Ok, so from what I have read, the devs said they want archery to be a support thing, and not really viable as a main career/weapon of choice. That seems stupid to me, since there is a fairly restrictive limit to how many attribute points you can allocate, meaning you cannot afford to be putting them in anything that isn´t very important. So with this mindset, for most builds (which is kinda lame imo), you will need to be putting most points in STR, VIT, and then also some GRI and ENC. ACC is pointless for a melee player, and ranged players are either noobs, masochists, or people who just love archery way too much, like me. Survival is also largely pointless, especially in late game, and so is agility, especially always, but that is not the point here. This is an archery post. By the way, I am aware that archery is supposed to get a bit of a dmg buff soon, but that is like adding a meter and hoping it will balance things out, when there is a 100-meter difference compared to spears, or even almost any other melee weapon.
I would like to ask the devs why did they even put the ACC attribute in the game if they don´t want/expect players to specc into it? For PvP, ACC specc currently makes NO sense at all, and for PvE, it is extremely obnoxious and problematic, since arrows weigh ridiculously much. I mean, you can carry around 50 cubic meters of steel-reinforced stone, but god forbid you could actually carry enough ammo on you to be able to mainly do archery in PvE and a) not run out of arrows very quickly and have to return to base and b) not get encumbered so that you will be at a disadvantage until you run out of most arrows, upon which you will be at the disadvantage of not having enough arrows in reserve.
So without further ranting, let me name the problems with archery:
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ranged weapons do too little damage in general
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projectiles (at least arrows) are too slow; if you are throwing an axe or a javelin, it will usually be only short distance, so lower speed is acceptable, even though throwing weapons might still benefit from being faster as well. However, hitting a running enemy who is trying to avoid being hit is borderline impossible at the moment.
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shooting consumes too much stamina; combine that with the fact that hitting escaping players is borderline impossible once they aren´t right in front of you, the fact that having your weapon out makes you run slower, and the fact that ranged weapons deal miniscule damage, and you can surely see how using ranged weapons is just stupid currently. Particularly for killing off escaping players (which is one of the things it imo could and should be fairly good at), but also for just fighting in general. If I fight with a bow against say, a spear, I am going to have to roll a lot in order to not get immediately slaughtered. Rolling consumes most stamina, and I am left with no stamina to shoot the bow with. Seriously, the melee player can cause so much more damage so much easier (and therefore far more reliably) and faster with less stamina cost. Also noteworthy that even if you do actually defeat someone with a bow, you most likely won´t be able to kill them and get anything out of it, because they will likely be able to escape. This of course is a separate issue on another, separate level, and could be sorted under any of these, but I just put it here because.
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when moving, aim gets super wonky and it gets very difficult to hit anything that isn´t a barn in a close proximity. This again pairs up with how crappy it is to be trying to stop escapers using a bow. If you run, you miss. If you don´t run, they will run away even if you by any chance do actually hit them.
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you get slowed down too much when having your bow out. Sure, when you have any weapon out, you are slowed down, which I suppose is fine, but with ranged, it is a problem. I agree that it would be both stupid and OP to enable players to run with ranged weapons out impaired AND allow them to fire/throw them whilst running, also impaired, but one of these is necessary if ranged weapons are to stand any chance versus melee and actually be ever used by anyone, ever.
Hesitant to mention these, as these are intrinsical and quite necessary and actually positive issues with ranged weapons, but since it does provide more context, here it is:
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using a ranged weapon automatically puts one at a disadvantage against anyone with melee the moment they get in close proximity. This is obvious and as I said, a positive issue, but also an extremely significant one. Do consider this when deciding whether to buff ranged or not and if so, how much. Melee will always have its (huge) advantages.
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it is pretty much intrinsically much more difficult (and therefore, generally, unreliable) to use a ranged weapon than to use a melee weapon. In every game ever, and very much so in CE. Your chances of hitting with a melee is very good in this game even vs good players. Your chances of hitting anything that is moving and not much larger than an npc/player are vastly lower, especially if they try to avoid your shots, rush you, and you actually are on the defensive most of the time lest you get immediately slaughtered, and even when you get a shot or two in, you are likely to still be moving to maintain distance, so not only your target is moving, but now so are you, decreasing your chances of hitting them further. Also of course this is where you also simultaneously get screwed over by the wonky aim since you are moving, to make this venture just a little more impossible in case you weren´t yet decided for never using a bow again in PvP.
