Development Cycle Archive
Thread: IC 1-15: Combat Roles; Swordsman
Definatly as the most offensive focused brawler. Swordsmen should be the guys charging down the hill to lay in that first, devastating impact. The momentum and size of our weapons make for a lot of crushing and smashing.
Guarding is for pikes, assaults are for swordsmen...
What basic combat elements should they possess?
-High Melee Damage (Got it)
-Able to take some abuse (Got it)
-Able to run enemies down (Need It)
-Giant 2-handed Swords (Power Hammer??)
-Some status effects to soften up tough opponents
-Some crowd control moves that take advantage of our big swords.
What unique abilities?
-A running/charging attack for initial engagement would rock.
-Large reach should make it harder for melee opponents to attack a swordsman. Gotta get past the claymore to get to him/her afterall.
-The ability to break armor (read: temporarily decrease armor effectiveness)
Should add what advantage or asset in group combat?
Swordsmen should be the mainstay melee unit for a group. They are the ones that charge in and mix it up. They go for the big damage and try to break the enemy's strong points.
How could/should they interact with other professions?
Any profession that can make a swordsman better at what he/she does should be of interest to them. Battle Drugs, tailored armor, elite weapons, skill enhancements.
What interaction / dependencies should exist with other combatants?
Mixing it up is all well and good, but without healing causualties will be a problem. Also, while a swordsman should be able to run down a single gunman, more than one ranged enemy would give them real trouble. Anti-sniper support would be very important.
Since swordsmen are best when slaughtering masses of weaker enemies, ranged support to soften up harder mobs and PCs would maximize their abilities.
What should be their unique role in the Galactic Civil War?
Other than the above group roll, I would say that they would be the best to fight against jedi. The jedi's huge force advantage aside, a master swordsman would have the most ideal skills and equipment to fight a jedi with.
What interaction / dependencies should exist with other combatants?
I beleive I answered this in the above catagory.
What should be their unique role in the Galactic Civil War?
Swordsman should be the type of fighter that can take down heavy combat vehicles such as the AT-ST and others.
Well that's about all the information I have to share. Go Swordsman! ![]()
NovaSpice wrote:
I disagree. This is Star Wars. No melee weapon in the galaxy, save for a lightsaber,should ever take down an AT-ST.
What defines theSwordsmanrole in combat?
The role of the swordsman in combat is to be the in-close damage-dealing tank, able to dish it out and to take it as well. Don't get me wrong, I'm not saying the profession is under-powered. Let me put it to you this way:
Take the Fencer, to start. I see the Fencer as the kind whoshould dealout moderate damage quickly and often, perhaps inflicting "light" wounds here and there to achieve affects (such as cutting a gash open above the eyes so blood runs in them, blinding foes, or attacking the hamstrings to slow them down, which would potentially be a posture down attack in SWG, for instance), with quick, darting motions. The speed of the Fencer would prevent them from getting hit often, even by large monsters (which never seem to miss, as far as I can tell). The Swordsman however, is about dealing out large amounts of damage, fewer effects than the Fencer (as the profession is less about finesse than raw power). After all, we're using large, 2-handed weapons here. Classically, large weapons were not meant to be used to finesse your way through a battle, but to merely take down an enemy so fast that they didn't have a chance to respond. Now, in the real world, you didn't have 30 foot tall monsters bearing down on you, so things need to be updated a bit to make the game fun. So, in essence, the swordsman needs to have skills that allow them to decrease the damage they take. I don't yet understand how mitigation works, but so far, it is inadequate to the task. I still take gobs of damage, and I'm required to wear armor and be buffed by a doc (and occasionally chew on a Neutron Pixie or Tattooine Sunburn) in order to survive the toughest of battles. I think all but the very hardest of battles (Level 60 to 65+ creatures) should be survivable without a doc buff OR without armor (not both, you should need one or the other), and that simply is not the case. So, to sum up, my opinion of the Swordsman is that his job is to deal out lots of damage to lots of foes as fast as possible, and to be able to take hits, allowing him/her to (reasonably) survive the experience.
What basic combat elements should they possess?
The basic element of the Swordsman is damage, the ability to dish it out and to take it as well (and take it they should). Their ability to dodge should be lower than that of the TKA or the Fencer.
What offensive abilities?
