#Javelins are the most frustrating thing in the game
2951 messages Ā· Page 3 of 3 (latest)
If you don't throw your weapon I'd be surprised but I'll beleive it
I don't think I've thrown my weapon more than 10 times in the past year
I don't tend to either because of what classes I play
Well I'm SUUUUURE you've played a fps game
Like, I can do a midair jump shot with javelin easy. It's not because it's easy, it's because I played Quake, Tf2, and other games where firing trajectory based weapons midair was the norm
I have played overwatch, exclusively Lucio and a bit of Roadhog
Oh and Torbjorn
And you have less experience in melee games
I've only ever played chiv 2 and around 20hrs of mord if that's what you're asking
Sorry I'm not ragging on your skill at all you're obviously good, I'm just trying to figure out why it may be that you have a easier time with jav
I can't make that score and I play a class with throwing knives, I tend to die more because I take a lot of risks in melee as a javelin player if I play it
I don't think people understand how much of a carry over tracking/aiming skills from years of FPS translate over to Archer.
Of course you will think Melee is harder, you don't have years of muscle memory
But you are just throwing into crowds so I dunno maybe that's not really the case
But you mostly got assists. Like, how long is a map typically? 20-30 minutes? With your scores, you got 1 kill a minute
Or had periods of time with no actual kills, but a lot of damage being done
There is a point to be made that some things need to have impact even if they're generally not as complicated to use. But the problem lies in the case where I take up the said thing. I like to think I'm pretty good at the melee combat, and I can stall a fight pretty well against anybody until my team arrives.
How would you ever fix "javs being useful if just thrown into crowds" though? Lowering the damage isn't the solution, because if you do that, then it's not even good at taking out targets who AREN'T in a crowd
Like, if jav is doing only 60 damage to someone at range, it's not even a good ranged weapon because it does worse than a throwing knife can do which can fire faster
You lower throwing knives down to something like 30-35 damage again, it becomes not-useful. Before it got buffed, it wasn't even considered a threat
You can't realistically walk up to me and kill me, because I can always stall. And if there a good archers on the enemy team that's a way to kill me. But as it was pointed out to me a few times, I get a shield
Javelins don't have any dropoff damage. That 63 number is leg hits
You've never been sprint attacked?
The entire point of vanguards special is it is very possible to just sneak up on people in the middle of fights when they're slowly walking and you're sprinting at top speed
Can't you stall a Jav player by just walking backwards and holding block if they are ranged? Hell just standing and tapping block when the animation to throw starts?
It's very possible to counter jav throws 100% of the time if you see them coming
Buuut yeah you don't always
I don't understand. I was talking about a scenario where a melee tries to fight me. I can just stay in that fight for a bit, and I don't have a problem in doing that, until my team arrives
But I don't think "Oh because sometimes I get surprised" is enough reason to nerf something. Especially when maybe that's just javs playstyle. No one complains when ambusher suddenly ambushes them
Ok they do lol but it's literally in the name
Can't you do that exact same thing vs a Jav but easier?
I'm sure those people who were fighting 30 players in a chaotic choke point had the time to look around for a javelin and time a counter
I do think active parry should be deflecting javs
How so?
It does doesn't it? I might be wrong
It does and absorbs arrows still, it's just inconsistent.
If I notice an archers there I INSTANTLY stop focusing on the guys in front of me
Counter then backdodge, immediate "out"
Really? Then it's very inconsistent. I honestly just thought that arrows were not affected by active parry at all
Or I place them in front of me
Btw if you're fighting 30 people it should be very easy for you to use enemies and allies to block off shots
And if a guy can get around that, he deserves it
They get absorbed that is why shooting at a person trying to 1vX from the front is dumb until he swings. By then it wore off.
Bracing is also bugged currently to absorb arrows instead of reduce damage.
How about speeding up jav throws and lowering the damage to like 65 default?
tbh I'd be cool with 70
that throwing knife damage is also just a little fucked up imo
Happens
70 would be fair, two bodyshots would still kill a vanguard
Literally everyone said it sucked then they buffed it by 5 damage and now its good
and I, as a knight, wouldn't be left with so little health after 2 that a kick could kill me
I'd even be down for 75 or even 80 if it meant reducing headshot damage too and making it so only skirmishers can resupply all 5
Before they buffed it, duelists were actually saying they could ignore the damage. Part of the issue is leg hits reduce damage drastically, so a 35 damage attack does like, 20 damage to the legs
Yeah it was 25 before, now 30, I personally don't like it at 30 but whatever. I only use them as weapons to throw at archers when I play officer anyways
Headshot damage reductions, they're so rare tho
Like how many times do javelin guys even land one
You know if they throw 3 Javs you took 60% of their damage output...? Until they reload lol
It was 35 damage bodyshot, 40 bodyshot for bodyshots
(40 after buff)
It's pretty much the lowest you can get it while still being good
really? I must be good at kneecapping people then
Bite their ankles, that's how you get em
I do think that Knights should not have their 200 health overheal get removed by allies hitting them. I think if they made this change, knights could ignore throwing knives as God intended
again, I only use the knives to throw at archers that I can't reach, so just having enough damage and enough knives to down a single archer is all I need
It would take 4 knives minimum to kill a overhealed knight, with headshots
That's the price of overheal I suppose
I think they underperform in pubs too
Wait is this on knight? Your damage bonuses are different than ambusher
When knights headshot, it's like 50ish damage
Ambushers meant to just tank archers into the earth
yeah I, I'm talking about officer knives
Yeah ambusher does like 62 or 63 on headshots I think
@plucky forum 60/31/2 5th place
34/10/0 2nd place
53/38/3 3rd place
I was responding to these scores earlier, I thought they were ok but not like, good compared to other classes
Wanna know what you think
For what? Is that performance that you got with skirmisher?
that one eye got with jav skirmisher
One Eyed Old man, he never plays the class either
If he kept playing I think he could do better
(also terrible aim)
I am glad I can call you Dave now. Twenty millimeter is a mouthful
Yeah, it's good. Let me be clear, the class is not bad and it does not need buffs at all (besides throwing axes). I dropped a few 120 takedown bombs with it last week. It's just not better than the competition, so I don't want it nerfed
Yeah but there is a certain safety and simplicity to it. I think we can get a little bit of a numbers readjustment
Maybe javs shouldn't flinch if anything to be consistent with throwables
I don't think ANY ranged attack should flinch
I'm going to be honest I don't care if it's easy
Well a good idea is dropoff flinch. If it's in the air for a certain period of time, it doesn't flinch anymore
It would be nice if throwing axes could be a decent enough option to warrant choosing on skirmisher. I don't think any class should have a single weapon that makes its other options obsolete
If people wanted to play hard classes they'd play ambusher
Everyone just plays the easy shit
I only care about the optimal performance the class can bring out when it is played and it's absolute maximum
I feel like we've both played mobas/fighting games
It's not a uncommon design philosophy, ,street fighter has characters who are way easier to play and are just as competitive as their more difficult counterparts
I played Mirage Arcane Warfare and that was a moba
Like, Urien is basically braindead in SFV, but being "braindead" doesn't mean your opponent is going to be braindead
Yeah I don't see a problem with the character being easy to play. Combat engineer significantly easier to play than the other classes, and is much more effective on many maps then other subclasses. But you would not call to get that nerfed
In fact, at the high level combat engineer is absolutely necessary and the team without them loses
Then again that's at the high level not the normal game
Oh no I can fucking destroy with engineer in pubs
Like, 20 kills, 1 death, shovel
Bring IT
(shovels just a rapier that's also a blunt)
Shovel has the fastest stab in the game
But yeah like we said before, I'm never going to agree with nerfing Skirmisher until you tell me how it's stronger than every other class in the game. The fact that it is easier to play doesn't matter to me
I don't particularly mind whether it is safe or not compared to other subclasses
In my opinion being officer with a greatsword is safer
My views kinda warped, because I play Ambusher and you simply have to accept you are going to die
If you want to play ambusher effectively
I do die a lot less if I play guardian but I get the same kills
Or a bit more (sometimes I switch because I just can't ambusher effectively and carry the team without heals)
(Been stacking defense for a week now)
The class with the massive reach weapon, two self heals, throwing knives which are the same rough damage as a bow?
Makes sense
Yeah lol
I still don't think officer should have even gotten greatsword
btw can someone tell me how to reach the top post?
