape, then go play Runescape. That's not to say that making suggestions isn't good to do, but the way you went about it the whole post was saying how you prefer another game's design, how you want them to make adjustments to better suit your character (without considering the effects it would have on others, well beyond your trying to have all the other classes nerfed), etc.

  6. #6
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    they rebalanced armor in 6.5

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