good long bow can 3-4 shot down 125level horse
I think that this is one of the great advantages of MA personally. If people are focusing your horse then you are still full health by the time you get dismounted.
good long bow can 3-4 shot down 125level horse
yea totally right because the mm has to afk ride straight to cast while the ma can do circles and rip your horse to shreds during your ridiculously long cast times. you're clueless kuthara. stay in meduli with your 200 man zerg guild that hides on alt servers to kill bosses because your scared of actual conflict even while outnumbering everyone in the game roaming with 30 man groups. you're so bad at the game. MA is obviously the superior dismounter by miles. MC is complete trash compared to mo1 and so is mounted mage. disagree? advert your blind eyes to the 90% population playing mounted archers in the game while having zero mounted combats and like 5% mounted mages. MC needs to be able to dismount with any heavy weapon. mounted mages need a dismount spell. if those things don't happen 90% players playing MA's will not change.Have you tried killing a good MM on an MA? They can kite you across the map like its nothing.
yea totally right because the mm has to afk ride straight to cast while the ma can do circles and rip your horse to shreds during your ridiculously long cast times. you're clueless kuthara. stay in meduli with your 200 man zerg guild that hides on alt servers to kill bosses because your scared of actual conflict even while outnumbering everyone in the game roaming with 30 man groups. you're so bad at the game. MA is obviously the superior dismounter by miles. MC is complete trash compared to mo1 and so is mounted mage. disagree? advert your blind eyes to the 90% population playing mounted archers in the game while having zero mounted combats and like 5% mounted mages. MC needs to be able to dismount with any heavy weapon. mounted mages need a dismount spell. if those things don't happen 90% players playing MA's will not change.
Perdona, senorFIX AND BUFF LANCES. ADD 4TH GEAR TO MOUNTED CHARGE AND REMOVE IT'S ABILITY IF YOU DON'T HAVE THE SKILL.
oops caps
WhatPerdona, senor
Have you ever play with lance here in mo? And have you seen how It was last time?
Do you understand that with 0 Int horse it won’t work?
Thank you
Just fix blunt lances. That's all I ask for. Also add dismounts.fuck lances, they should be something, but they need to make swing weps the meta again, it's so much of a different game then.
That said they could give plate armors just a flat piercing buff, but that impacts melee balance in unnecessary ways.
That actually is one of the things I've thought a lot about in how they could balance the games to make certain weapon types way better. Shields are currently are a freebie to everyone, no skill is needed except blocking to make full use of them. But every shield combo except shield/spear is garbage for an actual fighter build (Shield/dagger has merits for dagger mages).
There are a lot of changes I would make to rebalance melee, but one of them was that anyone with a shield actually out should get a portion of it's protection passively applied to all parts of their body. And piercing protection should get applied at a higher rate than other protection types. This makes shield users way more powerful vs. archers.
This comes at the cost of shields having their own primary skill with this bonus denied to them and also shields being counted toward armor weight if you don't train it. Training this skill grants the bonus and removes the penalty.
"But what about daggers, spears, and polearms."
Well, I actually thought about all those too. Spears are already so damn powerful that I think they would hold up just fine even though they would be classified as 2 handers for the fact I'd be changing 2 handed weapons to a primary skill under melee that you need to train in order to use the 2 handed variants of any weapons you're trained in.
Polearms have the same thing going on making them a 300 point investment. But they get the ability to deal bonus damage against mounted opponents and you can brace them a lot like couching a lance, to do a thrust attack that has a 100% chance of dismounting mounted enemies that impale themselves on it. Polearms are fine given the buffs to mounted melee my system would give. Their niche is to not get run over by heavy cav builds.
And dagger. Dagger gets other nerfs. It gets it's parry window reduced. Its nerfed so it absolutely cannot full-block damage even with 100 blocking. And it gets massively buffed by being made a secondary instead of a primary, as the more offensive option of the two melee secondaries everyone gets for free. The other being quarterstaves which get good reach and great parrying but being barely better than an unarmed strike in terms of damage. (Not only is this incredibly setting realistic daggers/knives and walking sticks being the most common self-defense weapon of a medieval peasant, but it also just really works better in a one account only game IMO. Makes full-mages a lot more solo viable without majorly buffing them in PvP. Infact free shield switched to free quarterstaff is kind of a nerf in PvP.)