Imma give it a thunk, I actually would like jav to be a bit quicker on stabs in exchange for less throwing damage
I think that'd make it more viable
I think they're quick enough
Btw wanted to talk about this one
So on the first hit, you actually get directional damage indicators that tell you where you got shot without having to see the archer
It's where the bright red comes from
So why did you after being hit in the back, immediately turn around and start swinging when you know you are being targeted?
If you get hit by an archer, you should assume he's going to go for the kill, why are you not defending yourself
The red indicator was telling me I got hit from the back, or at least somewhere behind me. The javelin hit me from the opposite side
It pointed back and right
Yes
"Somewhere" to your immediate right
And the javelin hit me from the opposite side, around their spawn
Let me double check
You can even tell by the way my corpse got moved
Yep
And the first archer who shot you actually dies in that clip immediately
So it took two archers to kill one guy and one of them died
And I couldn't see any of them. And besides, why is an archer behind my entire team?
He wasn't, he was in the left flanking area
They spawn there
They don't spawn there when the cart is up that high, he would have had to have spawned there a while ago
The spawns move up
At that point, the spawns are on the castle walls
The jav archer died because he was in the middle of my team on the objective
Yes
We have a new ffa map coming so maybe we should address javelins running ffaās
One was in the middle of my team while we were on the obj, and the jav one was 10m away from his spawn
Oh nvm you were turning around ok got it
You turned your back towards where the enemy comes from
And then got punished for it
The point of the video was that I got hit by 133 damage because I saw an enemy to my right and looked to the right
I could have easily stabbed you in the back for doing this
Javelins don't ruin FFA and respectfully FFA doesn't dictate game balance
See that red guy on the left holding a highlander sword?
They do ruin ffa, the people like RyanMald and others who play the mode agree with me. If you donāt think FFA is a good measure of a classes strength I donāt know what to say
I suspect thats the archer that hit you with the first javelin
He picked up a highlander and died trying to defend himself as far as I can tell
But this logic we need to buff skirmisher as well because he underperforms in duels
He's the worst dueling class. He performs the worst. Does the least damage and dies the quickest
Because he isn't wearing any chainmail like mason vanguards do
Maybe only second to combat engineer? Or the other archers?
Iāve seen them do just as fine as any other spear user in duels
Gonna be honest I have lost track of what you're talking about
Yeah but I can tell you that it's not just as fine. It's significantly worse
I think after you killed this guy, you turned around, and exposed your back
And then a archer turned that corner and shot you,
Inside the tunnel
The point is, the balancing is fine. Even if I did agree with you that he was significantly stronger than the other classes in free for all, that doesn't mean that's enough for me to agree to Nerf him
Sure, my assumption is as good as yours
I honest to god 100% think this one was your fault
There's an archer hanging out near an ammo kit and yo udecide to take on a 1 v 3 involving him
With no cover, on a elevated surface
Which exposes your head because you're literally taller than your opponents
You can make the argument that I overextended, but this one was about other classes having javelins, I got killed by a vanguard there I think
I don't need to make the argument, you died almost immediately
The jav flinched you then the vanguard released his attack during your flinch
I just got shot by two javelins
I downed the Vanguard that I was fighting
Itās just gonna turn more players off, played ffa since the beginning with mandatory bots. Thereās not a healthy balance. We have a new ffa map thatās gonna bring people to the mode but the balance is wack
Didn't see the vanguard throwing shit
Still I wouldn't complain about a jav hitting you if you're going to pretend the archer isn't there next to an ammo kit
Like what was the best outcome, you lost half your health and run away?
You might have missed him due to the lighting and camo of his white clothes
No. I take an archers javelin(if I get lucky I don't get immediately oneshot) and I kill the other two melees
I do not believe that nerfing something should be done simply because if you don't it will turn more players off. I only agree with balancing the subclasses based on how viable they are in their ability to help the team win the game.
We just have a difference of opinion and when balancing should be done, so we will never agree. I will never agree with nerfing the class because I don't believe he's that strong. And I don't believe you will change your mind because you just simply don't enjoy fighting him, so you want him to be weaker.
Also if you get hit by one ranged attack, I'd just start turtling and looking to see if there are any other archers nearby rather than continue fighting
That will save your ass
Like in that one fight on rudhelm, you just kept fighting after taking a hit like it was nothing. You should expect to die if you decide that tanking hits is acceptable
If you wanted to suggest a rework to the class that kept him at his current power level in his ability to kill while also making him less annoying, then I could support that. But you're just trying to Nerf him, so I don't agree
It wont. Because I'm already fighting melee. I can't walk backwards holding block because there are melees there, that can attack me, kick me etc. I turn my back to run faster - jav in the back
Counter and backdodge immediately, it's the fastest escape in the game
Itās not fighting them, I can stab counter. Iām saying chucking sticks into fights at medium to close range is to powerful
Especially if you stab. You'll make like 2 meters distance from your opponent
Or block and then backdodge
Or land a hit and then backdodge
Landing a hit/countering can be canceled
Itās not that I canāt or donāt enjoy fighting spears Iām talking about the balance of the mode I and a bunch of others enjoy playing
Also you had four allies around you
Why not let your teammates take up the fighting while you recover?
Or just get in the middle of them so you're less of a mark
That's what I meant. You don't enjoy dying to them because you find that it is unfair and annoying. That's fine, still isn't that strong. Also, plenty of players play duels, probably just as much as free for all. But skirmisher is underpowered in that game mode
Archers will stop shooting at you if you hide for 5 seconds, it's a waste of their time to focus you.
If they can't immediately kill you, they'll switch targets
Recover what? How was I supposed to know that I was going to get nuked by 133 damage? Vanguards have less health that that, are they always supposed to "be recovering"
If you get hit by an archer you should assume they can do massive damage at range
They ALL can half your healthbar or do 1/3rd of it
Again. I'm never going to agree because I don't agree with nerfing classes that are on the lower end of the potency in their ability to help win games. I simply just can't.
But also, archers focus on bloodied targets
I got hit by one crossbow bolt while I was overhealed, and the crossbow guy died
So you would have to convince me that nerfing classes based on how enjoyable they are to die to is valid
This is very unreasonable
It's like sharks in the water, you're assuming that only one archer is going to notice you are bloody?
No, it's going to be all of them that can see you
Look at my health, no reasonable person will tell you that you are in danger there
You still should have set up your footwork to mitigate more damage. It's not a good strategy to take damage and then pray that it doesn't happen again or isn't higher than you expect it to be
This much HP is healthy for a knight. I couldn't have possibly know that I was going to immediately die there
You could have also, I don't know, moved in a way to make landing a second shot harder
The crossbow guy died
You ran in an actual straight line towards that guy
Ok but there are other archers, and on that map they're all going to be mostly behind the statue
I don't know lol you didn't even stop to check
You look both ways when you cross the street right?
There was a guy to my right, I turned to do a special attack(which locks me in an animation and has recovery after finishing) - immediately dead
This is an issue I have, it's tunnel vision
So after being shot with an arrow, you picked a move that locked you into an animation
Again, the guy that shot me died
And I got shot while I had overheal, I was fine
I'm just saying maybe you should, next time you play, take this advice: When you get shot by an arrow, take a look around even if you saw an archer die
There's usually more than one
Or make your movement less static just in case
You could have just crouch accelled an overhead and did the same damage and you would have lived because you'd have ducked a headshot
How do you know this? And why would their potency be so low if they are out there flinching VIP characters and such from distance
This is some good advice I got, "Never gamble when you're on the backstep" This means once you start taking damage, aka, you're starting to lose advantage vs the opponents around you, because having higher health means you can take more risks, you should take less and less risks
Because they can't kill too many people in a short amount of time and they have numerous disadvantages by playing Archer
As overpowered as you would like to believe the javelins, they're not even in the top five in their ability to kill people
And that's on top of the fact that you're playing the weakest class in the game
I think maybe archers shouldn't be doing that to knights
Like I said, you could be annoyed by them. That's fine, it doesn't make them strong
(in comparison to other subclasses)
Anyway maybe this is just me in my 3rd person ivory tower
If you wanna support my throwing axe capacity buff I promise you'll see a lot less javelins in game
So do that when I make the thread
They can kill plenty in a short amount of time. Which is why they run ffa
Yeah because everyone spawns randomly and they can stand in the center and shoot at everyone. In the modes this game is designed for, there are frontlines that they have to work around
FFA isn't meant to be competitive at all
The best strategy is just stealing kills from other people
Note that, that is basically the only mode where everyone isn't on a team
This is a TEAM game
Not everyone plays TO, why even have the mode if itās gonna be trash in the sake of a balanced TO
Like I said before, they're not bad. The balance for the subclasses is actually pretty good, but there will always be better options over others. Skirmisher just happens to be on the lower half of the subclass ladder
I don't think we should be balancing for FFA at all either way, that's not a primary mode
I don't know what to tell you about this. There's tons of game modes, but they focus on one because they consider it their flagship game mode
Ok, but you're asking for something that would ruin skirmisher in most team gamemodes for the sake of FFA
2000+ messages and still no agreement?
