Murmurs float around the KAG community that something is off about the archer. Whether it's arrow spam, blind distance shots, or the exponentially lethal power of multiple archers, everyone seems to have a gripe. However, I don't think that the archer is simply OP. Instead, I think that the archer has specific quarks that sometimes seem unfair. A simple nerf won't help. Some really good archers only get a 1:1 K/D because they play at the front and actually help their team advance. Some really mediocre archers have great K/D because they hang back, sniping and spamming. In an unlimited-tickets game, K/D doesn't matter. Unfortunately, cowardly archers have a significant advantage in limited-ticket games. Ticket-depletion often finishes a CTF match, partially due to these cowardly archers, who gradually wear down the enemy without really getting involved in the action. The archer is not inherently flawed, but it can be played in a way that diminishes the overall fun of the game. Since we can't change the players, the only way to fix this would be to change the game. What, if anything, could be adjusted to eliminate the unsporting elements of the archer, without harming it's overall playability? The beauty of an indie game like KAG is that the devs genuinely consider community feedback. If we find an answer to this question, there's a good chance it will be incorporated into the game. (FYI: This suggestion was pretty terrible, but the ensuing discussion prompted me to start a more general thread.) EDIT (5-14-2012): To help us stay on topic, here is a basic summary of the ideas so far. The first list contains simple nerfs for the archer. The second list contains simple buffs for other classes. The third list contains give-and-take adjustments. Nerfs: Reduce archer's fire rate (no spam). Reduce archer's fire power (less damage per shot). Reduce archer's effective range (nerf long-range arrows). Cap the number of arrows an archer can carry. Make arrows more expensive (and/or take longer to harvest). Reduce or remove charged arrow stun. Buffs: Increase attacks against building, i.e. with siege weapons. Let knights climb ladders while shielding up. Sword jab to block charged shots. Adjustments: Glass cannon (make archers powerful, but fragile). Give archers the ability to one-hit-kill each other. Increase mobility, but decrease fire rate and/or power. Add a curve to fire power (i.e. a fully charged shot takes twice as long as a half charged shot; curved, it might take three times as long).