So this sets shield users up to counter archers, pikeman, and shrug off dagger users pretty well. They make much less significant gains in viability vs. 2h wielders and the eventual inclusion of thrown weapons and dual-wielding. This is by design.
Dunno why would you want to ruin so many playstyles over a non-issue of mounted archers.That actually is one of the things I've thought a lot about in how they could balance the games to make certain weapon types way better. Shields are currently are a freebie to everyone, no skill is needed except blocking to make full use of them. But every shield combo except shield/spear is garbage for an actual fighter build (Shield/dagger has merits for dagger mages).
There are a lot of changes I would make to rebalance melee, but one of them was that anyone with a shield actually out should get a portion of it's protection passively applied to all parts of their body. And piercing protection should get applied at a higher rate than other protection types. This makes shield users way more powerful vs. archers.
This comes at the cost of shields having their own primary skill with this bonus denied to them and also shields being counted toward armor weight if you don't train it. Training this skill grants the bonus and removes the penalty.
"But what about daggers, spears, and polearms."
Well, I actually thought about all those too. Spears are already so damn powerful that I think they would hold up just fine even though they would be classified as 2 handers for the fact I'd be changing 2 handed weapons to a primary skill under melee that you need to train in order to use the 2 handed variants of any weapons you're trained in.
Polearms have the same thing going on making them a 300 point investment. But they get the ability to deal bonus damage against mounted opponents and you can brace them a lot like couching a lance, to do a thrust attack that has a 100% chance of dismounting mounted enemies that impale themselves on it. Polearms are fine given the buffs to mounted melee my system would give. Their niche is to not get run over by heavy cav builds.
And dagger. Dagger gets other nerfs. It gets it's parry window reduced. Its nerfed so it absolutely cannot full-block damage even with 100 blocking. And it gets massively buffed by being made a secondary instead of a primary, as the more offensive option of the two melee secondaries everyone gets for free. The other being quarterstaves which get good reach and great parrying but being barely better than an unarmed strike in terms of damage. (Not only is this incredibly setting realistic daggers/knives and walking sticks being the most common self-defense weapon of a medieval peasant, but it also just really works better in a one account only game IMO. Makes full-mages a lot more solo viable without majorly buffing them in PvP. Infact free shield switched to free quarterstaff is kind of a nerf in PvP.)
So this sets shield users up to counter archers, pikeman, and shrug off dagger users pretty well. They make much less significant gains in viability vs. 2h wielders and the eventual inclusion of thrown weapons and dual-wielding. This is by design.
MAs cant kill people who 1. have proper equipment, and 2. defend themselves. Pick a proper longbow and kill their horse, while they hit your steel armor for very minimal dmg.
Only way to prevent everyone running MAs, or MMs, or MCs, is to give foot more tools against mounteds and rework the riding skillstree. Right now the map is so massive, that you simply need to have CC + riding skills, and to be honest, you also need controlled riding so you get access swift riding as the map is just way too big to travel without it. Now, you already have a cc + cr, so why would you not take MM/MA/MC as its only <100 extra points for easy gameplay? Easy no risk pvp, easy no risk pve (excluding dungeons). Breeding will only make this more broken, as we get access to even better mounts.
Also, they could add like a rock or two to the steppe, so you had a place to run around against mounteds But really, people who cry about bows, be it foot archers or mounted archers, only need to wait for like few weeks, as soon as people start running in proper armors, the current bows are junk.
Dunno why would you want to ruin so many playstyles over a non-issue of mounted archers.
I don't see how 300pts polearms or inability to main daggers would make anyone want to be an archer. If you make daggers secondary, people will start coming to you with a request of "i want to be an assassin" and you'll have to send them to a generic mellee build with a generic dagger sidearm.The outlined suggestion is actually a buff to anyone who full specs archery while they have a bow out. It only nerfs builds that invest 100 points into archery and stop there. Because that frankly needs a nerf. Full melee builds in heavy armor with a 100 point archery splash shouldn't be anywhere near as good as someone with a 400 point investment. Currently, they are. They do the same damage as a 400 point archer and only 1 of the other 3 skills is even debately worth investing in.
This is worth ruining because as someone who makes tons of builds for many players from many guilds, one of my most commonly heard requests is "I want to be an archer." And they aren't always super thrilled when I send them back a melee build with 100-200 point archery splash and say "That's as good of an archer as you can get right now."