Skirmishers are bad in duels. But they're not going to do anything about it because the game isn't based on tools
Most if not all of us agree on two things
- Remove flinch on VIP
- Nerf carry capacity for non-skirmisher
I don't think a single person in this thread disagrees with these two
It's pretty common for game balance to focus on one game mode for many games, and then the balance is just terrible for all the other game modes.
So why even have a new ffa map?
They're easier to make
I mean you saw the map, it's literally just a flat plain
But with flamethrowers

Team objective maps are extensive sprawling battlefields that require heavy optimization and need to include around 20 minutes worth of content sometimes
Free for all maps are just free for all maps
I don't have an answer for this. I guess they just think it's fun?
Ok everyone compare our videos and tell me what looks deadlier, Archer vs everyone else or me vs archer
lol not really don't need to do that
But everything is based around TO
FFA in most games is meant to be a silly mode for fun. The only exception I can think is Halo
Not everything is a logical decision. And not everything has to be competitively viable (aka balanced meta)
Like, it's just a satisfying "you come in and kill people, no strings attached, no objectives"
They decided to balance the game at the expense of every game mode besides team objective
And I'm fine with that. If you're not, that's okay. You should tell them to focus more on free for all instead of Team objective
But I don't think they will
It's vocal minority against it is all.
The main reason being ranged/safety
Note that you don't have part of your classes main kit in FFA. You don't get banner. You don't get healing horn. You don't get firebombs. These are critical to those classes and how they function
The reason why Guardian gets banner is because he can turtle up with a shield and just let it heal him if he takes damage
Yeah. If you want specific balance for free for all, I don't mind and I don't care. You can have it. You can suggest it a thread
When they buffed knight health, they didn't buff his main hp bar, they buffed his healing horn buff
Yeah that why I like ffa so much less fire and arrows and shit
I'd argue maybe archers shouldn't be in FFA but it's supposed to be chaotic goofy shit anyway
That's fair. In fact, a good suggestion you can make is to remove passive abilities in free for all. That would remove the increased headshot damage that javelin's have.
But if you want to do that to the base game? No
I can never agree
Unless you convince me otherwise
We arenāt even getting custom games so we canāt even escape this shit
Yeah, if this was CHIVALRYMW then you can simply just host your own no Archer server
But it's not. So you will continue to be annoyed by things that you do not enjoy playing against
Unfortunately
The reason I'm so critical about players complaining about archers hitting them "out of nowhere" is shit like this clear cut example. You lsot HALF YOUR HEALTH, there's a visible javelin archer right next to you and you don't even try to make it so your attacks cleave through bot hthe opponent and the archer
Like, you could have countered that one guys strike and counter feinted and hit the archer at the exact same time
But it's also the fact you seemed to not realize the archer existed
Oh also you should try and play more 40 player. Lot more tolerable with projectiles and javelins in general, and a lot easier to play around
It went through my active parry from my counter
Itās not annoyed, Iām straight up talking about something is wrong with the balance in ffa.
I just duel now
Well that's unfortunate.
You need to face people for active parry to stop your blows, dude was too much to your side
The most fun I have is in 40 player
So you had to counter and then turn towards the archer
And it would have worked
Or just stopped him from throwing
That's BS because I see it work often at a 90 degree angle
Btw when you counter someone, that person is basically nonexistant to you, you can ignore them and redirect the strike
Also you just time your arrow shots for when a person swing, your arrow will hit after the window.
He wouldn't have been close enough
Ok maybe I'm wrong, if its bugged its bugged. But you still should have redirected that into the archer.
Iād probably play TO with a working chase mechanic and cross parties
Focus on the class with the least health before focusing on the tank
Like, you've played mmos, rpgs at all?
It's always in your best interest to kill glass cannons before killing tanks
I agree. I feel bad for console players. They deserve better than the hand they've been dealt
Tbf the archer would've taken the same beating from 2HH as the knight
People don't want to focus classes because that is counter play, they want to grab a 2 hand and tunnel vision a 1vX
This is like focusing on the Heavy Weapons guy in Tf2 being healed by a medic when a scout is trying to shoot you at point blank with a meatshot
One stab, one overhead
If you're good at dragging you can get around a lot of blocks
The point tho is you want to scare him off
Two heavy slashes 
Like if you land one hit on him, he's going to get scared
LOL what!
Ok archers have 90 health, 100 max
What's the damage on that weapon.
I would absolutely not want to scare off archers I want them closer so I can hit them
I was suggesting you turned that counter stab on the knight and twisted it into the archer
Like, you can move counters after they are thrown out
The archer wasn't blocking, so it would have just hit him
Enjoy being DOMED
I'd get domed regardless
I might make a thread where I just go "Ok guys send your bullshit archer clips and I'll criticize the fuck out of your strategy"
YOOOOOOO WAIT
We should ask the mods for a coaching section!
@plucky forum THINK ABOUT IT DAVE. THE MONETIZATION
@rustic meteor Btw you get a little too close with poleaxe
but they won't even let me put my videos in the uploads section
It does a bit
I play that weapon too, you should be trying to fight at the furthest distance with it
because it includes my metafy link in the description
I guess you were accelling a counter stab lol
Yeah any class can two hit an archer
One slash, one overhead
One stab, one overhead
This clip also shows the 2HH desync bug
Btw you should name your clips with what you're trying to illustrate
Mostly for dummies like me
I do
lol btw you should watch those clips
Are you saying this in general or are you still talking about the darkforest clip still
False
Darkforest clip but you also fight midhandle the entire time during the next clip which makes me think you rarely fight at weapon tip
I wasn't using poleaxe in any of those clips
Fuck me I'm tired. Same idea with 2hh but you can get away with fighting up close more so WOOPS
I slept 3 hours then worked a night shift, apologies
I was basing it on your name and animations lol
I get up close so I can drag it better
Vs archer I just go for accels unless it's the final hit
Axe anims yk
You want to land one hit, then drag the next hit so they panic
Archers panic if they get hit once because they know your next strike can be fatal
Another trick is landing a hit, then jabbing, then immediately kicking
I like to bring a Battle Axe to deal with archers
Special attack them from a flank
With fast recovery attacks, which 2hh has plenty of, you can add an extra 10 damage to any close range combo with a jab
And I don't think its blockable
I already do this 
SICK
Battle axe is fucking great for that
lol you can just heavy overhead, it's faster
You should always choose the fastest option when dealing with someone
It's an instant kill if they don't overheal
That you know is going to die
Like if you do a special on a guy with 10 health, that's just asking for a dicking
I special archers that aren't visibly already damaged because I account for them overhealing
The special downs them through overheal
And it kills them if they didn't
Heavies 85 so you can prob just jab after
It's risk assessment
I'll take the trade of safer archer kill at the risk of less safe recovery
Yes archers have low health, you know what happens when you kill an archer? You just restock their arrows and give them better positioning and they still go 26-4 and thatās if they are bad
Dying is quicker than running to an ammo box to restock
Running back, restocking, repositioning to get in shots of the enemy yeah it is
Maybe the 16 second defense respawn timer but everything else itās on point
dying is slower
dying is slower
even if your respawn timer was 0 (it isn't)
maybe you're thinking of FFA, then yeah dying is probably faster in terms of getting to shoot again
but in TO hell no
a lot of the times archers are camped by ammo boxes as well
Yeah on wardenglade and a few others
most archers aren't more than like 10s from an ammo box
There are some very convenient ammo boxes but still dying gives them way better positioning and gives them a restock
it doesn't matter because it isn't anywhere close to as fast as just restocking at an ammo box
the idea that killing an archer is worse than not is preposterous
Thatās my idea
Ok so on some objectives like Rudhelm, if you're on attack, archers barely have anywhere to shoot if they lose the foothold on the wall
And a lot of attack respawns, you have to run a LONG time
Like lionspires bridge, you might respawn in 10 seconds, but that's a 10 second run to get into a bad archer spot
Assuming you've reached the end of the bridge
Pretty sure @fathom yarrow has been killed by the same archer he just killed so maybe thereās something to this
Sometimes archers get lucky and they end up in the next respawn wave
In the same way that melee mains do
But if an archer can see you, that means a melee guy can probably reach you in 2-3 seconds
So what's the diff
I think TDM maps are god awful tho because yeah, archers basically get to fight from spawn. We need to change those maps.
