Archers: Critshot being randomly aborted on non-combat enemy

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Lucifire
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Postby Lucifire » Nov 20, 2016 15:39

RonELuvv wrote:Lol, as far as the "useless" pets go you can ask many ****** off people about my hunter. My favorite thing to do was to charm a pet, stay stealthed, send the pet on an enemy at AMG without coming unstealthed. As soon as the person attacked it I would release the pet so now they would have a mob on them. Then I would start shooting with bow, call my wolf and send it on them. Now said person has a mob, me, and my pet attacking them. After the fight, if the mob was still alive I would release my wolf and recharm the pet. Worked awesome! I didn't like doing it because it was cheap, but it did provide some entertainment. People would PM me asking how I had 2 pets. :)


Good times, Zack! Look forward to more in the hopefully near future.
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Nikki Brat
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Postby Nikki Brat » Dec 02, 2016 15:27

Torgen wrote:
jimdastud wrote:I'm having the same problem with my scout. As I recall, crit shot should not work on player in combat, but should word on moving players. My damage also seems a bit low. I'm at max dex (plus aug dex 2) and I'm hitting casters for 200-250 damage. That's 4 to 5 shots to kill an unbuffed caster. That doesn't sound reasonable at all.


Yep, either mythic completely hated archers in 1.65 and wanted them to be as weak as possible or something is bugged here. I cant critshot moving targets and at the moment I am trying mastery of archery 3 + FA 3 and dmg still seems so low.


no what happened was, mythic had gave archers waaaaay to much love (specifically i t think two towers had come out recently before so everyone was legolas wannabe crazy), so this was the patch that killed them indefinitely until alot further on. so they didn't hate archers at all, it was more like couldn't pass by a mile gate without having to chase some ****** down, if not multiple who had just shot down one or two of your casters.

reason they got nerfed so hard was reallty own doing.i remember specifically when it happened. i would never base my entire work and patch level off of that happening, buy hey not my server so don't really care what they do anymore.

thursa
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Postby thursa » Dec 17, 2016 11:22

uthgard 1.0 had great archers.. Mastery of Stealth meant you could see infs and NS before they could PA you, you could actually go toe-to-toe with others and actually win.

Now? 1.65 patch level? Archers are gimped and bugged. Not worth playing at 1.65 patch level really, unless Uthgard actually cares about balancing the classes, which in previous experience isn't the case.

Archers were also gimped to hell on that "other" classic freeshard running same sort of patch level.
Roll a shadowblade instead ;)

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Bistravoda
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Postby Bistravoda » Dec 19, 2016 03:50

The critshot rules you speak about have always been there. You cannot crit shot a "normal" moving player. If they are slowed due to being stealthed or even have a "slow" effect on them then you can. You also cannot crit shot people that are in combat. As another person posted, you can crit casters as they are casting.


I always thought that other Clasen should have something like this and not just Archers. is not fair !!!

here we go caster rage inc.
Sent from AMG using Crtical Shot


Bistravoda = Clean Water

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Torgo
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Postby Torgo » Dec 19, 2016 16:49

thursa wrote:uthgard 1.0 had great archers.. Mastery of Stealth meant you could see infs and NS before they could PA you, you could actually go toe-to-toe with others and actually win.

Now? 1.65 patch level? Archers are gimped and bugged. Not worth playing at 1.65 patch level really, unless Uthgard actually cares about balancing the classes, which in previous experience isn't the case.

Archers were also gimped to hell on that "other" classic freeshard running same sort of patch level.
Roll a shadowblade instead ;)


Archers do have True sight that at least on a 30 min timer should give you the ability to see all stealthed targets at clip range. However this is currently bugged and does not work. It would be cool if some archers could check and vote it up in the issue tracker.

https://uthgard.org/tracker/issue/2836/ ... ot_working

Also camouflage gives you some degree of defense against see hidden but again, on a timer.

The damage output for archers just seems low in PvP but it is hard to prove. Unless you catch someone sleeping, engaged in another fight already, or 75% dead you are not going to kill them before they get to you or insta cast you. God forbid they have a pet. You have no chance at all in that instance. You just can't put enough damage down range fast enough. It can't be tested because live has a totally different archery system. Sad really that an entire class type probably has formulaic issues but it can't be proven.

My observations in the beta is Pets are mighty at this level. A hunter might be the best all around choice because of it.

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Postby grav » Dec 28, 2016 12:10

which is the most viable archer in this patch ?

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Feuille
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Postby Feuille » Dec 28, 2016 12:42

Scout because it can slam and redo a critshot

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Torgo
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Postby Torgo » Dec 28, 2016 17:01

grav wrote:which is the most viable archer in this patch ?



I was going with Ranger since it has self buffs which are nice in a buffbot free world.

Then again, everyone might be using charged items/potions so it might offset.

Hunters are actually pretty good as pets seem extra strong from what I've observed so far in the Beta.

On UTH2.0 archers are not a 1 on 1 class. You will not beat anyone who is not AFK or not distracted 1 on 1. You just cannot put enough damage down range fast enough.

That being said, if the population is good enough, you should have "targets of opportunity"...finishing off survivors of a fight, leeching off of stealthers fighting, leaching off 8 v 8 battles...You will not be liked but so is the life of the archer in UTH2.0.

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Feuille
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Postby Feuille » Dec 28, 2016 17:11

Have you tryed the ranger self buffs? Imo it's a waste of points because it sux rly hard in 1.65

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Torgo
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Postby Torgo » Dec 28, 2016 17:27

Feuille wrote:Have you tryed the ranger self buffs? Imo it's a waste of points because it sux rly hard in 1.65


I've tried a ranger and scout during the beta.

For both I went very bow heavy...(at least a 50 composite)

I have not tested damage output with and with out the pathfinding buffs, I will do that...


The ranger was able to hit a little harder with the bow

I can say the pathfinding buffs "helped" but I can't say if was appreciable or not.

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