Hence I propose the following changes:
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increase ranged dmg overall. This would need to be tested of course, and since it is the most obvious and most easily altered parameter of ranged combat, I would probably look at dmg itself at the very end to get it just right in context of all the other changes. But just eyeballing it, I would guess increasing weapon AND arrow dmg by 15% would be a good starting point. In fact, I think MAYBE the damage bonus might be lower or perhaps even none at all if all the changes I mention below were to be implemented. The damage would technically remain the same or only increase marginally, but the actual damage would vastly increase, since it would now be easier to hit with ranged, harder to run away from it, and also it would allow archers to spend more time on the offensive since they wouldn´t need to worry about stamina quite as much as they do now. But maybe even with these changes, the damage would need to be upped by some 30% or so to actually make it viable. Like I said though, this should be looked at lastly.
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make shooting a bow, and perhaps even throwing (not sure on this one, I have hardly any experience using throwing weapons) cost NO stamina. Seriously, rushing someone trying to shoot you is super easy, costs hardly any stamina if you simply sprint at them unencumbered, and then they will generally have to dodge, wasting around 25% of their stamina instantly. You cannot afford to waste more stamina just trying to shoot them. It would improve the game quality in my opinion, and is actually quite realistic and sensible – as a real life archer, I can say that archery takes practically no toll on your breath or endurance in general, even if you use a relatively high-poundage bow as I like to do.
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increase the projectile speed, if not for throwing weapons, at least for bows. I would say for the sake of both realism and playability, the increse should be around 2x the current speed. At point blank it will make no difference anyway, and It might actually make hitting escaping enemies realistically possible and maybe even worthwhile.
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allow players to run with their bow out with no or absolutely negligible movement speed loss. The escaping players can very well just sheathe their weapon and run, while you are stuck with your weapon out If you want to get them. With ranged you are also stuck in place if you want to get them, so at least allow players the ability to not have to constantly pull out and sheathe their bows as needed, and just let them pursue at the same speed as the escaper with their bow/throwing weapon out. It will not be OP at all, since they still have to stop or at least substantially slow down (stop sprinting) to actually be able to aim, shoot and actually have a chance to hit. If they miss a few times, they will still quickly lose their opponent, still probably making melee pursuit a better and safer alternative for most players.
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let players aim regardless of whether or not they are moving. Moving already makes aiming considerably harder, there is no need to make it virtually impossible (to aim, not to hit, just to clarify) by artificially ■■■■■■■■ with the mechanism itself. This change would not be OP, since it would rather simply make ranged not as underpowered compared to melee. In case of an archer pursuing and shooting an escaper, again, the archer would still have to stop sprinting, and would very quickly lose the escaper if missing repeatedly
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for the love of god, decrease the weight of the ammo! It is insane, you would almost have to specc for ENC in order to be a decent archer (which is both ironic and stupid, because ENC doesn´t in any direct way benefit archery of course, so ultimately you will either go for max potential – high dmg, health, stamina etc., or max sustainability – high ENC at the expense of the other, more important things. The weight of ammo needs to be at the very least halved, very possibly made even lower than that. I mean, arrows don´t weigh much at all in real life, so this isn´t for realism´s sake I am sure, especially since you can carry around several vaults that would weight like 20 tonnes combined, and this IS a game after all, in real life, you are not expected to fight someone with your bow at close distance for 10 minutes and actually have a crapton of arrows to accommodate for that, or to go out hunting and come back after killing 200 enemies/animals/monsters. If one or two arrows killed most things, including players, this weight of arrows might be a good idea gameplay-wise, but that is absolutely not the case as I mentioned above. You need a lot of arrows, therefore you should be able to actually carry a lot of arrows.
I would be happy if as many people as possible shared their opinions on ranged fighting and debate what courses would be best taken to improve the situation and on the other hand, what can turn out to be problematic. One thing I would really like the bows to do is actually hunting. I mean, the first, most basic bow is literally called “hunting bow,” yet it can´t really be used for hunting very well (mostly due to low damage combined with the fact that animals that are not aggressive by nature run away at first hit). My problem isn´t really with bows doing THAT bad damage that they cannot be used to hunt rabbits, gazellas etc., but rather, there is simply no point, as these animals stay put and let you walk up to them and one shot them with a two handed sword. Which is absurd and boring. Hunting should be about hunting, not running from one animal to the other and clicking M2 once for each animal. Make non-aggressive animals run away from players by default, then bows will have a place in the game even if the devs get super pig headed and refuse to make bows not-garbage.