This is assuming the archer is the only person you killed too, if you're in the backline, you're literally behind the enemy team and that means you can keep on killing them from behind. If that was the last enemy on a wave, you just reset that part of the battlefield, so you won, of course they're going to come back but they have to fight for ground
Another map where it takes archer forever to get back into the fight on attack, Rudhelms "Free Thorn" objective, everyone spawns on the BOTTOM OF THE HILL on attack, they have to run all the way up, climb a ladder, and hope no one is defending up top because the defending team can access the upper floor easier.
Oh just want to say this but if you pick ambusher and take a javelin, resupply it and get a shield, you basically turned into the ultimate javelin archer since not only you have 25% bonus headshot damage like archer, but also more health, stamina and speed than archer, not to mention that if you still have the secondary weapon you can still backstab like normal
And also their is a post here somewhere that caculated the damage vanguard and footman take, it proved that vanguard can survive some special hit but not the footman
I agree and this should be nerfed
reduce Javelin capacity on non-skirmisher to 1
Da
If you're good enough, the big mean jav players can't hurt you lol.
Yes if you can 1v1 with him, the thing is human always go in group if they feel that they need it, and oh boy i do love the fact that this apply on all archers
Apply that to logic to any melee class. Yeah if you fight three knights its gonna be harder. It's going to be harder if you fight two knights and one archer. Don't get focused. If you seriously see an archer aiming at you give him a reason to aim at someone else. An archer doing like 50-70 damage to three separate targets is less bad for your team than killing a player off. A group of players is less vulnerable to archers than a single player.
If you're a knight, this is why two classes have incredible extra self heals
Footmen usually have a healthkit and are willing to give it.
I think archer kills become way more prevalent when a team is being rolled.
If you see an archer, and choose to just ignore them, it's your fault if you get shot.
Always treat them as if they could suddenly focus you until proven otherwise.
Fights happen at more than 1 inch from your body.
I'm going to write a whole fucking psa at this point
I think you've written several already
I get so annoyed by the blaming when I KNOW that I RIP through archers like BUTTER
And it's almost never the melee mains fault either, its always the archer as if they're playing perfectly
Honestly, I don't like the whole "if you see the archer you have to treat them as a threat" thing. I don't have to immediately treat some longsword guy who's 20 yards off as a threat like I do the guy with a bow. But that's the nature of a ranged weapon so no point complaining about it. Only way to fix that would be to remove archer entirely, which isn't something I particularly want.
Yeah because they're using different weapons. How many videogames have you played? Any competitive ones? If you play any competitive game today, you're going to deal with weapons that are longer range than your weapon
Fortnite kids have fucking figured this out
I don't play competitive games, I don't care for them.
This is like shotgun vs rifle.
I've played plenty of games where that's the case. I've never been a massive fan of it, but like I said. It's the nature of range, so there's no point complaining.
Btw I reacted quickly to the first half of what yo usaid without reading the second half, I've been up for like 18 hours lol
Just got off a interview
Should sleep my man. As an avid stay awaker for 20 hours guy, you gotta sleep.
But there are still living archers vac
I've been trying but it's like they don't want to end their own lives, like they have some sort of willpower that I wouldn't expect from those who eat paste
all that just to get shot in the ass
LOL I know right
That was the second quad/triple I got
Ambushers a really solid archer counter assuming your team isn't just being rolled
And next patch, they're leaning into it: Any kill from an ambusher is always a kill, ambushers will no longer have takedowns.
So, they can throwing knife archers and the archers cannot be revived.
I'm definitely more of an on the objective player. I guess that's a holdover from the good old days where the best way for my inexperienced ass to help was to just be a body on point.
My other best main is probably Guardian/Raider + glaive which are my point holders
Raider + Glaive has a archer weakness tho because it's like I'm wielding a giant sign saying "shoot me"
Heavy mace or poleaxe officer for me
Still upset they put greatsword on officer though. I think it would have been better on crusader. Greatsword doesn't need the horn, and it definitely pushed in on poleaxe's niche.
Yeaaaaah. Does it slow down your footwork more than poleaxe?
I think they wanted to distinguish it from Devastator in that you get a healing horn
I think it weighs more, though I haven't tested it. I don't really use greatsword that often
I guess having 45 more health and plate armor wasn't different enough then
Ziggy suggested giving poleaxe axe anims on slashes* to make it a mix of polearm/axe animations (it'd buff the radius of the slash)
yeah, that would be a decent enough buff
especially if they won't let the slash do more damage than a dane axe stab
the short leg
at least the special is really good and the stabs and overheads are good enough
It would really just be a bad weapon without that special. I don't think there'd be much reason to take poleaxe officer over messer crusader without that special (other than the horn and knives)
The stabs and overhead are really good
Stabs very draggable and the overhead is long and two hits things
If Halberd hadn't been buffed it'd be the best polearm straight out I think
You also get that nice 10% stam damage bonus that Messer doesn't get
And bonus to knights
it'd still have the range disadvantage compared to the other polearms
though halberd did need that buff
and the stamina damage changes definitely helped poleaxe
before those changes, I'm pretty sure messer was almost a strict upgrade besides the slight edge poleaxe would get against knight
It's only got 6 weapons that outrange it
If you're using overheads/stabs
Out of 40 (counting shit like mallets here lol)
most of those are polearms are they not?
Oh god you're going to hate this
I bet
Glaive, Polehammer, halberd, spear, the greatsword, highlander sword.
With greatsword its specifically the alt overhead
Btw this is just counting the overheads
eh I don't feel anything towards that list
1.0) ALL WEP STATS
Thank you for visiting,Windup Speed,Attack Range
Credit: AnlAsAsN, the Polehammer Supremacist, Mario for edits,Stat Averages
Windup Speed measured in frames at 30fps,AVG D,E,F,Column K,Column L
ID,Weapon,Type,Horizontal ,Overhead,Stab,Special ,Weapon,Type,AVG Spd,AVG Dmg,AVG Rng
Pulling data from here
It's not "The holy bible of stats" because the methods to gain these stats was....rough to say the least, but a lot of them are accurate
I know the slash ranges on poleaxe are god-awful
It's when you get to minor differences where shit gets iffy
good thing the overhead and stab ranges are good
though I would like to see the whole "some alt attacks have different ranges from the normal attacks" thing to be addressed because I think it's dumb
5 weapons beat it on stab and one matches it (warclub)
Somehow javelin has a longer stab than a poleaxe, I DIDN'T MAKE THE RULES
does 1h spear beat poleaxe stab then?
since I'm fairly certain the javelin moveset is practically copy pasted from 1h spear
idk the specifics though since I use neither
It has to do with the animations, like, with dagger for example, to do an "alt attack" your character has to bring his right arm to the left side so it attacks from the left. Which means the attack is straighter, and therefore, longer. The normal stab is more curved
I don't believe there's a way to fix this, it's all about arm movement
I know it has to do with animation, I still think it's dumb
Why does the alt stab outstretch the arm more than the normal stab? Why can't john vanguard just completely straighten his arm for both attacks?
it's not "more outstretched" it's that the normal stab curves in so you can stab around peoples parry
So you have the option of choosing between a longer attack or a attack that gets around parry easier
You can't "curve" the other stab and have it look natural
It's just more options imo
Like you can choose what attacks to use, games not all spam
Well that issue deflates poleaxe alt slash so I hate it
Yeah that's why it should have the axe animation set instead
For the slashes
Then it'd be even. And there's no reason it can't
I think with glaive and halberd it's balanced out in those weapons are more about teamwork/are less brawly, but poleaxe is a brawl weapon
Since you have to fight a lot closer with it
halberd and glaive also balance that out by being really long in the first place
Right yeah
so even with a short slash, they still get decent range
YES
poleaxe is pretty short as far as the other polearms go, but it still uses the range shortening slash
I swear 1h sword feels like it has a longer slash sometimes
well at least it's consistent with jav then
already did
voted it up almost as soon as it popped up
I've been waiting for poleaxe to get anything, even the table scraps of other buffs, since like 3 weeks after launch
God tell me about it, glaive needs something
It can work out pretty well but
It's like one of the only weapons that consistently takes three hits to kill
The overhead is great until people get close, then you realize that if a weapon is that tall, it's hard to accel it faster than a weapon that starts lower
Stab/overhead do the same damage, it's 40 by default on light and goes up to 60 vs knight for light, then its 60 on heavy going up to 75
Hmm, I could see glaive stab being okay for a buff. It's one of the slower moves glaive has so it's not like it would become a super fast high damage move like the slash might if you buff it.
