So before I start this off I'm going to lay two important understandings of the groundwork of this discussion:
1. I have fully tested every bow on stats like stam drain, fire rate, total DPS, min/max damage etc. and there are only 2 highly useful bows with one additional debatably useful bows. 3 bow types were objectively inferior in every way to other bows on the list.
2. I sent the spreadsheet of these bows to the developers and was informed that current bow stats are not reflective of how they will work when bow crafting is in.
So the point of this thread is to address how we can have 6 balanced/useful bows when everything is working as it should. Currently, there are 6 bow types in-game:
Shortbow (recurve and decurve)
Longbow (recurve and decurve)
Assymetical (recurve and decurve)
Not only should all these bow types be distinct and have at least a scenario or two in which they are arguably the most useful. They should maintain that distinctness not just against another bow type crafted with the same materials, but with other bows crafted with different materials. For instance using light materials on a longbow shouldn't make it functionally the same as shortbow. So here are my suggestions on how to balance bows:
Shortbows
Currently, all bows have the same refire rate (19 shots per minute) if you fully charge your shots. This should change, and shortbows should be the primary benefactor of this change. Shortbows should continue to be the shortest range of bow, but stam efficiency (Their current strength) should be more of a function of materials than bow type. Instead, shortbows should be the lowest max damage, highest refire rate, highest DPS class of bows.
Shortbows should appeal to archers who like to play close-in to the fight, and snap-off their shots as fast as they can get them in rather than holding for good angles.
Longbows
Longbows should occupy the opposite end of the spectrum from a shortbow. Longbows should have high max range, high charge time (low refire), and very high damage per shot at the expense of potential DPS. Longbows should appeal for people who want to get off big sniper shots and potentially play a bit further back from the fight.
Asymmetrical Bows
These are a hard one to place. I did a lot of research on them to find out how they distinguish themselves from longbows and the best answer I could find was ease of shot. They are long like a longbow but the recoil is heaviest at center mass of a bow, and therefore lighter on an assymetical bow. Comparing this to potential balance and them having their own unique place in the world of MO2 bows I think the following is best. High range like a longbow, moderate refire, moderate max damage, lower DPS than a shortbow but higher than a longbow. Assymetrical bows should appeal to people who like to have the option of range but would rather keep up a constant barrage than go for big sniper shots.
Decurve vs. Recurve
So while there is a wealth of information on recurve bows you have to do some deeper digging to find out about decurves. This is because they were actually considered pretty bad and saw very little usage historically. Ironic given how dominate they are in Mortal Online. Obviously, that's a bad place to end research on how to BALANCE them though. There was an interesting tidbit on why they saw usage at all though. While being weaker overall crappier bows their one big advantage is they were under very little strain when strung. So a decurve bow could be carried already strung with little downside while other bows were frequently carried unstrung and then strung when they need to be used.
This is actually a great tidbit on how we could balance decurves while holding true to a spirit of realism. Decurves should be weaker than a recurve in every traditional method of measuring bow strength. But they should have an incredibly quick EQUIP timer. This gives them a great spot for say, that fighter who splashed 100 points into archery and just wants to be able to snap off a couple shots while he heals up to get back into melee or to nail his fleeing opponent in the back. Or the mage who is low on mana and just wants to pop off some quick shots while it regens. For these type of combatants, the quick swap time is huge since they aren't going to be staying in ranged mode very long most likely. Decurves should be bows for non-archers who splash into archery.
1. I have fully tested every bow on stats like stam drain, fire rate, total DPS, min/max damage etc. and there are only 2 highly useful bows with one additional debatably useful bows. 3 bow types were objectively inferior in every way to other bows on the list.
2. I sent the spreadsheet of these bows to the developers and was informed that current bow stats are not reflective of how they will work when bow crafting is in.
So the point of this thread is to address how we can have 6 balanced/useful bows when everything is working as it should. Currently, there are 6 bow types in-game:
Shortbow (recurve and decurve)
Longbow (recurve and decurve)
Assymetical (recurve and decurve)
Not only should all these bow types be distinct and have at least a scenario or two in which they are arguably the most useful. They should maintain that distinctness not just against another bow type crafted with the same materials, but with other bows crafted with different materials. For instance using light materials on a longbow shouldn't make it functionally the same as shortbow. So here are my suggestions on how to balance bows:
Shortbows
Currently, all bows have the same refire rate (19 shots per minute) if you fully charge your shots. This should change, and shortbows should be the primary benefactor of this change. Shortbows should continue to be the shortest range of bow, but stam efficiency (Their current strength) should be more of a function of materials than bow type. Instead, shortbows should be the lowest max damage, highest refire rate, highest DPS class of bows.
Shortbows should appeal to archers who like to play close-in to the fight, and snap-off their shots as fast as they can get them in rather than holding for good angles.
Longbows
Longbows should occupy the opposite end of the spectrum from a shortbow. Longbows should have high max range, high charge time (low refire), and very high damage per shot at the expense of potential DPS. Longbows should appeal for people who want to get off big sniper shots and potentially play a bit further back from the fight.
Asymmetrical Bows
These are a hard one to place. I did a lot of research on them to find out how they distinguish themselves from longbows and the best answer I could find was ease of shot. They are long like a longbow but the recoil is heaviest at center mass of a bow, and therefore lighter on an assymetical bow. Comparing this to potential balance and them having their own unique place in the world of MO2 bows I think the following is best. High range like a longbow, moderate refire, moderate max damage, lower DPS than a shortbow but higher than a longbow. Assymetrical bows should appeal to people who like to have the option of range but would rather keep up a constant barrage than go for big sniper shots.
Decurve vs. Recurve
So while there is a wealth of information on recurve bows you have to do some deeper digging to find out about decurves. This is because they were actually considered pretty bad and saw very little usage historically. Ironic given how dominate they are in Mortal Online. Obviously, that's a bad place to end research on how to BALANCE them though. There was an interesting tidbit on why they saw usage at all though. While being weaker overall crappier bows their one big advantage is they were under very little strain when strung. So a decurve bow could be carried already strung with little downside while other bows were frequently carried unstrung and then strung when they need to be used.
This is actually a great tidbit on how we could balance decurves while holding true to a spirit of realism. Decurves should be weaker than a recurve in every traditional method of measuring bow strength. But they should have an incredibly quick EQUIP timer. This gives them a great spot for say, that fighter who splashed 100 points into archery and just wants to be able to snap off a couple shots while he heals up to get back into melee or to nail his fleeing opponent in the back. Or the mage who is low on mana and just wants to pop off some quick shots while it regens. For these type of combatants, the quick swap time is huge since they aren't going to be staying in ranged mode very long most likely. Decurves should be bows for non-archers who splash into archery.
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