Archer Skill - Cannot target

Razarus

Sour Sally
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Just an idea for a skill off the back of the armor bug.
Being harder to target has offered a little extra survivability to the class.

so here is the skill idea.

When cast - Archer cannot be targeted by shift clicks. (still fully visible)
Lasts 5 Seconds - Cooldown 30? Seconds. (You can balance cooldown over levels)

Can still be hit by AOE or shift swings in your direction but cannot be locked on for single target damage.

Nothing wrong with having a PVP only skill.
 

Samuel

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Just an idea for a skill off the back of the armor bug.
Being harder to target has offered a little extra survivability to the class.

so here is the skill idea.

When cast - Archer cannot be targeted by shift clicks. (still fully visible)
Lasts 5 Seconds - Cooldown 30? Seconds. (You can balance cooldown over levels)

Can still be hit by AOE or shift swings in your direction but cannot be locked on for single target damage.

Nothing wrong with having a PVP only skill.

Is the issue with Archers and survivability really to do with melee attacks? I am surprised at this...

Sam
 

Razarus

Sour Sally
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Is the issue with Archers and survivability really to do with melee attacks? I am surprised at this...

Sam

Absolutely. Fights very often involve more than 1 person per team. It doesnt matter if you have more players or less an archer will get targeted because they drop fast. If you have 2 warriors chasing you (even if your team has 5 warriors chasing those 2 warriors) if you stop to shoot one of them the other one is upon you.
Sins have ShadoowStep, Cast the same time as an arrow shot = lights out.

If an archer stops (they have to to shoot) they can get melee attacked.


1 v 1 then no, archer shouldnt have an issue with melee (excluding ShS sins) so long as they can aim straight and are at a similar speed fps wise to the attacker.
 

Koriban

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This idea will not help the archer class at all. Sure, it might help for 5 seconds but in reality it's not a fix that'll get archers back to where they need to be.

Archers give out some decent damage but die fast, perhaps too fast. It's funny because I expect wizards to die this fast, not the archer. If archers had more utility spells such as: instant cloneswap, archers pushback arrow needs to have no level limit on it, swap the class to MC so they can wear fivestringsets, a spell they can cast that when up has a chance to reflect any of the damage given to them back to the user (like a crystal armour effect, so they can wear CA and use this spell and have a decent chance to reflect any serious-damage threatening attacks, melee or ranged) then they might actually have a chance. Worse comes to worse just give them a HP boost but frankly I think that's the lazy way of going about making a class better.

Just small little buffs to the class would really help their situation.
 

Razarus

Sour Sally
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This idea will not help the archer class at all..
but it could?
Sure, it might help for 5 seconds but in reality it's not a fix that'll get archers back to where they need to be..

=)
I know this is not a "tadahhh" now they are fixed moment. I have been posting my archer suggestions as they come to me, a combination of a few would put archers back up there.

Having lots of little additions would allow for greater diversity of plan and make adjusting any aspects much easier if certain areas became OP/Weak.

Little things that will not fix the class alone but if you combine 3 of my current survival skills you have

No Target for 5 seconds
Chance to randomly switch places with one of your arrow barrage clones (AB clones are 1 extra space away instead of next to you)
PowerShot (repulse) Works on all levels but keeps the cooldown.

You instantly have a class with more survival abilities that require a degree of skill/planning to use at the right times.

add into that some or all of the offensive ideas
+ X% damage buff per shot while stationary max 5 stacks (+75%?) resets on move.
Perma RapidFire/Reduced Cooldown
Buff to shoot 2 arrows instead of 1 for a duration (same effect as a+ cast speed but only requires "stopping" to shoot once per 2 arrows)

with a combination of those or adaptations of them the class could be a very dangerous slippery glass cannon.
 

Turrican

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Absolutely. Fights very often involve more than 1 person per team. It doesnt matter if you have more players or less an archer will get targeted because they drop fast. If you have 2 warriors chasing you (even if your team has 5 warriors chasing those 2 warriors) if you stop to shoot one of them the other one is upon you.
Sins have ShadoowStep, Cast the same time as an arrow shot = lights out.

If an archer stops (they have to to shoot) they can get melee attacked.

