Dark Age of Snipalot

Jox

Fledgling Freddie
Joined
Jan 3, 2004
Messages
723
Take a look at these screenshots;

http://vnboards.ign.com/Albion_Rogue_Professions/b20906/70757224/?15

"Yes all archers get advantages from height and penalized when shooting up hill."

Now add;

Trueshot Active Grants a 50% range bonus to the next arrow fired. This arrow will penetrate and pop blade turn. See Effect 10 Min 3 min 30 Sec Hunters, Scouts, Rangers

Falcon's Eye FE Passive Increases the chance of dealing a critical hit with archery by the listed percentage amount. 3% 9% 17% 27% 39% Rangers, Scouts, Hunters

The classic assist-train in NF will be 5 arrows doing 500+ :D
 

Shrye

One of Freddy's beloved
Joined
Jan 21, 2004
Messages
859
Urme the Legend said:
So you want this nerfed to? :p

How can you possibly believe that that range is ok? Rest assured that archers will assist and instawtfpwn others without any chance of fighting back.
 

Gear

Can't get enough of FH
Joined
Apr 20, 2004
Messages
3,579
So, I guess tha in order to stop the whining about archers, how 'bout banning the bow completely!!

Are you fucken nuts ppl? Archers are archers, they will have benefits when they use the bow and that's that. Before crying out wolf, you should also take into account everything there is regarding that ability (timer, no critical, costs etc)

Also get a life
 

tedStar

Fledgling Freddie
Joined
May 5, 2004
Messages
219
Well it does sort of make sense doesnt it?

Think back in the middle ages when they had huge lines of archers standing at the back of the lines.... armies marching up into the showers of arrows. :m00:

i wanna see it first tho... as a cloth caster your gonna be soooo fucked :clap:
 

Renwind

One of Freddy's beloved
Joined
Jan 18, 2004
Messages
542
only scouts will be able to shoot that far as usual, hunters/rangers have to stand just beside the one they are shooting at to not get out of range msg
 

tedStar

Fledgling Freddie
Joined
May 5, 2004
Messages
219
Renwind said:
only scouts will be able to shoot that far as usual, hunters/rangers have to stand just beside the one they are shooting at to not get out of range msg


archers doesnt include rangers/hunters? :twak:

wonder what sorcs get along the line of top range mezz? ;)
 

Glottis

Fledgling Freddie
Joined
Dec 28, 2003
Messages
1,025
Lol, lets compare ranges on archers...
Scouts shoot the most distance, 2300 units, compared to 2100 on the other classes (been so long, I'm not even sure on the distances anymore).
So unless you plan on letting scouts have a pet and speedbuffs, I suggest you are quiet, and crawl back into your tiny hole along with your 7 other stealthed group members...

Defending a keep will finally give a significant advantage to those defending. Casters can just get a tank to guard them with their shield, and never ever be touched... but lets not mention that, Jox wants to think archers are uber.. (assasins evade the arrows anyway).
Regards, Glottis
 

Jox

Fledgling Freddie
Joined
Jan 3, 2004
Messages
723

Skaven

One of Freddy's beloved
Joined
Dec 22, 2003
Messages
973
V nice video.

Think i'll be respeccing cs when NF hits... yet another full set of mp to order :/
 

Spamb0t

Fledgling Freddie
Joined
Feb 4, 2004
Messages
966
same range as archers got now isnt it? just that keeps isnt nearly as high now as in nf...
when standing on a wall in a relic keep now u can fire quite far down the hill on ppl down there
but just get pbt or a shield/guard and its np :eek:

btw archers who ATTACK wont even be able to reach up back at those on the wall or what? :D
 

Kinad

Fledgling Freddie
Joined
Jan 24, 2004
Messages
324
Jox said:
Take a look at these screenshots;

http://vnboards.ign.com/Albion_Rogue_Professions/b20906/70757224/?15

"Yes all archers get advantages from height and penalized when shooting up hill."

Now add;

Trueshot Active Grants a 50% range bonus to the next arrow fired. This arrow will penetrate and pop blade turn. See Effect 10 Min 3 min 30 Sec Hunters, Scouts, Rangers

Falcon's Eye FE Passive Increases the chance of dealing a critical hit with archery by the listed percentage amount. 3% 9% 17% 27% 39% Rangers, Scouts, Hunters

The classic assist-train in NF will be 5 arrows doing 500+ :D


Range has newer been the problem and who cares if its 3000 or 3500,
the problem is killing a soft target before enemy healers can react.

Fire 1 to pop BT from stealth, then crit or rf as good as trueshot, 30 rp saved.

FE gives effective 0,25 * % damage, so FE5 is around 1 relic for 34 rp.

Assist will ofc work, why shouldnt it ?
Guard, focusshield, healfield, healingpools, brittleguard, intercept pets, healing pets and so on..... If a groups casters is getting owned by archers,
its the groups fault.

Yes archers might be good in NF, but its only because the game is turning towards type of fights which favour them, keepfights, not because of ra's or elevation or ...
 

Kinad

Fledgling Freddie
Joined
Jan 24, 2004
Messages
324
Glottis said:
Lol, lets compare ranges on archers...
Scouts shoot the most distance, 2300 units, compared to 2100 on the other classes (been so long, I'm not even sure on the distances anymore).
So unless you plan on letting scouts have a pet and speedbuffs, I suggest you are quiet, and crawl back into your tiny hole along with your 7 other stealthed group members...

Defending a keep will finally give a significant advantage to those defending. Casters can just get a tank to guard them with their shield, and never ever be touched... but lets not mention that, Jox wants to think archers are uber.. (assasins evade the arrows anyway).
Regards, Glottis

Scouts are in many ways the strongest of archers now because of slam.

No purge up and you cant attack a scout.
If scouts use snares on top of slam its risky even with purge.

Just need summervacation to finish my poisonbot ! :)

Ways to deal with scouts, but not my job to tell how :)
 

Kinad

Fledgling Freddie
Joined
Jan 24, 2004
Messages
324
Marczje said:
Just be quick enough with insta pet?

Yes instapet is nice, but scout vs hunter not that unfair, a bit about blockrates and who has ap/ip up. Also scout has option to pull out.

Those hurt most by slam these days is the dw'ers, very hard to avoid atleast 1 slam from scout with ip and end charges/potions. When slam lands its mostly game over unless very fast on purge.

My ip up a lot more after toa, it seems often like i dont need it, so scouts
has gotten huge improvements when you can fight without it.
 

Behmoth

Fledgling Freddie
Joined
Jan 5, 2004
Messages
615
not got an archer class and very unlike to get one but i believe archer class should be the ultimate sniper and get the bonuses they deserve it cos they are one of the only classes that solo their way to 50 (except for the odd one or two)
 

Flimgoblin

It's my birthday today!
Joined
Dec 24, 2003
Messages
8,324
dwers won't get blocked much by a scout - slam is nasty if it hits... _if_ ;)
 

Kinad

Fledgling Freddie
Joined
Jan 24, 2004
Messages
324
tedStar said:
slam = no to hit bonus and at least 20% end? leet.

Yes its leet, because to hit bonus nothing to do with evade and there is new small fast shields in game. Now combine that stun with a 2100 ws ranged class popping zephyr on you, hitting you for 200-250 each second while your slowly being dragged away and you might understand. You might even get advanced and pop a crit before firing it, altho its mostly not needed 1on1.

Flimgoblin said:
dwers won't get blocked much by a scout - slam is nasty if it hits... _if_ ;)

It does hit, just a matter of time and with ip + potions up usually plenty of time to make it connect.
 

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