Archers and impact

Dorothy Profile Options #1

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So I've noticed that out of all of the player against player encounters I've had, not once have i been able to knock them down as an archer(other than when they jump on a trap). The reason i found this strange is because a lancer with less impact than me was consistently knocking other players down. Also I've noticed that when being hit by other close range opponents, that i am frequently interrupted while trying to attack them back, which more or less means i can't attack them while being attacked the majority of the time. Also, i don't think any of my attacks interrupt other players. Against monsters i can frequently knock them down, which is another reason i find it strange that i can't knock players over.

I was wondering, is impact turned off for archers against other players? Or do different abilities have higher impact than others? or is it some other third reason i haven't thought of?

And have any other archers been able to knock another player down(other than jumping on a trap)?
Edited by: Dorothy 10 months ago
CaptinObvious Profile Options #2

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Neutral
Captin.Obvious Lvl.1
Mount Tyrannas (PVP)
Human Mystic
I think that for archers, impact increases the interruption chance on opponents. Ive noticed that whenever i use rapid fire on priests and mages their spells cancel occasionally. Dont call me on it but i think impact also have interruption factors,from what ive notice. But this is usually on rapid fire.
Philosonaught Profile Options #3

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This reflects my archer experience too. I can't remember a time when I knocked someone over from shooting them.
Landrief Profile Options #4

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I believe whatever impact archers get is not enough to counter the balance stat that every other character gets. Slayer on the other hand have very high impact stats, and a "knock down strike" made to knock down people if it hits. Also regular combo attacks made by slayers can "stagger" opponents interupting some of their moves.
Edited by: Landrief 10 months ago
Linnies Profile Options #5

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Ranged character's "combo/normal" attacks cannot "flinch/stagger" in pvp

If you dueled during betas or early TERA, you would know that before, EVERY HIT of "combo" attacks of melle characters flinched with the exception of lancer and warrior.

Now its NOT EVERY HIT, and warrior along with lancers both can flinch now too.

The flinch mechanic is a way for melles to work up their mana without being starved all day long, also its a teamwork mechanic, where say, the warrior can flinch stuck someone for a bit for another teammate to come and combo dps a target down.
While ranged chars get the combo dps ability naturally.


pvp impact and pve impact works alot differently, seems like certain classes get knockdown chance reductions especially the ranged ones.
Imagine if archer combo attack can flinch targets in pvp... @_@
Etikilam Profile Options #6

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Then we wouldn't be absolutely raped by everyone? Wow, what an amazing world that would be.
Karatos Profile Options #7

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All EME needs to do is fix the glyph issues. then we can use Restraining and Web shot a lot more and just lower the animation time it takes to place traps.

With archers the trick right now is get them to move where you want them to move to set them up for a shot, but as of right now our glyphs aren't working properly like they should.
ThousandMaster Profile Options #8

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Karatos on 07/16/2012, 09:57 AM - view
All EME needs to do is fix the glyph issues. then we can use Restraining and Web shot a lot more and just lower the animation time it takes to place traps.

With archers the trick right now is get them to move where you want them to move to set them up for a shot, but as of right now our glyphs aren't working properly like they should.


restraining and web arrow won't do sht against a decent slayer that backstab, stun, knockdown, hits. 1 combo can KO you. Also they won't be giving archer a dodge move either, cause an archer with a dodge skill like warrior's with 25% no CD, and 5 sec CD, archer will FK every class up, cept priest with 30% reflect.
Etikilam Profile Options #9

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Basically, one of the following needs to be done to make archers capable of small scale pvp.

double archer range, or remove charge mechanics, or remove flinching in pvp, or make attack speed scale with charged shots. Attack speed scaling would be my ideal choice as it would bring us up to stuff in pve as well.

Everyone has a closer + stun or lockon shutdown skill against the archer. As the class is incapable of escaping once stunned/lockeddown, there is no reason to penalize us further by making our main abilities inoperable whenever we get hit with by anything as strong as a gentle breeze.

Also, why do slow and stun traps do so little damage? I get the [filtered] beat out of me when another class slows or stuns. Yet archer traps, which take longer to cast, and are harder to land, do less damage than, well everything.
Ragefrost Profile Options #10

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Karatos on 07/16/2012, 09:57 AM - view
All EME needs to do is fix the glyph issues. then we can use Restraining and Web shot a lot more and just lower the animation time it takes to place traps.

With archers the trick right now is get them to move where you want them to move to set them up for a shot, but as of right now our glyphs aren't working properly like they should.


There's an easy way to do this that will benefit all classes and not overpower just one.

Autoattack skill REMOVE the god damn root animation and allow all classes to move while using auto attack without ever being forced to stand still.

Gives archers better kitting ability. Allows melee such as wars/zerkers/slayers to build mana faster without breaking stride or being locked into animations such that they can move tactically into positions for a better offensive skill strike (which does root them) or a better defensive position to utilize dodge more effectively.

Gives healer classes better kitting and potentially higher DPS which would be aim dependent.

As far as archers are concerned in general.

All of their skills can be interrupted/staggered at any time with just about any type of damage. They have no disappearing hitbox during dodge animations which means they can be interrupted then as well.

In short I don't believe archers are incredibly weak, but they're getting interrupted way to easily during skill animation and I'm not talking about KD's inherant to zerker/slayers or stunning wars.

They have no viable PVP crystals to use outside of carving an MP gen while slayers/zerkers etc get all the nifty damage crystals their classes can actually exploit very often due to KD's and such. Or even back crits for wars.

If nothing is changed at all on archer right now.... they need to be able to stun/stagger targets A LOT more frequently with all damage types except DOT's. Much like a slayer can KD off auto attack archers should be able to stun/stagger very often with auto attack or critting on any skill use. Even if these stuns are extremely brief like .5 seconds to 1 second long enough to interrupt an animation skill or stop an advance of a target.

By removing rooting animation on auto attack for all classes this allows players to actually move more tactically to avoid being hit by ranged classes who don't have lockon. Allows melee the ability to move in and out of range in melee fights while still doing "some dps" even if it's small to get themselves into a better position to use a skill.
Edited by: Ragefrost 10 months ago