This was the reason behind traps, if an archer is being chased he should be able to place down a trap which will slow or freeze his opponents allowing him to gain range again. obviously shadowstep is harder to avoid but thats the idea of shadow step and timing your cooldowns right.

Archer and tanking ability's just doesn't really make sense, they are all about escape / control / burst (which they currently seem to lack), iceshot should also proc more than it does currently (like how it was in beta) its a staple of their ability to control.

Archer just needs

a general dps boost
a buff to arrow barrage
higher proc chance on iceshot (even put this on a cooldown if it guaranteed a high proc rate)
lower cd to teleport on decoy

and things would be a lot smoother.

also think archers could do with a spell (maybe passive) that when a target is below 20% health their ability's get a damage increase against said target.
 
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reecew

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tbh decoy should be instant and leave decoy were you where before casting...

should work like shadow-step but alot longer cool down instant move to curser and leaving decoy were you once stood.
 

Samuel

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This was the reason behind traps, if an archer is being chased he should be able to place down a trap which will slow or freeze his opponents allowing him to gain range again. obviously shadowstep is harder to avoid but thats the idea of shadow step and timing your cooldowns right.

Archer and tanking ability's just doesn't really make sense, they are all about escape / control / burst (which they currently seem to lack), iceshot should also proc more than it does currently (like how it was in beta) its a staple of their ability to control.

Archer just needs

a general dps boost
a buff to arrow barrage
higher proc chance on iceshot (even put this on a cooldown if it guaranteed a high proc rate)
lower cd to teleport on decoy

and things would be a lot smoother.

also think archers could do with a spell (maybe passive) that when a target is below 20% health their ability's get a damage increase against said target.

I am not sure on a general dps boost, I mean he is hitting 250+ per hit with a reduced period between hits (when rapid fire is worth using).

I genuinely didn't think the issue with Archers were melee classes but either way, that doesn't help the current brainstorm... My brainstorm (and this is a brainstorm, nothing has been confirmed or even properly planned yet), would be something along the lines of:
- Adjustments to arrow barrage.
- Potentially a turret/cannon type spell (pop it down and it will go for your target, but it doesn't move and can be "destroyed", main issue I see with this is there is no good graphics to accomplish this and koreans snake/frog thing is ridiculously stupid.
- Passive buff that reduces the time to run after attacking (not after being hit) down to instant run after firing arrow at level 3.
- Passive buff to reduce global cooldowns on archer so he is able to use decoy much faster, rapidfire has a much less frustrating cooldown etc etc.

This still leaves the "mushiness" of archers vs other ranged classes.

Sam
 

Turrican

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I am not sure on a general dps boost, I mean he is hitting 250+ per hit with a reduced period between hits (when rapid fire is worth using).

I genuinely didn't think the issue with Archers were melee classes but either way, that doesn't help the current brainstorm... My brainstorm (and this is a brainstorm, nothing has been confirmed or even properly planned yet), would be something along the lines of:
- Adjustments to arrow barrage.
- Potentially a turret/cannon type spell (pop it down and it will go for your target, but it doesn't move and can be "destroyed", main issue I see with this is there is no good graphics to accomplish this and koreans snake/frog thing is ridiculously stupid.
- Passive buff that reduces the time to run after attacking (not after being hit) down to instant run after firing arrow at level 3.
- Passive buff to reduce global cooldowns on archer so he is able to use decoy much faster, rapidfire has a much less frustrating cooldown etc etc.

This still leaves the "mushiness" of archers vs other ranged classes.

Sam
by general dps i mean pushing the threshold of undead/living spells on monsters, making it more discernible.

Rapid fire should just use a Hum effect gfx rather than spell casting, this way there would be no delay while waiting for cast animations to finish, same applys for deathly aim.
 
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Razarus

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This was the reason behind traps, if an archer is being chased he should be able to place down a trap which will slow or freeze his opponents allowing him to gain range again. obviously shadowstep is harder to avoid but thats the idea of shadow step and timing your cooldowns right.

Archer and tanking ability's just doesn't really make sense, they are all about escape / control / burst (which they currently seem to lack),.

Agreed, I didn't suggest any tanking abilities. just more escape/slippery spells and damage ones. when caught they should drop very fast as they do, but it would be nice to be able to "escape" more often.