Because I'm always apprehensive about proposed buffs to really fast attacks
God yeah I don't know about overhead buffs lol
What I can do when playing optimally
Last thing we need is for knights to take 80 damage from a lightning fast attack
Got a few clips somewhere of me landing a overhead on two-three people at once
It has utility as "one of the best overheads to hit multiple people with outside of polehammer"
tbh I don't get off of knight that much
when I do, it's for halberd and sometimes falchion MAA
I barely play footmen
if I'm playing knight its usually battle axe or falchion + guardian shield
I've played a little bit of guardian but not a lot, I'm not a fan of the big shields and I like have the throwing knives just in case
the axes just on crusader just don't do it like the knives do
I'm more in it for the muscle
I meant the throwing axes, battle axe is rad
though I prefer the look of war axe more
Which I think brings up a conversation that is at least a little related to the one this thread is supposed to be about. Throwing axes kinda suck. They're really bad at being a melee weapon, and you have to use your main hand to equip them. Someone who catches you with your throwing axes out is gonna have a way easier time killing you than if they caught an officer knight with their throwing knives out. I don't know the throwing axe damage values off the top of my head, but whatever it is, it's either not enough or people can't hold enough of them for it to be worth it.
Apparently Soter Dave is writing a massive writeup about it
Dave's a smart guy, I'm sure it'll be insightful
If throwing axes get some kind of buff, even draw speed or capacity, it'll probably get people to pick it over javelin more often
It's a shame to see a class be dominated by one weapon choice. Like there's always going to be a most and least popular pick on any class, but I almost never see throwing axe skirmishers. Every match I play there's like a dozen javelins scattered around the objective.
it won't be massive lol
it'll be concise, but packed. just like my other threads https://discord.com/channels/209841695850889226/1021204663950921758
https://discord.com/channels/209841695850889226/1020438551118233661
I dont think this is a good discussion place for this, so feel free to DM me or drag it elsewhere, but the glaive is actually better than everyone says it is and doesnt need a buff.
It turns out, I was kind of wrong but because of my ideology of what makes a weapon good or bad.
Because my statement is still true, you can beat a glaive almost entirely by parrying their attack and riposting with a weapon that has good enough stam damage, yet in practice, theres a lot of things I can seemingly do and a lot of tools I can use to make their life miserable and abuse aspects that almost make the lack of stamina pressure almost non-existent.
Or a throwing knife, or axe at them
But uhhmmm, let just say that im an ambusher, i want to sneak behind the enemy, and the archer always there, the thing is that behind the enemy is also the front of their spawn, and this is harder if im in the defend team
I could use the throwing knife to interrupt his aim, but the thing is that it should be used when i and him see each other, and we are at mid-range
Worse is that other melee class see me
Just saying
There are...ways
It's really map dependent, there are some maps where there's actually no way to flank around to the archer without being seen coming, like Aberfell past point 3
That map on defense btw has a secret path on the left side that's hidden behind a wall
That lets you flank behind the attackers
You can just throwing knife archers, they have a 50meter+ range, but I'll admit that when an archer atm is killed by throwing knives, they tend to get a takedown instead of die. This is changing next patch, any knife that finishes off an archer results in a kill
If you hold throwing knives, they actually launcher harder/faster so it's easier to land a hit at farther ranges
But you can also arc them REALLY far, just takes practice
You know about the turning ""exploit""?
It's not often used, and it's kind of a high risk for a small profit, but if you look away and turn your camera into the throw like one would a baseball, it can make certain projectiles come out with higher velocity. Afaik mostly just offhand ones.
Oh GOD
So you can accel throwables, is what you are saying?
Yeah. It's a bit janky, though. Encourages flicking your camera as opposed to keeping your cursor on target
It was most visible of an effect on a shield, given the shield is a big object.
I'll try to record it and show ya later
Let just say that... i have the single edge skin of throwing knife
Royal one
But yeah like you said, some map have the ability to flank around, some not
And damn i didn't know there is a secret path there
Yeah on defense side it's behind this tower on the left, on attack, you can hop a wall on the right
Man, there is one single tower on that map and i don't think there is any wall there
It's basically just left of the gate
@candid cipher
That BIG crumbling structure on the left
Oh you mean that path i always use to backstab people
I get it
But this is dark forest map, not aberfell
is it just throwing knives that will do this? it seems unfair for skirmishers.
- Firstly, you can just throw another knife to finish them off
- It makes no sense for this only to apply for archers and not other classes
- A good skirmisher can easily fulfill the role of "melee guy who can target the enemy team's archers," except the throwing axes commonly down archers without killing them. By further buffing the throwing knives (they have been buffed in the past already), it not only makes the archer class worse, but it makes using the throwing axes as a skirmisher a far worse pick than it was before (throwing axes are very underpowered, especially compared to javelins)
It's all ambusher weapons, against all classes
Ambusher is getting a new perk that allows them to kill other players without downing them
Interesting. Does this apply only when killing from behind, or in any situation?
In any situation, it looks like
Thanks for Platyplysm for pointing this out:
javelins cost less stamina to throw than axes. Another reason why javelins are op compared to axes.
Everything is OP compared to throwing Axes
Finally, a true tf2 experience
I love how this went from a foolish debate on javelins to the great secret of the Ambusher
Yeah it could be used by everyone in that map
But fr, every ambusher need that shit if the attacker are already at that obj
Yeah, but the problem is archers always come with a group
Counter errbodeh
So unless if your counter have enough luck to also counter the group's hit, ya gonna have a bad time
I would simply leave the fight if i saw a skirmisher
I would tell them have a good day
Im sure they would understand
But all jokes aside
Sadly, the chase mechanic kick in really hard š
Not for console š
Yeah but if the group start to throw their weapons at you, that's gonna be a problem
Ueah but majority of the melee dudoos got bad aim
Its the skirmisher thats the issue still ššš
With the hitbox, i don't think so
Beside, if they miss, they got another chance to throw it again
They hit, ya gonna be slow down
Now that's some pretty good recommend for ambusher
I mean if the refill ammo skill could also refill when ya are refilling with ammo box, that is fine
But totally a skill, really underpower
Yep
š
hi friends, just reaching out to say I've seen this thread and made some notes for you
add a new javelin skin š
moonmoon if you buff throwing axes slightly it will decrease the pickrate of javelins š„“
true statement, javelins won't be picked as often once they're not the clear superior choice
I think Javelins can be better but they don't need to be objectively better by such a landslide as they are now
exactly what I'm saying
I'm okay with javelins being the hardest hitting option for skirmisher, I'd just like to see throwing axes be good enough to be worth chosing
other than for the memes or for some kind of masochistic challenge
Throwing axe is good for 1v1 due to its speed and bonus damage
But archer usually go with a group so a javelin would be more benefit
the fact that an archer with a longbow can retain initiative after getting hit by a throwing axe- meaning they draw and shoot their bow at you (and get a GUARANTEED hit because you can't block while "reloading") is indicative of a problem with the "reloading" time of throwing axes
it's not just bows that can do this. In fact, any weapon in the game can do this.
this would all be fine to me if I had 7 axes
like it's not that big of a deal as long as I have that 7th axe lol
It can but that's dependent on range
BUFF THROWING AXE RELOAD
https://media.discordapp.net/attachments/918937267681251358/1024027782319190016/unknown.png?width=911&height=512 It's not too much of a weakness
Because you can arc throwing axes over objects due to its massive curve, so while an archer can fire and shoot at you, they can't see you so who cares
But also half the time you're throwing it at an unaware archer. He's probably not going to aim at you in time to really get a accurate shot off. Warbow doesn't have initiative, I think.
