#Archer changes (from an archer's perspective)

53 messages · Page 1 of 1 (latest)

earnest musk
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Archers currently sit in an awkward spot in the meta. Some mechanics are overtuned while skill‑based elements feel weakened. These changes aim to make archer gameplay healthier for both archers and melee players, while restoring proper counter‑play.

**1. Body‑shot interrupts **
Interrupts on body shots are extremely frustrating for melee players because they become a spammable, low‑skill shutdown tool. Interrupts should be a precision reward, only triggered by fully charged headshots.

**2. Archer‑vs‑Archer damage **
Archers used to deal 200+ damage to each other, creating real counter‑play. Current full‑DEX builds deal ~150, letting enemy archers hide with little risk. Revert the nerf so archers can threaten each other again.

**3. Body‑shot damage tuning **
Body shots dealing 80+ damage is too high for low‑precision hits. Reduce body‑shot damage and shift power into headshots to reward accuracy.

**4. Heavy armor misuse **
Make it very clear in‑game that heavy armor isn’t intended for bow builds. Many new players (and even some vets) still run heavy armor archers, which is essentially a waste.

**5. Nation point scoring **
Archers only earn nation points after bringing a target below 50%, while melee gets them at 25%. This makes high siege scores nearly impossible. Align thresholds so archers aren’t punished.

**6. Horse hitbox issues **
Horse hitboxes often register hits on the rider even when aiming at legs/hooves. This prevents slowing horses and lets riders escape too easily. Needs a hitbox rework for consistency.

Archers should feel rewarding, threatening to each other, fair to melee, and skill‑based rather than spam‑dependent. These adjustments would help restore that identity and improve siege and open‑field balance for everyone.

languid vigil
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You have made many fine points in 1, 4,5 and 6.
3rd feels like a trap

2nd is definitely a trap as it will probably be done with just flat dmg boost to archers which will affect everyone not just archer vs archer fights

earnest musk
#

Why a trap?

earnest musk
languid vigil
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Different devs, but perhaps

earnest musk
sly shale
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i do one better just remove archers

indigo lodge
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🍿

languid vigil
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I ll support it, but if it turns out to be archery buff instead of rework, you know who will be the most targeted archer.

You, d probably be mad if you heard my suggestion for the archers

earnest musk
languid vigil
#

Not by us atm, thankfully you re in our guild, and simonsa is in our nation,
there is that cav archer ducker that used to play for misland too

indigo lodge
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Archers are in bad state because low tier bows during test , when u are full build and 5+6 bows story is very different.

earnest musk
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The only main issue i have is the 25 % vs 50 % NP trigger

prisma nest
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Why should arrow slow a horse

calm isle
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why we need more archer nerf?
their damage already not good at chaos fight, ally already block almost 75% arrow
also archer are easily wipe out, cause low HP and poor protection.
archer looks strong cause it have high penetrate and deal pierce damage that stable to against most of enemy

steep rampart
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Most archers are just bad and dont know how to pick targets and gear to be an archer. The amount of archers i watch launching hail marrys at some full health dude in the back line hurts my brain.

languid vigil
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and the magnificent tutorial doesn't explain how to be an archer in this game

vivid mantle
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As a melee who absolutely hates archers, I wouldn't mind archer doing the same damage, or even more if only they were bound to some gameplay loop that melee could intercept.

Currently in a siege archers always have complete freedom over where to position, which is out of reach of melee. They do not have a need to go anywhere, except away from the melee.

I'd like it if in a siege, archers could retrieve arrows from the baskets/barrels on the wall, in the keep, in a warehouse, etc and attackers from a siege camp, horse, whatever so thay they have predictable paths that they'll eventually have to take. This would allow melee to push for intercepts, it would give meaning to holding the stairs of a gatehouse, and give the defenders a reason to push up there.

There's a lot of knobs that could be turned to balance something like that, archers still shouldn't be expected to go to such a barrel all the time, but I feel if executed well, this could give much more depth to gameplay for both melee and archers.

spark bolt
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Not gonna lie, but I would drop the game immediately when this happens:

[...] I wouldn't mind archer doing the same damage, or even more if only they were bound to some gameplay loop that melee could intercept.

#

I would delete it from my steam library and deny that it ever existed.

vivid mantle
#

If dmg increase? xD

spark bolt
#

Si

next pathBOT
vivid mantle
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Fair, but yeah I'd still like that gameplay loop change at least, make them reachable in a way

sage spade
spark bolt
#

Si claro

next pathBOT
calm isle
steep rampart
#

archers are fine. they are not meant to shoot and kill people from full health. if anything archers should get a talent that does more damage the lower health the target is to help reinforce their role.

vivid mantle
# indigo lodge 📝

Thank you for you signature of approval, enjoy your basket collection gameplay

azure cosmos
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Hello, I’m a new player. I’ve been grinding the game for the past 4–5 days (70+ hours so far), and I’ve only played Archer. Here are my thoughts:

  1. Body-shot interrupts
    I understand it can be frustrating for melee players to get constantly interrupted. However, if interrupts only applied on headshots, archers could just spam quick, low-charge shots even more. I think it’s actually fine as it is right now — it’s probably a difficult thing to balance anyway.

