Age of War Evaluation

That won’t balance it. It might be better for PvP but it will ruin it for PvE. The only way to achieve balance is to do a level of work Funcom simply doesn’t want to do. (Because money and man power).

I guess you’re talking about separating PVP stats from PVE ones.
While I can agree on the pros, it’s been already discussed lots of times: the player base itself didn’t want it to begin with.

Funny… My thread on the topic would say otherwise.

While we couldn’t agree on how to do it everyone wanted it to happen one way or another.

The one I opened months ago asking the same says that, instead.
I totally want it, but last time I asked for this …

here, check it yourself: Proposal: separate PVP stats from PVE

There is no need to separate those stats, the workflow is the following:
• Balance weapons for PvP.
• Adjust PvE content (enemies, their damage, their HP) accordingly.

There you go, you don’t need to be a genius to understand that increasing the damage dealt in PvE is similar to lowering the HP and Armor of those creatures. So since PvP exists, weapons must be balanced for PvP, and then, PvE content can be adjusted.

The bulk of the debate in your thread was over the x4 archer damage. Not throwing out the idea of separation entirely.

They tried that and it made things worse.

I didn’t suggest to increase damage in PVE (which is equal to lower HPs).
I did suggest to increase ARCHER damage in PVE, because they are tremendously unbalanced compared to fighters.

Actually, they are tremendously unbalanced compared to everything. Even decorations are more useful than Archers.

Speaking with your logic, increasing Archer’s damage is the same as lowering enemy’s HPs but only against Archers. It’s clear now that this is not the same as lowering enemy’s HPs in general.

BUT, I don’t want to talk about that. I’ve been already angered enough in the previous topic and don’t want to discuss about that again. Not until there are people who acknowledge the problem.

PVP is a total mess when it comes to balance.
It’s not just a matter of balancing weapons, but also armors and builds.
It needs a complete overhaul.
They need to focus on two main factors. Dps and dmg reduction. Then they need to be sure they can have at least two or three different playstyles that can match against each other. After that, they need to make sure weapons don’t break that balance.
A guy in light armor should deal small amounts of dmg fast and avoid dmg by rolling. A guy in heavy armor should deal big amounts of dmg slower and have the ability to endure heavy punishment. The second is a miserable fail.
The third option needs to stand between both.
But this needs to be carefully thought and tested by a team of skilled fighters over a few months, adjusting what there is to adjust until you get close to parity between the different playstyles.

If you get that right, pve will almost not need adjustment. I would have different setting for thralls for pve and pvp, though.

And I can agree on this, even tho, again, that wouldn’t solve the problem that Archers are unbalanced compared to Fighters.
But:

  • I don’t think it’s easier to find a good balance like you said instead of separating those categories.
  • It’s not being done that too. Devs just nerfed/buffed things at random.
  • This also proves my point that player base itself doesn’t want the separation.

The things you said are correct. What SpherisCore says is correct (except the fact that reducing enemies health is the same as increasing a certain category’s damage). The point is: is it really the easiest solution ?

I’m not sure about that.

I’m just curious at your statement about bows in PvE.
Are the bows useless, or are the archer thralls useless?
And in which contexts? :eyes:

Because yeah, archer thralls can’t hit anything afaik :notlikethis:

Archers are useless.
Bows nerfed → Archer even more useless.

In every context.
Archers can’t hit anything not even by mistake.
And even when (once in while) they hit, they deal 1/3 damage of a Fighter Thrall (that also hits 1 to 4 times in a row).

DO NOTE:

  • For Archer I mean Thrall equipped with Bow.
  • For FIghter I mean Thrall equipped with Melee weapons.

That’s why I’m saying, for months now, that Archers should have AT LEAST 4x Damage.
10x Damage and they would be slightly on par with Fighters (not even considering the fact they miss 7 shots out of 10, get staggered and don’t stagger).

If they actually shot straight, inflicting cripple would already help, no matter the damage, which is a bit ridiculous, especially considering real life arrows are deadly. But it seems they’ve all been hitting the bottle so hard they can’t land a shot if their life depended on it

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Too many bonks on the head with a truncheon, I guess. I mean, while they were still young and wild and free their shots were unerring if you didn’t dodge.

But now you can use gas and they will miss the same. :smile:

I’m happy that you guys understand the problem.
I’ve been months fighting with people saying “no problem, archers are fine as they are !”

BTW, I tested 2H hammers and … hell, they suck !
Bec de Corbin, which should have good stats, performs worse than a 1H Axe (on me, not on my thrall).

For the amount of stamina they take, they should do at least 50% more damage.

What’s your build though?
Because afaik Bec de Corbin is (surprisingly) an Agility Weapon… Meanwhile I’m still waiting for an Agility 1H Axe :frowning:

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Ah … didn’t notice that.
My build is Str/Aut … it’s ok then.

IRL the Bec de corbin had a very long handle so you handle it like a staff with both hand to defend. And that long handle gave momentum to hit with either the hammer or the pick sides of the head. Head that was smaller than many believes to not make the weapon to heavy so even fat bourgeois from the town militia could handle hit without getting themselves immediately.
It isn’t absurd to make it a dexterity weapon because of this long handle and it moderate weight for its overall size.

on the archer builds/archer thralls debate for me archers should be a first strike/assassin archetype not like the Legolas full-auto thing that conan exiles has right now. but with how bows and arrows are implemented even if you get a head shot with one the damage is not worth getting the hit when i can just use throwing axes and javelins. in the case of javelins i can use them like a one handed spear with a shield and get way more damage output than getting back to back head shots with arrows even the special arrows bar the explosive arrows are just bad and that is just for players trying to do a archer build. for archer thralls they are just weaker overall named/not named most times a archer thrall will lose to anything that gets close and with how “skilled” the archer thralls are with bows i have not had any kill anything with bows since i got the game back in 2018. what is sad my fighter thralls could do more damage with bows than the archer thralls and hit things more often so having archer thralls in the game right now is pointless. for me what MarcosC is saying is right on the money

archers should fill in the first strike/assassin archetype like against little to no armored enemies be real deadly like one head shot dead or two to three for body hits with a 2-3 sec “charge” up between shots and against high armored enemies that is the point of other arrow types that have better armor pin but take longer to shot as a way to balance the archers and would need head shots to get the benefit that is my opinion on the archer builds/archer thralls debate. end of the day all of It needs a complete overhaul. :neutral_face:

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