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(make spears easyer to replenish then! Even though, for instance, the heavy spear is designed to bend on impact, to avoid being thrown back)
Melee is infact where my javelin archer gets the majority of his kills; the shield bash is far more effective than a kick I find which gives a considerable advantage up close combined with the fast stabs of the javelin and should someone run away then I can throw that javelin up their bottom to finish them off.
It is a very flexible character who can fill several roles and is good for support, I do not feel that it needs any more range or damage frankly.
In choosing javelin you are forgoing the extreme ranges of the bow and crossbow for greater utility and staying power on the battlefield, the javelin archer playstyle for me is very different from that of a bow, I do not avoid combat or the front lines, I wade in there with the other melee classes and show the enemy the sharp end of my point.
I'm not an amazing skilled player by any means but I feel that if the javelins were more powerful then it would be edging into unfair territory.
Points 1 and 2- the damage is the same as the heavy crossbow on 3 classes, and higher on knights, yet the fire rate is faster, so neither need a buff.
You can oneshot archers and MAAs, kill vanguards with one throw and a shield bash, and knights with one throw and one swing, all without having to switch to a secondary to fight like any other archer.
Point 4- the javelin is meant as a close range weapon. Use it as such. If you want a longer ranged weapon, take one of the bows.
Point 5- again, the power of a human arm is considerably less than that of a bow or a crossbow. The range is reasonable.
2- again, pretty accurate. And considering the amount of damage they do, increasing the fire rate would be.... controversial.
3- Wrong. Heavy javelins do more damage than every single bow, and every single crossbow apart from the heavy, where the damage values are the same. Ordinary javelins also do more damage than every bow and crossbow, with the exception of the heavy.
To prevent archers waiting until the last possible second to throw their almost one-hit-kill guaranteed weapon in the middle of an enemy's attack animation, then raising their shield to block the opponent instantly if they miss the throw, or finish him with an unblockable shield bash if they don't. You see how this combo might be viewed as a little OP?
Here's the damage values for every weapon in the game.
Were you using in-game percentages to make your judgement?
https://docs.google.com/spreadsheet/ccc?key=0Ami8d_HZmYHsdDRzc1Byb3ItVWNXSFR1SURHN29TZnc#gid=1
If hitting with a ranged weapon at close range is so easy why aren't archers headshoting melee targets? also why is the person the archer is attack not trying to evade and running in a straight line?
To land a shield bash means you threw the javelin at point blank for them to have no time to react, if they are that close they already hit the archer. otherwise the shieldbash would hit air. No skilled melee attacker wasn't already midswing or nearly fullswing opon point blank. Point blank is melee range.
So your scenerio would only be OP in a world where melee is to stupid to evade where the archer they face has perfect aim and the melee don't start swinging until they are standing on there target. This scenerio is total nonsense.
If that chart is one of median damage values as I suspect it is the damage range is being inflated every time someone lands a back attack. Archers do +50% on back attacks.
the damage values in the chart are represent the base damage of weapons without any modifiers.
the base value is in the "damage" colums. the damage on hit locations is just derivative of that, look at the formula in the hit location fields.
Also, the hitbox on javelins is considerably larger than arrows or bolts. This means it should be......?
The last part is right. I never said the bash had to be performed instantly- you can throw a javelin at a comfortable range and instantly run up and finish a nearby enemy with a bash. This is a pretty powerful combo already.
There is no median. There is no range of damage values. All damage values are absolute. Weapons do not do between X and Y damage ingame- they do X, every time, plus applicable bonuses.
The chart includes the headshot bonuses, but not backstab bonuses.
I suspect you're going to try to argue these numbers further- don't. They're absolutely accurate, and referred to across the community.
Even the backstabs aren't a true bonus- the back is just a 4th hitbox for archer melee weapons that receives X damage.