...also if you land one headshot, he doesn't get to shoot
Leave javelins alone
Based
Buff throwing axe in general. Make that shit rapid fire
Make it explode
Make it come back to you like Thorās hammer
make throwing axes have zero gravity and penetrate through multiple targets
They are already nerfing spears, but they won't nerf a throwable 1h spear that can 1 shot a vanguard
MAA and Guardian can't use Javelins
They're also not nerfing their damage. Only their knockback and combo speed
I mean EITHER nerfing the damage OR removing the flinch and reducing the special attack speed would do me fine
I wouldn't even mind if they kept the same ranged DPS but spread it out over faster ranged attacks. At least I would have a chance to block the second one if I was say, engaged in a 1vX already
Or another idea could be to keep base damage the same but reduce the headshot multiplier on javelins.
To be clear I don't want them nerfed into uselessness. I think having a hybrid melee/ranged class is really cool and fun to play. But small adjustments can be made that make a big difference to the frustration level of other players. Next time I die to a javelin, i want to think to myself 'well played archer guy' and commend
I'll never agree with nerfing them because they're not that strong
but reworking them like you said to be similar DPS but spread out would be fine to me
if you could write out exactly how it could work
@plucky forum I mean simply like instead of doing 85 damage per javelin every 3 seconds (idk the exact cooldown), make it 55 damage per throw every 2 seconds. Hell give them an extra javelin so they have 6 instead of 5, to compensate.
javelins should be worse at melee for sure
skirmisher having a shield is obviously joke as well
yeah sure, let's take away the only unique advantage the skirmisher has in melee fights. Also while we do it, let's just remove skirmisher from the game because the archer class is cringe or something
go read the thread above
100 people mentioned that a range class shouldnt be able to delay their deaths 30-60 seconds once theyre in a 1v1
but skirmisher can do that just by holding block
and in that timeframe they just get saved by the spawnwave
also other thing, the class is already the hardest to kill in the game which shouldnt be true for a ranged class
also even if you play skirmisher (completely fine, its a part of the game), you gotta be a huge clown to deny it needs fixing
some of the less delusional javelin players at least admit its ridiculous
The problem with your view is that you see all skirmishers as a strict ranged class that should give you a free kill when you get close enough to them.
Javelins are very weak in melee. As a skirmisher you'll have to stab someone 4-6 times to kill them, while a single heavy overhead from almost any weapon is enough to kill you. You also can't even make use of the throwing ability like the ambusher can in melee fights because the "reload" time is so long that you'll only give the enemy a guaranteed free hit (even if they don't block successfully). The light shield is the only unique advantage a skirmisher has in a melee fight and it is a nearly negligible one when you take everything else into account. If you aren't able to kill the class with the worst health and stamina of all classes in the game, that's all on you.
Besides, some people like to mix melee and ranged gameplay. By nerfing the javelin's melee capabilities, you'll only see the majority of skirmishers start camping even more, making them a greater nuisance.
I disagree with "a single heavy overhead from almost any weapon is enough to kill you" because it is simply not true. Can you list the heavy overheads that do 90-100+ damage on skirmisher? Highland Sword is one, but what are the others? It seems blunt and chop weapons would not be on this list because they have multipliers and 90-100 base would make them insane with the multipliers. I am separating heavy overheads from specials and sprint attacks, both of which add more weapons to this list but have increased requirements/setup.
Greatsword is another. 90 damage heavy overheads
As far as I know, these are all the melee attacks in the game that can oneshot archers at base health
Highland Sword heavy overhead - 100
Greatsword heavy overhead - 90
Maul special - 120
Battle Axe special - 100
Greatsword special - 100
Polehammer special - 100
Messer special - 90
War Axe special - 90
Greatsword leap attack - 100
Highland sword leap attack - 100
Messer leap attack - 90
Spear sprint charge - 94
The heavy overheads and leap attacks are guaranteed kills, while the special attacks and sprint charge will down them
Waraxe
Yep, War Axe special does 90, I'll add it
A change like this would be fine. I've said this multiple times, but I can't support a nerf on the subclass that is worse than other subclasses. So we working him in the way that you suggested would be fine by me.
I don't believe it needs fixing because it isn't that strong of a subclass
That's why I support Rahlio's idea for a rework. It keeps him around the same power level while getting rid of one of the main issues that people have with facing him. Although, I don't believe this is necessary at all because I myself have no issue fighting skirmishers
Did keeper get banned or leave
yeah my purpose isn't to make any class useless or weaker, there's an intangible feeling of 'fairness' or 'unfairness' that leads to player frustration. I think 133 dmg headshots on a target you can't catch before his whole team spawns around him qualifies as 'feeling unfair'
like a rework of attack speed, or interrupt effects etc can be enough to make the difference
I have no issue fighting skirmishers, 1h, or 2h spear 1v1. The problem is when they stand out of range when you're in 1vX and fuck you up-- a situation where the odds are already stacked heavily against you. (Also, does active parry even work against javelins???) The counterpoint would be 'any one of the ppl you're fighting could be the one who killed you'. Yes, but you have a chance of killing them or getting revenge later in the match, you'll never reach the skirmisher. He'll just haunt you the entire match putting javelins in your butt any time you're not looking directly at him. If I catch an archer, I'm reasonably sure I can dispatch him before his whole team arrives. If I catch a skirmisher, he'll just block with his shield, spam dodge back and special attack until his team arrives. If I think better of it and retreat, he'll fill me full of holes.
If the damage reduction with speed boost for net same DPS was implemented, I think I would not rage over getting finished off by a skirmisher whilst I'm already wounded. From the skirmisher's perspective, I think it will be more fun too. Being able to fire faster at enemies and probably racking up a similar number of kills, (just not off full-health foes).
IDK, admittedly I don't have your expertise (love your videos btw), but I have played 500+ hrs of Chiv, and I am speaking from a 'player fun' perspective while trying to be as objective as possible.
active parry does work against javelins. thanks for liking the videos.
you would be fair in saying they are more annoying and frustrating, but bowman/crossbowman are much better subclasses than skirmisher. they kill more people faster
so I guess the tradeoff for Skirmishers is that they are worse overall but survive better than the other archer subclasses
yeah and since the changes, i haven't really had much to complain about in regards to bowmen/xbows
it is also worth noting that when someone picks skirmisher that they are taking a spot from another archer existing
which overall hurts the team's chances of winning
Usually, but once in a while you get that skirmisher like in the game i was in today where he goes 74-4 and topfrags tho that can be said of any good player on any class
burst dmg is everything in PVP, a class like ambusher... if given the right burst dmg ability might perform much better than their total dps might imply
to that point, i think both hatchets and ambushers need a buff
Ambusher and Hatchet are kinda fine. I would buff Cudgel, not Hatchet
oh yeah cudgel š
Hatchet currently two shots Knights...
sorry not hatchet, i meant throwing axe
Oh yes I agree with that
Well any change to Skirmisher would be to make it more fun to fight against, rather than a nerf
I would suggest removing the increased headshot damage and then giving him one more Javelin
So he would have 6 Javelins and then 25% headshot damage increase instead of 50%
I can understand you, but just kick him
If heās holding block the second you approach, then just jump kick
Ez
Skirmisher has a shield so they donāt lose their weapons instantly, and plus they are also supposed to be anti archer (I know this because I play age of empires)
You just have to be way better at melee than the skirmisher. I can guarantee most skirmishers won't last longer than 3 seconds if you drag your weapon right, the thing about archer mains is they're typically not as experienced at melee
https://www.youtube.com/watch?v=0K6uBzb4-ss Stab drag,s or overhead drags, are really effective vs skirmishers who rely on their shield
A quick guide on how to stab drag and drag around peoples parry, represented visually and quickly.
https://www.twitch.tv/ziggylata Wednesday - Sunday
https://discord.gg/ce9qmAm Discord
I will be uploading daily, this is video number 20.
