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Knight at Arms

Fians have been directly nerfed once since EA release early on, but pierce damage to armour has not been changed. I did a test of various armour types before and after the blunt damage change and it increased the hits to kill by about 1, that's the only general change bow damage has received.They are noticeably more effective, whether that was tweaking the damage, HP value, etc...I can take a few more arrow hits than EA release
Yes one of those things should happen as well as fixing armour, but all bow/crossbow troops are OP and the damage to armour is ridiculously unrealistic, so nerfing bows/crossbow damage is where we should logically start.Remove the weird damage/effectiveness of polearms on mounts (another discussion), make horses easier to fell (too tanky), tweak their armor set, etc...HA with just range alone is barely effective - they don't aim as well or slow (cancelling often), take longer time to kill others, etc..., even if we give them 2 quivers.
Worked fine for balancing blunt damage when Taleworlds did that a few patches ago, so I do not see it as the super difficult thing you think it might be.Yes, Fians are stupidly OP - but to fix that, we should nerf them, not by make all other units' (armours) stronger. 'Cause now you have to deal with balancing all the other aspects of those updated troops for vs swords, vs blunts, vs polearms, vs throwing, vs cavs, and even vs map simulation/economy.
It's literally just increasing pierce damage by 1.7x and then increasing the base damage of piercing melee/throwing attacks by 1.7x so that they are in the same spot they were in before.
All ranged troops are OP so nerfing fians specifically is not needed. Nerfing all ranged troops by buffing armour to be more realistic (not perfectly realistic) is needed.
RBM was not just looking to just balance the game but to make it as realistic as possible which is why all those changes were needed.Ie. RBM also needed something like the posture thing to tone it down (though toggleable) and didn't mod any of the overworld systems from the consequence making the armoured troops 'OP/realistic'; which was needed to balance that aspect of it.
Those changes were not necessary in Warband and it worked fine.
It's much, much closer to RL than the depleted uranium armour piercing arrow bullets are. So, fix armour first.I'd rather nerf the bows at this stage before doing another buff pass on armour. For both bow/xbow, still think their range/accuracy aren't a close representation to RL
The discussion has already been had before about bow accuracy. If you remember, the results were (A) it won't fix the imbalance of ranged troops en masse because they are usually firing into large crowds where accuracy matters little; (B) ranged troops are already quite inaccurate as it is - go stand still at 30+ metres from a mid tier troop and see how often they actually hit you!; (C) making the game's design more about RNG is not a good outcome.
No offense, but it frustrates me when people beat around the bush with nonsense which does not fix the actual problem. The problem is obvious and can be proven by simply looking at the last game vs. the current game.
It's much closer to RL than armour is. So, fix armour first.For both bow/xbow, still think their range + accuracy aren't a close representation to RL (even in Warband).
In Warband? Not really, you had the Trainer skill which gave fantastic passive experience each day.It was also was harder/slower to accumulate the top-tier armoured troops
A Tier 5 archer took 10 arrows to kill a T5 armoured troop in Warband. A T3 Archer took 7 arrows to kill a T3 armoured troop.
We both agree shields should be a bit weaker also.shields were weaker/'realistic'
Warband had weaker shields and better armour.
Bannerlord just needs to do the same.



