Marksmana vs melee

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Marksmana vs melee

Postby Qeart00 » Wed Oct 11, 2023 6:13 pm

Hi.

I think marksman is too bad to compare with melee.

What community think about that ?

UA player will just eat marksman player..
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Re: Marksmana vs melee

Postby noindyfikator » Wed Oct 11, 2023 6:19 pm

marksman users are gay (no offence for gay people)
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Re: Marksmana vs melee

Postby DDDsDD999 » Wed Oct 11, 2023 7:43 pm

Only reason you don't see archers in faction fights is because it just makes people run away. If it does get used, people will complain until it gets nerfed, then you're stuck with a useless archer character for another world. So no one goes hard raising an archer.
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Re: Marksmana vs melee

Postby Nightdawg » Wed Oct 11, 2023 8:19 pm

archers are a liability on land and they're only useful on non-moving ships (or ships that are running away, I think)

If you get hit on land, you either lag like shit or have an extremely low framerate.
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Re: Marksmana vs melee

Postby Massa » Wed Oct 11, 2023 10:53 pm

i still think this game would be fucking awesome if it was just a worms esque bow bumfight
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Re: Marksmana vs melee

Postby kilakan » Thu Oct 12, 2023 5:49 pm

used to be godly, got nerfed multiple times, basically worthless in pvp now (was a bow enjoyer). Do wish it was brought back to at least parity but what can you do, devs seem to hate the idea that a bow might be useful, do wish I could cap bitches over their walls with a rangers bow again but what can you do.
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Re: Marksmana vs melee

Postby Aerona » Thu Oct 12, 2023 8:23 pm

A structure that provides an archery platform elevated above a wall would allow marksmen to deter hostiles loitering outside their gates or near their walls very efficiently... though if the archer(s) outside outstrength them enough they might just get wounded and have to stay down.
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Re: Marksmana vs melee

Postby jorb » Fri Oct 13, 2023 3:01 pm

kilakan wrote:devs seem to hate the idea that a bow might be useful


No, not at all, we just haven't really found a good way to balance them. They have always either been useless, or OP.
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Re: Marksmana vs melee

Postby terechgracz » Fri Oct 13, 2023 3:02 pm

Maybe try fitting ranged combat into same deck system as meele?
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Re: Marksmana vs melee

Postby kilakan » Fri Oct 13, 2023 4:49 pm

Could we try something similar to melee weapons ranged increased abilities where bows have a range increase that scales off of your perc/mm and or the bow/sling to some degree and then their attack moves use up resource=arrow to effect attack weight? The biggest problem with bows in any non-animal fights right now is that aiming at a moving hearthling is impossible with the inherent server desync and lag, plus it's completely different than the melee/ua fighting system that we have where it ignores defenses/restoration and is just a raw metric of did the line the server draw for the arrow hit the target.

If it is for example, at the range of take aim, there's still counter-play (trees still block shots same as take aim) Running away is still possible, and let defenses effect what the bow opens. Give it moves like 'aim for the legs, opens yellow 20%' 'Power draw, red 40% costs, 6ip' etc etc? The inherent power of being able to do damage further than melee attacks does still have the drawback of having a non-fight gainable resource (arrows), as well as the fact that bows already do less damage than melee weapons to the point that most worlds even when bows were op against farmers/alts, they still couldn't scratch a b12 warrior in a dhelm and steel.

This idea would also lower how OP ranged weapons are against animals cause the animals opening defenses still matter, while letting people still have a safe way to cheese dangerous prey on water for example.


As a bow lover over the worlds, I think this would be my dream solution honestly. Please consider it

edit*basically what the guy said before me but in more detail.

edit times 2:This also could give the boar spear a very nice move to allow you to take advantage of the fact it can be thrown, where if you get someone/thing with big openings you can do an all or nothing 'yeet the weapon' and try to get that last blow in. Plus, if it works well, we could get other throwing weapons maybe like atlatl's that use UA/melee to get people opened up and then chuck a one and done weapon for that last big hit ala cleave.
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