Music: Metroid OST - Brinstar (The Jungle Floor)
If you land one hit, kick or combo, because the first instinct any skirmisher is going to have is to turtle up when they get hurt
Also, if you get behind a skirmisher, use your sprint attack or overhead them as fast as possible, then when they turn, start revving up a heavy stab and side drag it
This move will fuck them up because the first hit, they'll turn around and hold their shield up, but if you move in the direction they start turning your stab will be in their back
You can also just smash their shield down in seconds, it doesn't have that much health. If you land one hit, then their shield breaks, that's another free hit. Also you might have just killed them anyway because partial damage is dealt when you break shields. Another good move is counter stabbing their stabs over and over. The thing about countering is when you counter your opponent, they have to block or they get hit, and many archers can't keep up with rapid counter stabs against them, especially with javelin which is really short so you can walk into them and accel it at lightning speed
Depending on the class you play, you probably have something you can throw as well. If you hit someone trying to throw a jav with a weapon, their throw gets cancelled
If you're playing with a shield, you always have a free throw
He had 74 kills and four deaths? HOW
Who is this legend
That's insane, he must have landed every single shot
It sounds like his team was mega stacked though
Archers get focused on so hard, I have no idea how he managed to survive the waves of players who must have been gunning for him
I play console and I will never be able to land all of my throws. All I got to say is whoever this legend is, they are 100% a pc player
Any class can fuck you up in 1vX. A guy with a spear can fuck you up. A guy throwing a shield can fuck you up. Anyone can do this. You will always be at a significant disadvantage in 1vX. Do you expect the weakest class in the game to go full rambo-style and dive head first into the enemy's spawn alone? I've tried doing this as a skirmisher many times. The class is isn't meant to be effective on its own. Most good archers and skirmishers realize this so they resort to sticking with teammates. This is the reality of a class with low health, low stamina, mediocre speed, and ranged weapons. It's unfortunate, I don't like it, and I wish it were differentābut I don't blame them for it.
They're not saying it's incredibly effective compared to other classes, they're saying it just isn't fun to fight against
I agree with this
such is the nature of getting hit by an unseen projectile
you'll always feel like you didn't deserve to get killed by a javelin
Such is the nature of Archer lmao
This is why I just don't get hit.
NO, that is not what I'm saying at all. I literally said in the very comment you replied to that *The counterpoint would be 'any one of the ppl you're fighting could be the one who killed you'. Yes, but you have a chance of killing them or getting revenge later in the match, you'll never reach the skirmisher. * The game should reward you for playing well, and not put you in a position to be completely shut down for the rest of the match by one other player.
If a skirmisher decides he wants to make my experience suck, he can basically make it so that if I don't spend the entire match chasing or avoiding ONE guy, I just won't be able to play the game. It has little to do with skill or stats and everything to do with his ability to choose the nature of engagement.
It's a cop-out to say "that's just how ranged classes are."
Other games balance for this by giving melee classes gap closers or additional armor vs ranged. The proper way to balance for ranged class damage is not to ask 'how much damage can they deal in X seconds' it's to ask 'how much UNANSWERED damage can they deal in a given distance if their target is running full bore at them.'
If it takes me 10 seconds to close the distance with a Javelin chucker, and he can fire off one javelin every 3 seconds, that's not just 85 dmg per javelin/3 seconds for 28 DPS... That's 255** unanswered** total burst damage that I have to dodge/block perfectly in order to actually reach him.
As I've suggested earlier, I would much rather they do the SAME DPS that they currently do, but rework them so there's less windup and recovery on the throw, for an increased fire rate and decreased burst damage. That has the effect of giving the victim more agency and allowing them more chances to survive via skill and timing.
That way if you mistime your blocks, or you try to face tank it, you still die in the same amount of time except skill becomes a larger factor for both combatants. When you die it feels deserved.
I don't think it's a cop out to think that a ranged class is going to make it intentionally difficult to get close to them. The entire point is that they want to be ranged, of course they don't want to be close.
If in your poor example you're allowing someone to spam throw javs at you and you're not countering or blocking the throw damage, you're insane. You do not need to "Block perfectly" in a game where block can be held, and with a skirmisher's pitiful stamina pool, they're basically empty if they do 3 throws in succession.
Other peoples' arguments regarding their team being in the way has more merit, but your example in particular is extremely poor.
That's just plainly untrue. Look at this.
https://youtu.be/PZlOyK0EWIM?t=1478
In this Chivalry 2 Javelin Guide, you can learn how to use the Javelin as the Skirmisher class. I go over all of the mechanics behind it as well as cover a large number of examples and scenarios of its usage.
Thumbnail Anime Art by
https://twitter.com/Shibazakie_
Chapters:
0:00 Chivalry 2 Javelin
0:30 Swing Styles
1:02 Aiming Issues
2:32 1vX ...
Okay, so they're a hit away from empty. Archer stamina pool base value is still extremely low.
Regardless, throwing javs doesn't use a lot of stamina. They also have a shield. They also knock back when you block
And they only have to get it right twice
No, you only have to suck twice. That's the difference.
It's a skill issue if you're letting someone hit you with javs unopposed.
Countering is easy. Blocking is even easier.
And you'll still be in the lead of stam pool.
This is NOT a skill issue. Show me one example in that video of a victim of his who died because he wasn't playing correctly
it's a long video, i'm sure you can find one example somewhere of someone getting hit with a javelin who should have just gotten gud
You mean the skirmisher guide video meant to highlight correct play of a jav player. You want me to sift through 28 minutes of intentionally good skirmisher plays to cherry pick player incompetence?
I'm not out to make javelins useless or unplayable man. I'm saying tweak them so they don't do 133 burst damage in one throw
Fine, it's Saturday, I can waste my time.
I will skim through and make record within this video the total number of instances where it's a 1v1 scenario and count player misplays at that point.
I had to boil it down to just distance vs damage vs speed
You said that you're approaching someone in 10 seconds and they're throwing javs every 3 seconds like a math equation. If we're going to start including additional variables, they need to be stated.
I have not added any variables, i'm removing them
sigh. How would you calculate the math for 1vX? it's the same in terms of damage vs distance vs speed yes? except there are even MORE variables working against the target
is my math wrong? I'm sure the exact speed of a javelin throw differs from what I estimated, but the point is about BURST damage and the aggregate effect it has on PVP experience. NOT relative strength between classes
imagine I could do maul overhead damage from a distance you couldn't possibly reach me from, it really wouldn't matter if my class was weak and slow
maybe i could only do it once every 20 seconds
For 1vX? Not at all. That gets extra convoluted when we start considering cleave damage, counter windows, if the person is intentionally groundhitting for quicker combo speed, the range of weapons to one another and each individual base class speed, the amount of opponents, the amount of uncounterable damage instances and their time (such as specials), etc, etc.
We can cherry pick easily. In regards to your math, if you approached your opponent, NOT blocking, NOT countering, NOT dodging any of his attacks, and he hits at 100% accuracy, and he's presumably getting headshots, your math might be perfect
no, because if he got ONE headshot i'd be dead
Then not a headshot.
85 dmg is a torso hit
So your math is perfect if your subject is the most incompetent player known to man
Who is just letting someone hit them 3 times
If we're going for impossible scenarios, Ambusher does more DPS with backstab dagger special spamming
If my opponent refuses to look towards me, bam, I'm a god.
Well unless we want to do a series of controlled experiments and calculate the average hit rate of javelin throws in a situation exactly as described, we're left with the thought experiment
If you want to talk about realistic, then the ACTUAL scenario is someone is already engaged in battle, and the javelin thrower comes up from a flank and tosses ONE javelin and the opponent is dead
I'm utterly unconcerned with duels
The issue, which I think you're not grasping, is that these controlled experiments are excluding essential variables for determining balance, and not everything can be solved like that. A controlled experiment can (and oftentime does) play completely different to a live environment.
Like how TBS was going to nerf maul because their metrics was suggesting it's broken, but in play it wasn't.
well on that we completely agree
the whole point of what i was trying to illustrate is just that
if you only take raw DPS numbers you don't capture or contextualize the actual experience of playing
BURST damage is what ultimately makes the biggest difference in PVP
Also if I'm getting flanked by any opponent, I'm probably in a bad position regardless. Flanking is a good military tactic for a reason.
I'm at fault if I can get successfully flanked.
I'm at fault if i'm in the visual range of a javelin thrower
And you don't respond to their existence accordingly? Absolutely.
how, how should i respond
wear a shield? nope they don't passively block javelins. hold block? I'll run out of stamina. Run away? they'll jav me in the back
Depends on the live scenario. If you're out in the middle of a field with no cover, it'll be far harder than tucking behind cover, and in turn you'll have to try and choose when to riposte or counter based on their throws.
If your only solutions are either A) Hold block or B) run away, then no wonder you have an issue with skirmishers
Oh no, I can dedicate an entire match to dealing with him. I'll chase him, putting myself out of position. Counter and block his javelins, probably eventually kill him. And when he respawns I have to do it again, and again, and again, probably just dying to his friends most of the time. The end result is the match becomes entirely focused on trying to avoid death from ONE guy.
It's not hard to do that. It's just NOT FUN
A very extreme response as opposed to just paying attention to your opponent's attacks and countering appropriately.
No.