I genuinely didn't think the issue with Archers were melee classes but either way, that doesn't help the current brainstorm... My brainstorm (and this is a brainstorm, nothing has been confirmed or even properly planned yet), would be something along the lines of:

- Passive buff that reduces the time to run after attacking (not after being hit) down to instant run after firing arrow at level 3.
- Passive buff to reduce global cooldowns on archer so he is able to use decoy much faster, rapidfire has a much less frustrating cooldown etc etc.

This still leaves the "mushiness" of archers vs other ranged classes.

Sam

those 2 would be great for avoidance/damage boosts
I still think an escape skill is needed and instant one. like switching places with a AB clone or a repulse spell.
Every class that gets trapped can get away archer is just trapped for at least 2 spell casts (decoy and attempt to move)
 

Tyraes

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I think Archer needs something like this.

557fbe2595a7cb8a97fcd42b1102345e.png


Basically a leap backwards. I guess it moves +1 coord every increase in level also.
 

muffinpie

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I am not sure on a general dps boost, I mean he is hitting 250+ per hit with a reduced period between hits (when rapid fire is worth using).

I genuinely didn't think the issue with Archers were melee classes but either way, that doesn't help the current brainstorm... My brainstorm (and this is a brainstorm, nothing has been confirmed or even properly planned yet), would be something along the lines of:
- Adjustments to arrow barrage.
- Potentially a turret/cannon type spell (pop it down and it will go for your target, but it doesn't move and can be "destroyed", main issue I see with this is there is no good graphics to accomplish this and koreans snake/frog thing is ridiculously stupid.
- Passive buff that reduces the time to run after attacking (not after being hit) down to instant run after firing arrow at level 3.
- Passive buff to reduce global cooldowns on archer so he is able to use decoy much faster, rapidfire has a much less frustrating cooldown etc etc.

This still leaves the "mushiness" of archers vs other ranged classes.

Sam

These are all good ideas, but like you said it still doesnt stop the mushiness i think a shield would work maybe not one as powerful as a wizzards but make it last longer?
 

Samuel

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I think Archer needs something like this.

557fbe2595a7cb8a97fcd42b1102345e.png


Basically a leap backwards. I guess it moves +1 coord every increase in level also.

I actually really dislike this, not so much the concept, but the look / feel of it is really poor.

Sam
 

Razarus

Sour Sally
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I actually really dislike this, not so much the concept, but the look / feel of it is really poor.

Sam

Call it Moonwalk and give it the animation of being repulsed =)

Tyreas could be start'n summ'n or is it a Bad idea?
 

Turrican

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Call it Moonwalk and give it the animation of being repulsed =)

Tyreas could be start'n summ'n or is it a Bad idea?
when we first started implementing archer. we discussed using moonwalk but it looks lame frankly, we also looked at chopping images up from existing spells to create a leap backwards.

i believe the one tyreas linked is from the wemade archer which would mean none of the shanda armours would work with it.
 

Sorry

Audrey
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when we first started implementing archer. we discussed using moonwalk but it looks lame frankly, we also looked at chopping images up from existing spells to create a leap backwards.

i believe the one tyreas linked is from the wemade archer which would mean none of the shanda armours would work with it.

I did see this spell on a server ... it's not looking bad tbh and the leap @ lvl 3 is like the distance of warrior's shoulder dash
 

Samuel

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So I did toy with the idea of making power shot have an area effect... ie where it exploded it would then do a repulse effect on any mobs surrounding it... It could then be targeted on yourself to work as a repulse, or clear the path before you run down it (if that makes sense)... But again, it was just an idea.

Sam
 

KingTony

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So I did toy with the idea of making power shot have an area effect... ie where it exploded it would then do a repulse effect on any mobs surrounding it... It could then be targeted on yourself to work as a repulse, or clear the path before you run down it (if that makes sense)... But again, it was just an idea.

Sam

I really like this idea.
 

Razarus

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So I did toy with the idea of making power shot have an area effect... ie where it exploded it would then do a repulse effect on any mobs surrounding it... It could then be targeted on yourself to work as a repulse, or clear the path before you run down it (if that makes sense)... But again, it was just an idea.

Sam

I really like this idea.

Me too, id make it work on any level target (except boss) and keep a cooldown (or increase the cooldown) though. otherwise its just another repulse.

Sounds like a great idea tho