  2. Archer vs Archer damage
    I don’t know how it was before, but right now it feels frustrating to land 3–4 headshots in a row, only for the enemy archer to hide and come back at full HP 🙂
    It feels like they take almost no risk and don’t care about being focused. Maybe they should be forced to play more carefully when targeted by another archer.

  3. Body-shot damage tuning
    Body shots feel fine to me, especially when you compare it to melee players hitting 200–350 damage in wide swings against multiple targets at once.

  4. Heavy armor misuse
    I haven’t really seen this, but if archers are playing heavy armor, it probably just means they didn’t read the tooltips. You can’t really fix that for them.

  5. Nation point scoring
    At first, I thought I was doing something wrong.I was dealing a lot of damage, getting kills and assists, yet still ranking behind players with worse stats.
    So yeah, if archers need to deal 50% to get NP while others only need 25%, that definitely needs fixing. Melee can just swing randomly into groups and gain points, while we actually have to aim to hit a single target and still we might not get reward for it.

  6. Horse hitbox issues
    I’ve seen this a lot: arrows clearly going through horses or players without registering hits. I even recorded clips to double-check because I thought I was imagining it.

  7. Bow durability
    One more thing: please do something about bow durability 🙏🏻
    Right now, it feels like archer is a “rich-only” class. Bows break way too fast, in a single long siege, you can break 2–3 bows, while melee players only lose around 10% durability. That doesn’t make much sense.

spark bolt
#

Its true that a bow wears out faster than a one-handed or two-handed weapon. however melee fighters armor degrades much more quickly, while archers can practically use theirs indefinitely. thats why its only fair for bows to lose durability faster to keep things balanced.

we had to push for a long time for the devs to keep nerfing the archer class. I think the current state of archers is acceptable. they shouldnt be primary damage dealers or NP farmers. If an archer does nothing but stand safely on a wall or keep and shoot at the oversized heads of other players, that shouldnt be rewarded.

#

If the devs ever make player head hitboxes smaller, we can talk about it again. until that happens, I swear to god, I ll beagainst any kind of advantage for archers

#

However I support the idea that archers can deal higher damage on other archers. The faster they die, the better it is

calm isle
# spark bolt Its true that a bow wears out faster than a one-handed or two-handed weapon. how...

The question is about siege, not archer, cause you don't have super power to fly over wall
Currently attack side dont have such tool to against archer, even attack side archer are hard to against defending archer, cause defending archer have height and safety advantages
used to community are asking move able siege tower, but it have some technical issue i guess?
If it allows attack side build static siege tower, it may have some change

spark bolt
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Thats probably not coming anytime in the next years. Until then I ll continue my crusade against the archers

earnest musk
# azure cosmos Hello, I’m a new player. I’ve been grinding the game for the past 4–5 days (70+ ...

Regarding your feedback

  1. Reread my post again - it states fully charged headshots only - so no green attack spamming

  2. taking 100 damage from a legshot is not okay, for example.

  3. making it clearer in the tutorial for example is an option. Archery overall isn't explained at all in the tutorial and it should be.

  4. I can agree with this not to the extent that it's a "rich only class" xD but that it's frustrating, absolutely.

azure cosmos
azure cosmos
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maybe nerf dmg under torso then but idk i think its fine atm tbh

#

the archer tutorial is basicaly shoot twice on target and u done hahahha , maybe they could do something yeah idk , still i think its logic that archer will not wear heavy armor , shouldnt need tutorial for this

azure cosmos
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Could we also get a dot crosshair option?
The current crosshair feels too transparent (low opacity), making it hard to see. It would be great to have an option to increase its visibility or opacity.

steep rampart
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there are different crosshairs in the options and yo ucan change its color

azure cosmos
hearty shoal
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return the head damage to what it was before the nerf. remove the body damage that was before the buff. and reduce the head's hitbox by 3-4 times. rework the horse's hitboxes

steep rampart
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They should give archers bows with different damage types. Give us blunt arrows and broadheads that do slashing.

spark bolt
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There should be a possibility for archers to injure themselves, for example by overstraining the bowstring or accidentally shooting an arrow in their own foot in the heat of the moment

sage spade
hearty shoal
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If the melee fighters block, they should have a chance to lose their weapons.