Mushbeast
Knight at Arms
Archery muscle memory is way more susceptible to being useless than melee is my point yes, blocking will mostly stay the same while archery is different.
Arrows are already quite a bit slower than they were in warband. The slower you make arrows the more luck is needed for predictions thus making it more of an RNG fest.
More arrow drop also won't matter that much, currently xbows have less drop than bows in 1.5.5 and it doesn't really make a difference as you just account for it. After taking 100 shots you expect the drop and just make an adjustment for it. The only thing you will do is make it harder and more frustrating for new players as it won't make the archery harder for experienced players.
That wouldn't be RNG at all my man, it's simply something you must account for if you're trying to hit a distant target. With the generous amount of arrows you're granted, it makes sense that you would miss a couple and readjust unless, like you said, you're a skilled archer and have a feel for the drop and travel speed. As it is now, there's a very small gap between a completely new player with maybe a bit of experience in FPS games, and a veteran Bannerlord archer. So far it's mainly positioning, twitch aiming and the ability to fight back in melee that separates the good archers from the bad.
It wouldn't be frustrating unless the accuracy of bows was messed with.
Not noticable in skirmish but those distances are tiny. Are captain players gonna have to suffer once again because skirmish players dont like something. I mean in reality a real bow could easly shoot those distances without any arrow drop at all. In captain the distances are so much more that there is always a huge arrow drop and very often it's so far away you cant even shoot that far.
You're right that most bows could fire those distances with very little arrow drop, but you have a whole host of other reasons why it's hard to fire accurately at that distance in real life. Namely that there is no crosshair and people don't move at a snails pace
You are right, that should never be the only argument holding a change back. But are there reasons to do such an impactfull change?
I seet it as following:
A missile speed nerf is basically an accuracy nerf. Archers will hit less shots.
I also read before that nerfs to the accuracy are a nerf to the archers fun, which makes sense to me.
Now are archers that OP? Not really, maybe a bit overtuned. I think every archer will rather give away 5 armor points or miss on the glaive, even if it impacts the winrate the same.
I think the BL Archers a great success from a gameplay standpoint. Everyone can have fun with archers, even with little practise. In Warband I was utterly useless as archer but here I can hit quite some shots. But in DivA I still can't do **** as archer.
If the arrow still flies where it's intended, and you can reproduce the arrow drop and what-not, then it's hardly an accuracy nerf. It may affect the overall accuracy of a player, but as their skill grows they can accommodate for it.
Archers probably aren't OP in Skirmish mode (though there is a reason the tournaments have put restrictions on them) but I can almost guarantee that when and if a battle mode is implemented and if archers can be spammed, you'll see the true overpowered nature of them. I guess we just disagree on the issue because the way archers work now is the main thing that turns me off from playing MP.
Anyway, to conclude, I think it makes a lot more sense if different bows had different projectile speeds (and therefore drop) rather than a difference in speed for nocking the arrows, just like it would work in real life.