Over at Kickstarter last night Mark put up part 2 of the combat system information.
"In terms of archers, I think that people need to understand how important archers/scouts are to so many people (including myself) and to Camelot Unchained. I just want to work on them a while before I commit to putting them in the game at launch. Frankly, I think we have the opportunity to do something really interesting with archers/scouts because that class will no longer be bound by having to succeed in a PvE-leveling track. I want to make archers/scouts awesomely fun to play but to do we should be willing to take some chances especially now and before Beta. Oh, and for those that think that only archers are being singled out for the whole “no tab-targeting” thing, I wouldn’t count on that. ? Again, my #1 priority is to experiment with different concepts and no matter what, to make them all awesomely fun to play.
This brings me to my second and final point of this update, backer and potential backer perception of myself and Camelot Unchained. I knew from the beginning that an RvR-focused game was going to be niche, no denying that. Over the last few days I’ve seen comments and received emails that urge/beg/yell at me to put in PvE, to simply try to clone Dark Age of Camelot’s look/gameplay and not try to be different or better. I’ve even received a couple of emails suggesting I’m simply too stupid to understand that. Well, that’s not going to happen."
Read more here and watch the update video: Update 9 part 2 Combat