Okay so you're playing reasonably. Not getting out of position or getting flanked. You do as you do in Chivalry and start fighting people and get hit with a javelin. You've lost 75% of your health in one throw... Now you what, "pay attention to your opponent's attacks and counter properly?" while fighting someone else? How do you time your active parries to his javelin throws? Can you even see where your opponent is? Sorry, but I think you're being completely disingenuous
you're basically just saying 'git gud' This post isn't to whine about dying. Everyone dies all the time. It's that one class is making the game really unfun for every other class
I've said my piece as have everyone else in this thread. Offer solutions
That would require me to see an adequate issue.
My solution right now is git gud
Now let me address the post
My dude. If I don't want to die to a skirmisher, I won't. The problem is that's all I will be focused on for the rest of the match.
Okay so you're playing reasonably. Not getting out of position or getting flanked. You do as you do in Chivalry and start fighting people and get hit with a javelin.
Reasonably is ambiguous, but if I am not flanked or out of position, I should be able to reasonably see the skirmisher. I have failed to properly respond to a threat.

You've lost 75% of your health in one throw...
Depends on class and if I have overheal. However, there are many weapons for multiple classes that can 2 shot a player. Hits to kill is a relevant metric for all weapons.
Now you what, "pay attention to your opponent's attacks and counter properly?" while fighting someone else?
Literally yes.
How do you time your active parries to his javelin throws?
Jav throws can be the initiating point for an active parry, all projectiles can be countered.
Can you even see where your opponent is?
If I am not flanked, I should be able to see him. Failure to see him is likely a personal issue.
tell me what's wrong with this
That change leads to more stam loss spent throwing, mediocre damage, and a shift in target priority to nearly dead enemies instead of putting opponents at a 1-hit killable range for their allies.
As I've already shown in the video I linked above, stam loss for a javelin throw is negligable. Aside from that, if you are adjusting damage and speed values, you have an opportunity to tune stamina loss as well
That is a significant amount given an archer's smaller pool, as I already addressed in that link posted above.
It's not mediocre damage though, if all damage types are equal right? The math works out
55? That's a longsword stab. Meh.
Which is the point, not all damage types are equal
despite doing equal numbers
I'm going to enjoy my saturday. You are either trying to troll me or unable to approach this objectively due to bias.
Dave disagrees with me, but offered up reasons other than 'git gud'
Then go enjoy your Saturday. I have been very objective and offered solutions to your scenarios. I am sorry you find them too difficult to pull off reliably.
a shield break is not a free hit unless you are at a massive ping advantage
only possible on NA
why are you assuming you can land consecutive javelin shots on throw cooldown
only a garbage skirmisher would throw a javelin if he knows you are looking directly at him, he just disengages or fights you in melee if he is confident
Yeah, it's kinda crazy to look at it that way. It's way too easy to look at something at face value and drastically misinterpret the data.
I think too many people forget that players oftentimes switch classes between respawns too. There is sometimes value in changing class as needed, and just because some guy might end the match or at certain points be a Skirmisher does not confirm that for the entirety of the match he was Skirmisher. This is true for many class-based games with respawn times like TF2
skirmisher, the lowest stamina class in the game? using 1h with no control potential? lol
imo, If someone can survive as Skirmisher for 30 seconds at melee range, then the person fighting them is doing it wrong.
Their best lifeline is their buckler, and even that doesn't last long
honestly I have to agree with Ziggy here when he says the game is too defensive in 1v1
if a person doesn't want to fight me he can just walk away
So being able to simply run away / chase mechanic is a slightly different topic for me (one of which I think will be nice to address once the chase mechanic even works), but in terms of actual 1v1 combat with neither participant running away, I rarely run into a fight lasting longer than 15 seconds at higher level. There is those occasional hyper defensive duelists that just dodge away and swing, but even then that's usually resolved by forcing them to burn those dodges.
Given skirmisher dies to, generally, 2 hits, fights with them are exceptionally short lived
when you say fights at higher level, do you mean duels between high level players or just a high level player curbstomping a noob
Both.
Noobs involve gambling, which is ALWAYS a short lived duel one way or another.
But for higher level, back in Jan 2022, duel meta mostly leaned around a counter-heavy playstyle, but the meta has shifted with the recent updates to incorporate far more jabs, specials, and intentional ground hits. Along with blunt damage dealing increased stamina damage, the meta has shifted to a game focused more on accels, intentional measures to bypass recovery, and disarm attempts.
Playing the counter game until someone slips is just less valuable.
I would agree that the average length of a duel is shorter now, but saying that such a fight rarely "lasts longer than 15 seconds" is delusional. I went over about 15 clips I've got saved, none of the fights were less than 22 seconds despite me playing a weapon that ends duels quickly
Depends on playstyle, I suppose. I'm a very aggressive player, so my experiences are usually finished in 20 or less. Certain weapons like daggers potentially ending the duel in 2 hits helps keep my metric low.
In general if I encounter a player who dodges around and hard block+hits then I just don't fight him, it's a waste of time and leaves me exposed to being ganked
Fights versus knights for 2 of my 3 main weapons tends to last longer than Vanguards, but then we're just splitting hairs because hits to kill differ
I find the heavy dodge playstyle kind of boring too. I'm okay with being just barely out of a wepaon's range because I feel like that's where footwork really matters, but I don't enjoy when both of us are out of each other's threat range. Then it's like why even bother wasting my time?
I wouldn't say it's boring, rather there's no counterplay to it
I suppose ranged classes do counter it
I have a harder time vs it with pickaxe, but ambusher can punish it pretty well with its own ranged tool, and 2h spear is usually at advantage.
A knight with throwing knives wouldn't be too bad either, just gotta know when to switch
They buffed disarms a while ago to give you enough time to land a hit
Tested it up to the maul
You have to react really fast
Unless shield disarms are different than weapon disarms
shield break is not a disarm
Don't think I tested shields, but if you want to do this for me: Get a buddy to hold a shield until they're disarmed and then when they're disarmed just hold block and see if they're able to block before you can hit them
They definitely don't have good initiative after a shield is broken, because allies can hit them
If I can get someone in a duel server I can do it myself
I've never died to a javelin and cried this hard
Like, javelins are strong yes.
But most javs I see I can cut down
The crazy motherfuckers who have their combos down should be rewarded for doing so
There is nothing wrong about javelins. SKILL ISSUE
Nothing wrong with it yes yes
But the way those archers use it no no
I sometimes use them as artillery, especially on the falmire bridge. Hog the supply box and random javelin go
Now imagine that but other archers volley with you
That is a rare sight to see.
Indeed
unless I am schizophrenic, I can confidently say that you will get hit after losing your shield, even if your main weapon is still in hand
You will, but like 50% damage
Anyone who thinks javelin isnāt op is a clown
I think that javelins are not OP
Archer's conceptually will never be balanced. There will always be a massive advantage to ranged attacks
Keeping them "Underpowered" is the way to go to preserve the melee slasher feel.
I disagree. Archers are usually pretty easy to kill, and I rarely get killed by them. The rare times that I do bother me, but something that is annoying doesn't make it something that is powerful
Only frustrating thing I find as a archer is you can block 30% damage if blocking and partially looking towards my arrows direction.
Well that's how it is in real life
Javelins deal a lot of damage in real life you idiot
Think for a second
Game is focused around realism
Oh am I wrong?
Wat
Archer's bandage should be a little bowl of easy-mac n' cheese, since they are all so adorable.
yeah, otherwise a knife wouldnt be able to block a heavy swing of the highlander sword
game is decently far from realism
Ik, but still javelins are ok
Yeah tbh, hella unrealistic
But, eating a goddamn throwing axe to da face without feinting is not even just unrealistic, but illogical as hell man
I wouldnt say realistic but instead 'grounded'. None of the features, mechanics or designs is supposed to be otherworldly. But it also is not realistic to be shooting friends out of a catapult and expecting them to survive, immortal flaming chickens, or being able to block ballista shots with your shield
Trying to balance a game by restricting them to real life will more likely than not to make things unbalanced.
In real war all of those things are made and used to get as mucb of an edge as you can over the enemy, balance was of no concern lol
There is a difference between realism and thing they add for fun
You can throw people in catapults just because it's fun
You can block a ballista shoot with a shield because makes it balanced
Javelins aren't op
They are fine
Not very tied to realism but it is a fun and good feature.
And if javelins were nerfed it would ruin immersion
That's why realism is important in this game, to make it immersive
Immersion in what sense
So you can feel like you're in a battle
I mean for javs
Yeah it still gives that feel pretty well.
