Thanks so much for the explanations, having good points there!Making throwing more accurate and harder to punish makes me afraid we're going to slide back to the Jereed meta where people were running around with 24 Jereeds and nothing else. Throwing axes deal ALOT of damage to things such as horses, and are very easy to hit even at the moment. I guess an accuracy buff isn't the worst thing to make them more consistent, and the shield damage nerf is honestly pretty great combined with that. The total damage on those things is criminal in the right circumstances though.
I'm also a bit worried about the horse dismount mechanic, especially on light cav. With 70 damage required on heavy cavalry, I don't see it being as impactful, but 50 for light cav is a pretty normal number to see in cav duels, and will most likely make cavalry avoid those more and more as time goes on. And on the topic of cav, it's really hard to tell at this point how the riding skill changes are gonna change things, but archers on horses continue to be a problem, and I don't really see this fixing it. We will have to see though.
I find the Imperial Heavy axe length change curious. It will either be a major buff to one of the best infantry classes in the game, or it will inadvertently nerf the unit due to causing them to actually hilt hit like some of the other axes. Right now the Legionary is THE best heavy infantry in closed spaces and amazing at hugging other units due to the speed and short length of their axes.
I also don't think improving the hunter perk for archers is a necessary change. Archer is already the best counter to cav running rampant on the field, and this will only make it easier to one or two hit horses. Especially with Vlandian crossbows, which will almost guarantee a one hit on a horse coming towards you.
I'm aware of throwing weapon damage issues. With the beta results, we can easily decrease the damages if needed, especially for the throwing axes.
Non-cav archers will have a lot of penalties on horse so basically being on foot instead will be a better option for them. And also, they will easily get dismounted because their resistances are really low. So i don't think it will cause any issues. About light cavs, there are a lot of feedbacks there, will take a look at that.
Axes in general still need a bit of adjustment, so i'll look up to Imperial heavy axe with the others again. My main concern was actually making it a bit useless on closed spaces and encourage to use it in a different way. It may be problematic tho, i can understand that Hunter perk tho, well, archer damage on horses itself are not enough to create an upper-hand for the ranged classes, along with the new changes. So if we end-up having re-adjustments, i'll take another look at that if needed
Thanks for the kind words ^^I dont know what people expect from 1 guy, he buffed sturgia and khuzait (2 lowest wr factions) and did slight vlandia nerf.
Horses buffed, hunter perk buffed as a counter weight.
Horse knockdown - good change, as 13 damage threshhold was reached so rarely people actually though knockdown was removed from the game entirely.
Rider dismount - that is a questionable change. Of course it depends on the chances to dismount but once again lifts the value of the light cav above heavy option. Why would you go heavy cav if you can be dismounted by cheaper class in 1 random 20 damage hit...
Anyway, patch is in the right direction, keep it up!
yea got a lot of questions with this. I'll definetly keep that in mind.Not gonna comment on the other things, as it is fair to change things and worth a "test" if not prolonged if it isn't fit and a nice surprise seeing mp getting updates.
The only thing i worry about, from a skirmish viewpoint, the empire axe is already very good, high damage against heavy armor and 1 shot if it's a headshot on majority light units and really easy to "spam" with because of swing speed.
Making the axe better would rule out all the other options for the empire heavy unit, its nice having the choice between mace, sword and axe. Where they all have their own role, like breaking shields, damaging high armor units, etc, instead of one being better than all.
Not to mention the fact that the empire axe is already one of the better weapons to pick from, besides its reach, which was the only thing that made it "balanced enough" for me.