With aiming tech and marksmen ship in game right now I will like to give my feed back. Most of it will just be information not suggestions for players or devs to use as they like.
All of the info is from a Veela dexfighter/archery build.
Aiming tech is pretty nice, Allows long bows to gain back stamina when standing still which form experience is really needed if you want to keep up DPS because the bows are stamina hungry. It allows the player to take time to choose a shot as well as you arent standing there at no stamina gain. Depending on the armor class you are up against you need to squeeze out all the stamina you can and go below 50% since iron bone is hit for mid 20s. So keeping DPS up is important. Also it helps for stamina loss while having to move/strafe which you might need to do at times.
Maybe the veela stamina regen while still clade is helping with this.
Marksmenship is decent, 90% of them time you dont have the option to waist stamina trying to go for a head shot in a team fight because the window of when you will have a opportunity to loose a arrow at a stationary or when the ling of sight is clear is short. You can hit moving players if they are running predictably which is a common thing but you still have friendly's that may block the ling of sight. But when you do the damage is worth using broad heads which are right now the only arrows that are viable for the weakspot. Of course you are doing less damage and DPS over all compared to long bow arrows if you are using broad heads.
You can hit a mage in the head with longbow arrow for like 54 or you can use a broad head and hit them for like 64 if you get a weak spot 2/3rds of the time.
I really hate RNG in games were its skill based but having the weakspots at around 2 out of 3 shots is viable and decent enough to be able to count on. So marksmen is really nice to have. It increases the skill ceiling for archers to have something to train towards.
Controlled Aiming isnt in the game right now but from my experience so far I can tell you its going to be absolutely worthless to have. The reason is that you would only need to hold breath with when side strafing which you would try your best not to do because it waist so much stamina that you need to keep DPS to be on par of worth having in a group compared to a fighter. Walking backwards and forwards there are some gimmicks you can use to hit targets that arent doing anything too crazy. So the only time you would need to control sway is also during the time you try your best to avoid for other reasons.
Its just a waste of primary points. If the devs made it mandatory to have for some reason then I would prob quit archery even tho I really want to play it. 400 points is just too much to just be viable in archery. I would make it a secondary some where in the skill tree of they want hold breath to be content of some sort. Even if it was secondary I dont see people ever using it if they are higher skilled, it seems to me like a newb trap.
Archery right now is now only somewhat viable, With higher skilled players that will eventually exist it will be more viable due to marksmenship but again other players will learn counters and tactics against archers. I just really hope devs are not planning on adjusting stuff to fit in the breathing mechanic. You almost never see archers anymore despite being very prevalent before the sway was added.
If the devs want a 4th primary for archers I would ask for less stamina spent while moving with a bow pulled. It doesnt seem like much but with how much stamina you need to spend to keep DPS up to worth while levels in group fights it would pull some people over to spending 400 points instead of 300. Right now you are just not viable to the group unless you can also use a melee weapon as a archer. So I hope the devs keep that in mind.
So far my see that at Iron bone level of armor archery is some what viable, just under what damage a melee player could do. Bone tissue armor archers have the slight edge in increase value for group fights. For light/mage armor, Archery is very strong hitting for 34s on the torso and for 50s on the head. But at steel is when archery takes the cliff dive, I dont think archery will be valuable to have in a group against steel armored players. You hit for 12s on steel so you would absolutely need marksmanship to even be viable against it.
Something I would like to see which would really help out archers is having the charge timer value slightly lower (quicker to charge similar to the melee changes) but have a time to knock back a arrow exist. So players can pull back the bow 75% faster but they take a bit of time to get a new arrow knocked. This could possible make the over all time slightly longer to balance it out like instead of 3.2 seconds to knock and pull back a long bow its now 3.5 seconds but you pull back the bow in 2.4 seconds as a example. The issue is how small the window of opportunity is presented so quickening the time you can get to a decent draw will really help against higher tier armors.
All of the info is from a Veela dexfighter/archery build.
Aiming tech is pretty nice, Allows long bows to gain back stamina when standing still which form experience is really needed if you want to keep up DPS because the bows are stamina hungry. It allows the player to take time to choose a shot as well as you arent standing there at no stamina gain. Depending on the armor class you are up against you need to squeeze out all the stamina you can and go below 50% since iron bone is hit for mid 20s. So keeping DPS up is important. Also it helps for stamina loss while having to move/strafe which you might need to do at times.
Maybe the veela stamina regen while still clade is helping with this.
Marksmenship is decent, 90% of them time you dont have the option to waist stamina trying to go for a head shot in a team fight because the window of when you will have a opportunity to loose a arrow at a stationary or when the ling of sight is clear is short. You can hit moving players if they are running predictably which is a common thing but you still have friendly's that may block the ling of sight. But when you do the damage is worth using broad heads which are right now the only arrows that are viable for the weakspot. Of course you are doing less damage and DPS over all compared to long bow arrows if you are using broad heads.
You can hit a mage in the head with longbow arrow for like 54 or you can use a broad head and hit them for like 64 if you get a weak spot 2/3rds of the time.
I really hate RNG in games were its skill based but having the weakspots at around 2 out of 3 shots is viable and decent enough to be able to count on. So marksmen is really nice to have. It increases the skill ceiling for archers to have something to train towards.
Controlled Aiming isnt in the game right now but from my experience so far I can tell you its going to be absolutely worthless to have. The reason is that you would only need to hold breath with when side strafing which you would try your best not to do because it waist so much stamina that you need to keep DPS to be on par of worth having in a group compared to a fighter. Walking backwards and forwards there are some gimmicks you can use to hit targets that arent doing anything too crazy. So the only time you would need to control sway is also during the time you try your best to avoid for other reasons.
Its just a waste of primary points. If the devs made it mandatory to have for some reason then I would prob quit archery even tho I really want to play it. 400 points is just too much to just be viable in archery. I would make it a secondary some where in the skill tree of they want hold breath to be content of some sort. Even if it was secondary I dont see people ever using it if they are higher skilled, it seems to me like a newb trap.
Archery right now is now only somewhat viable, With higher skilled players that will eventually exist it will be more viable due to marksmenship but again other players will learn counters and tactics against archers. I just really hope devs are not planning on adjusting stuff to fit in the breathing mechanic. You almost never see archers anymore despite being very prevalent before the sway was added.
If the devs want a 4th primary for archers I would ask for less stamina spent while moving with a bow pulled. It doesnt seem like much but with how much stamina you need to spend to keep DPS up to worth while levels in group fights it would pull some people over to spending 400 points instead of 300. Right now you are just not viable to the group unless you can also use a melee weapon as a archer. So I hope the devs keep that in mind.
So far my see that at Iron bone level of armor archery is some what viable, just under what damage a melee player could do. Bone tissue armor archers have the slight edge in increase value for group fights. For light/mage armor, Archery is very strong hitting for 34s on the torso and for 50s on the head. But at steel is when archery takes the cliff dive, I dont think archery will be valuable to have in a group against steel armored players. You hit for 12s on steel so you would absolutely need marksmanship to even be viable against it.
Something I would like to see which would really help out archers is having the charge timer value slightly lower (quicker to charge similar to the melee changes) but have a time to knock back a arrow exist. So players can pull back the bow 75% faster but they take a bit of time to get a new arrow knocked. This could possible make the over all time slightly longer to balance it out like instead of 3.2 seconds to knock and pull back a long bow its now 3.5 seconds but you pull back the bow in 2.4 seconds as a example. The issue is how small the window of opportunity is presented so quickening the time you can get to a decent draw will really help against higher tier armors.
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