Archery still overpowered

A single bandit archer shot everyone in my group to death, armor or no armor. Moreover, I also believe that the floating damage numbers are wrong.

7,411 views 13 replies
Reply #1 Top

They are very wrong, and archery is very bugged in this version. You can't build archers of your own, and archer champions slaughter anything except enemies who are randomly immune to arrows for no reason.

Reply #3 Top

Compared to magic it's not that bad. With a 15 strength, 15 Int sovereign I'm doing more damage with arcane arrow than I am with normal arrows.

Reply #4 Top

You can build archers, they just messed up the tech tree. They added a military tech after fortifications that let's you build archery ranges(required to train archers) and equip crude bows, but shortbow tech is still on the weapon tree....

Reply #5 Top

You can build archers once you research them in tech tree AND build an archery range. This is quite different than before.

 

Also to build groups need to first construct a command post. No more building best units in frontier towns....

 

Reply #6 Top

Ah, I see. So the Master Archers faction trait is completely useless right now.

I did notice the new restrictions on building parties and larger, and I really like it.

Reply #7 Top

Master Archers is mostly for champion bows the way it seems to be implemented. I still think the Master Archers + Great Warrior combo is overpowered. Either the available equipment bows need a reduction in damage or the ability points raised. I could pretty much dominate any game with a few champions with bows. Sovereign can get 3 bow attacks with great warrior, champions get 2 but they can still do a lot of damage before anything gets close. I can pretty much rush to any city and decimate it with champions that have leveled up on the way there without taking any damage.

Reply #8 Top

I have to agree, bows are overpowered.  If it wasn't for the other changes in 1.09n (archery ranges, expensive bows), it'd still dominate the game more than they already do in 1.09n.

As it is, scraping together the money for a bow in the early game delays my use of the bow, and I wasn't able to get those bow units I used to buy about immediately (my kingdom does archery).  So the early game is definitely more challenging now, especially with full strength monsters to contend with (no more 2 hp darklings to brush aside).

Heroes being able to purchase bows immediately, but not units took a little getting used to though.  It makes sense, though (early game balance-wise).  Heroes are simply overpaid units anyways, so grabbing them for bow duty isn't a bad compromise.

The only change I'd like to see is being able to buy crude bows in the shop, if you've chosen the archery option.  I haven't used one yet, but 50GP might be enticing if they aren't too wimped out (say 4-6 attack points, similar to other early game weapons).

I'm liking the new 'block/resist' rules for shields though.  Nice to see that 'block' message popping up in combat.

I'm thinking Strength overamplifies bows.  It makes sense to have it increase damage (strength represents your skill at attacking), but it shouldn't outstrip the other weapons completely.

1.09n is still a beta, so it's up to us to suggest how (un)powerful we want bows to be in 1.1.  As well as how powerful they are in relation to other choices (sword, axe, staff, etc.).

Reply #9 Top

Quoting rossanderson48, reply 2
Kewl archers should be overpowered. Sounds to me like they are WAD.
End of rossanderson48's quote

Okay, and kewl swordsmen should be overpowered too, remember Aragorn... and kewl axemen too, and kewl macemen, and kewl pikemen... wait, what do we get when everyone is overpowered? A balanced combat system, where one weapon (bow, in this case) does not make other choices irrelevant. I'm in!

Reply #10 Top

This is why we need the equipment to have various advantages and disadvantages for each type of attack, as well as a research for different types of troop skills. That way you could design a troop more resistant to archers. For example, you could research tower shields, and then research a turtle skill or a shield wall skill so that the troop is more resistant to arrow fire (while perhaps being more susceptible to other kinds of attack).

Reply #11 Top

huh... I usually just hit the bandit archers with a spell (or cast shield on my own dudes) and win.

(but I die to random lowly minions of my enemies equipped with clubs)

club < archers < magic < club?

 

Reply #12 Top
Quoting ssternbe, reply 5

Also to build groups need to first construct a command post. No more building best units in frontier towns....


 

End of ssternbe's quote

 

i actually dislike this. i can see the good intentions, but i think the game needs more large squads, not less. this doesn't stop you training your best units, it just slows down battles by filling the screen with individuals. at the very least i'd prefer it if the qualifications were lowered (three guys in level 2 towns, instead of level 3s), but generally i think these intentions would be much better achieved by simply increasing training times and expanding the "barracks" type buildings that reduce these times in the higher level towns.

Reply #13 Top

Quoting landisaurus, reply 11

club < archers < magic < club?

 
End of landisaurus's quote
If I wanted to play Rock Paper Scissors, I'd play Rock Paper Scissors. Not Elemental. So I'd rather it didn't become a GUI for R-P-S.