Development Cycle Archive
Thread: IC 1-15: Combat Roles; Swordsman
Here's what I think Swordsman should be like.The concepts are in white, the ingame implementations are yellow.
The Swordsman is a berserker and destroyer. More concerned with dealing damage than avoiding blows, we are battle hardened and used to being hit.
We should have the highest damage per second, low ranged and melee defense, medium toughness
Our defensive abilities, while on the low side, change according to the weapon we are using. Defense is very low when wielding the powerhammer, a purely offensive weapon, while the two handed curved sword has substantial defensive utility.
Weapons should directly affect our ranged and melee defense numbers
Our weapons are swung with full force using both hands, and are the optimum length to deliver the hardest possible hits with good accuracy.We are the most effective melee destroyers of armored targets such as turrets and ATST.
We should be the hardest melee hitter. We should also remain limited to dealing kinetic and blast damage
The Swordsman is a powerful fighter, able todestroy one target or many, with frightfully damaging area attacks.
Our single target attacks are fine,but our multiple target attacks shouldchange in order to differentiate us from other melee professions. We should not have area posture downs anddizzies (Pikeman should). Our Area attacks should be strictly area damage, except Area attack 3should also have a 1/3 chance to intimidate (AoE). These are our premier area damaging specialsto use as shock troops and berserkers. They have better damage vs. delay compared to the Spin attacks.Sweep 2 should be changed to a single target knockdown
We do not have the finesse to apply many status effects.The status effects wecauseare related to the power of our attacks and our ferocity in battle.
We should have a 1/3 chance to dizzywith Hit 3, and a1/3 chance to intimidate with Area attack 3. No other status effects
The Swordsman knows that the timing of his attacks is critical.He mayhold back for a moment, waiting for the opportune time to strike,thendeliver a devastating blow.
We should have an ability called Opportune Strike, somewhat likethe Marksman's Aim command. When Opportune Strike is enacted, the Swordsman does not immediately attack, but watches for the right time to strike,and focuses on making the next hit a really good one.The next special attack performed benefits from improved accuracy and a damage roll confined to the upper 40% of the weapon's range
Henzo-Kauri wrote:
(Make the cleaver AR3, cleavers are meant for hacking through steel and armor).
I agree with raider 7734![]()
We should have more specials to cause max damage not just 1 on 1 but upon 1 on many! We're the ones in group combats they should even the odds against multiple targets causing enough affecting damage to surrounding targets to give other team members a chance to bring down opponentsquickly in tight situations.This shouldbring a distinct uniqness to the profession, probably going down in a blaze of glory against 5rancors will become the norm but hey we'd make a difference... ![]()
BTW!
All melee proffessions should be given a charge abitlity to burst in close combat with their opponents . like a 10 seconds burst run ability that recycles like once every minute or 30 secs.
Xenozx
Some stuff that i want to add, not going to do every question.
What defines the Swordsman role in combat?
Heavy Swordsman should strike fear into their opponents eye. If you look at heavy swordsman through out history, you know that they inflict massive amounts of damage, in a short period of time. A swordsman does not want to be in combat long, due to the fact that they have a giant sword and do not have that must agility. Swordsman should do heavy amounts of damage very quickly, and should have a medium threshold on taking damage. They are tough fighters, I would like to see some people hold up a 2 handed sword and swing it, its very hard.
What basic combat elements should they possess?
I feel that the swordman should be the king of bleeds. A swordsman is going to find the fastest way to incapacitate his target. I think we should be able to bleed every pool (different specials not all one special, maybe master get 1 specials that bleeds all). I know some of you will say this is nuts, but honestly, you can vivasect someone with a 5 foot sword in one hit.
What offensive abilities?
Bleeds and massive amounts of damage. Also they should be able to pierce heavy armor. A sharp sword made out of gemstone should cut thru a hide armor. I do think they should be effective vs ATSTs but not the best class to use against them.
What should be their unique role in the Galactic Civil War?
Right now all melee's are gimps in PVP. Someone can just run away and if your lucky, your lunge can hit them. Well if they have a high defense mod, you are not going to touch them.
We need something that can at least give us a small chance in defeating a ranged enemy. Maybe a whole lunge category 2hnded Lunge 2, 3 (KD, Snare).
Elyria Un'xia
Dear NOVASPICE
"I would see the swordsman as the primary melee offense in the GCW. We are the elite marines sent in to break the line and take out the armored targets."
I'm sorry, I just have to laugh at this. Swordsman as "elite marines?" LOL
Some things I want to point out:
1. If there is a class that resembles an "elite marine" in SWG, it's the Commando. Plain and simple.
2. The very idea of a 6ft long sword-carrying brute being considered a "marine" is just funny.
3. The very idea of a 6ft long-sword-carrying brute being able to "break the line and take out armored targets" in Star Wars is so hilarious, I'm actually crying at my keyboard right now.
4. This is not EverQuest. People who carry swords in a galaxy full of blasters, lasers, and lightsabers should always be a significant disadvantage
EVERY major science fiction book or movie from DUNE on down to Star Wars has included MELEE warriors that were indeed shock troops and highly feared.
jedi for example kept peace throughout the galaxy and were worth 100 marines- yes they had the force- but lightsabers are nothing more than supersharp blades and all their combat skills are focused on the heavy sword mentality.
you obviously aren''t a heavy swordsman and i have to wonder why you posted in this thread.
galaxy full of blasters, lasers, and lightsabers should always be a significant disadvantage
lightsabers are swords.
Xenozx wrote:
BTW!
All melee proffessions should be given a charge abitlity to burst in close combat with their opponents . like a 10 seconds burst run ability that recycles like once every minute or 30 secs.
Xenozx
I like that idea! Kinda like a charge! Seems a little pointless at the moment when your running to your opponent.. its almost like your going for a little jog! Should be good against kiters too, a little burst run with a higher ability to hit mod would be superbe, because anyone who tries to flee from a melee attacker would normally get cut down easily, but the current system means that you just have to stay out of range and your fine..
A repost from the Swordsman forum, just so TH can take a look ![]()