So you have a CHANCE at weakspot on headshot. Yet headshots are near impossible to land on aware targets outside of close range.
The only time headshots are really consistent are these three scenarios :
-Stationary unaware/distracted target.
-Moving unaware/distracted target.
-The target is within a close enough proximity that the head makes a bigger target, and decreases travel time of the projectile making it unavoidable. However, this comes at the caveat of being within close-mid range, which is extremely dangerous for the archer.
In the three above instances, you can land headshots pretty consistently with skill.
If the opponent is aware and outside of close range? You're not landing a headshots without extreme luck. They can literally move out of the way of the projectile before it hits them, and the target is only a few pixels big.
Fundamentally, the issue with weakspot archery boils down to one big flaw : Headshots are too hard to land most of the time.
Now. Let us compare this to strength archery...
Strength archery trades out mobility and weakspot for :
=More range
=More raw damage
=More defense
You don't need to run if you can wear heavy armor. You don't need to chase if you have more range. You don't need to weakspot if you do more damage.
So, not only does strength outperform dex at archery, it also lets you perform best at melee too....Strength is easily the most broken stat on the game due to simply being too useful and having too much utility for a single stat.
Now, people will argue and say that "speed is king".
Speed is king against melee attackers, why? Because you can outrun them. But you can't outrun a horse, nor can you outrun a close range arrow. Nor can you outrun them once they land a hit, as your movement gets debuffed.
Speed is king of running away, BEFORE the opponent gets to you. Which is good if you're outnumbered or chasing someone down.
What it is not good at is killing people, nor is it good at taking less damage on hit.
How to balance dex weakspot archery?
Weakspot needs to apply anywhere on the body. This is the only real logical way to balance it. However, adjustments can be made after that.
Now, people are going to cry and say this is broken. You're possibly right IF weakspot itself isn't balanced with these changes..
I suggest it can be balanced by altering weakspot chance. This is how dexterity is commonly balanced in other MMOs, and i don't see why it couldn't apply here too. Dex is commonly the chance based stat, and why change a formula that worked for so many other games?
Let weakspot apply anywhere on the body, and reduce the chance of weakspot. Simple.
OR
Alternatively, you could just change the percentage of armor that is ignored.
There are MANY ways to balance dex/weakspot archery without having it locked to headshots.
As it is now, you have strength as the everything stat.. Plated knights being dextrous enough to shoot a bow.. Muscle limits range of movement.... A muscle man is not aiming a bow with great accuracy, nor is he handling something that requires a lot of dexterity with as much finesse.. See video below for example.
The only time headshots are really consistent are these three scenarios :
-Stationary unaware/distracted target.
-Moving unaware/distracted target.
-The target is within a close enough proximity that the head makes a bigger target, and decreases travel time of the projectile making it unavoidable. However, this comes at the caveat of being within close-mid range, which is extremely dangerous for the archer.
In the three above instances, you can land headshots pretty consistently with skill.
If the opponent is aware and outside of close range? You're not landing a headshots without extreme luck. They can literally move out of the way of the projectile before it hits them, and the target is only a few pixels big.
Fundamentally, the issue with weakspot archery boils down to one big flaw : Headshots are too hard to land most of the time.
Now. Let us compare this to strength archery...
Strength archery trades out mobility and weakspot for :
=More range
=More raw damage
=More defense
You don't need to run if you can wear heavy armor. You don't need to chase if you have more range. You don't need to weakspot if you do more damage.
So, not only does strength outperform dex at archery, it also lets you perform best at melee too....Strength is easily the most broken stat on the game due to simply being too useful and having too much utility for a single stat.
Now, people will argue and say that "speed is king".
Speed is king against melee attackers, why? Because you can outrun them. But you can't outrun a horse, nor can you outrun a close range arrow. Nor can you outrun them once they land a hit, as your movement gets debuffed.
Speed is king of running away, BEFORE the opponent gets to you. Which is good if you're outnumbered or chasing someone down.
What it is not good at is killing people, nor is it good at taking less damage on hit.
How to balance dex weakspot archery?
Weakspot needs to apply anywhere on the body. This is the only real logical way to balance it. However, adjustments can be made after that.
Now, people are going to cry and say this is broken. You're possibly right IF weakspot itself isn't balanced with these changes..
I suggest it can be balanced by altering weakspot chance. This is how dexterity is commonly balanced in other MMOs, and i don't see why it couldn't apply here too. Dex is commonly the chance based stat, and why change a formula that worked for so many other games?
Let weakspot apply anywhere on the body, and reduce the chance of weakspot. Simple.
OR
Alternatively, you could just change the percentage of armor that is ignored.
There are MANY ways to balance dex/weakspot archery without having it locked to headshots.
As it is now, you have strength as the everything stat.. Plated knights being dextrous enough to shoot a bow.. Muscle limits range of movement.... A muscle man is not aiming a bow with great accuracy, nor is he handling something that requires a lot of dexterity with as much finesse.. See video below for example.