The basics of the Swordsman's offensive abilities are already right there. Area Attack 1, 2, and 3 to posture down foes is useful, but AA1 and AA2 really don't deal out that much damage (I haven't gotten AA3 yet). Two-Hand Head Hit and Two-Hand Mind Hit can combine to make a very powerful assault, though personally I think that Swordsmen should have Body hits and Body bleeds, and that Fencers should have the Mind hits/bleeds, with Polearms taking the Action hits/bleeds. Lastly, the Two-Hand Spin Attacks can also greatly speed up attacks on enemies. I just wish there was a Two-Hand Spin Attack 3 at mastery. I don't know if Two-Hand Hit 3 is worth the raw damage yet, compared to dealing out damage to a whole group, or even attacking purely Mind. I only use Two-Hand Hit 2 at the moment to attack bases, nothing more, since I get comparable damage from both Spin and Head attacks, both of which are more useful. Being able to destroy a base faster doesn't really appeal to me (unless the damage of Two-Hand Hit 3 is so overwhelming that I can't ignore using it, which I doubt). I can't say that I disagree with much in the trees for swordsmen, other than the fact that well over half of what you gain in the offensive tree is defensive abilities.
What defensive abilities?
I feel the defensive abilities are adequate, definitely not overpowered. I will say that it would be nice to have an explanation of how Melee Damage Mitigation works, so we know if it is worth getting. There's not a lot in the way of defense here.
However, I will say that classically, there are many types of warriors who merely beat on their foes so hard and fast that their enemies simply could not afford to stop blocking in order to counter-attack. I propose that the current Counter-Attack ability be given to Fencers (if they don't already have it, and if they do, improve it) and instead, Swordsmen should have a sort of "Fury Attack", which instead of blocking and giving an unbeatable counter-attack, would instead "block" the enemy's attacks by activating an Intimidate as well as giving a boost to weapon speed during the course of that time frame. It would have a HAM cost similar to Intimidate alone, and would extend your 10 second Intimidate by 2 seconds per level up one of the trees (not sure which one, since this could go in any of them), with the final 2 second bonus being given at master. If you've also bothered to get master brawler, then you can get a VERY long time where you get to attack the enemy unimpeded. The down side is, this Fury Attack is a one-on-one attack, unlike the cone effect of Intimidate (which I think should be a radius, by the way... opponents to my sides can still be intimidated, after all), so if you activate a Fury Attack against one opponent, and then switch to another and reactivate Fury Attack, the first one is immediately allowed to begin attacking normally, since you've switched your attention elsewhere. So, you would Intimidate a group, and you would Fury Attack an individual. This might be over-powered for one-on-one PvP, but would be just fine for use in the GCW (where you're likely to face multiple foes). Also, this ability should negate Center of Being and vice-versa, since one inherently requires you to pay attention to very different things than the other.
At any rate, I know this sounds like an offensive ability, and to some extent, it is, but in reality it is a very defensive one. By preventing your foe from attacking you, you not only get to dish out a bit more damage, but you get to do it without getting hurt yourself! Well, except for the HAM costs of your specials, that is....
Should add what advantage or asset in group combat?
This profession should be the group's damage sponge, able to take a lot and give a lot. While I love the Creature Handler profession, the hero of the game should be the character, not the animal. This game needs a profession where the individual can actually take damage and keep on coming. Right now, it seems that the TKA is the one that does this. I personally don't agree with how TKA is done, I feel this responsibility belongs to the Swordsman.
How could/should they interact with other professions?
Taking this from a purely melee perspective, I have to include my thoughts on the other four elite melee professions:
Swordsman - In close, can deal out lots of damage and can take lots of damage.
Fencer - In close, can deal out moderate damage, but can deal out more types of state effects.
Pikeman - In not so close, the Pikeman should be able to fight with some range (and their weapons should look like they can too). They can deal out lots of damage like a swordsman, but are not designed to take a hit the way the Swordsman can. However, their skills are centered around keeping a foe from getting close enough to reach them, and thus avoiding damage altogether. So, they should have "keep-away" attacks and "push back" attacks in order to survive/thrive.
TKA - This one deals out too much damage, but should have all the state-affecting abilities they have, including knockdown, in order to survive, just as they have it. I don't feel the self-boost is fair though, since it is the only combat profession that can do so. Also, they take an amazingly small amount of damage (and can thus tank nearly anymeleeattack that I've seen), when they should be centered around dodging, same as a Fencer. However, as I stated, they should have all the state-affecting abilities they currently have, and that's their role in the group. A group with a Fencer and a TKA should be able to inflict all the states possible on the enemy, between the two, with a Swordsman and a Pikeman dealing out raw damage. A group such as this would be formidable, if they can get in close.
As for the Swordsman's place in a non-melee oriented group, their job as tank is more than adequate, with a Creature Handler's pets providing much needed relief (a Swordsman shouldn't be able to tank EVERYTHING, after all!), and their damage is decent as well (though a BH or Commando outshines them by far, from what I've seen).
What interaction / dependencies should exist with other combatants?
Well, other than mind bleed and posture down attacks, with the occasional blind from Area Attack 3, the swordsman is dependent on others for any other state attack that is desired. I feel it should stay this way too. Naturally, if a Swordsman gets in over their head, they'll need a Medic or Combat Medic to save them, or a Doctor to revive them. Sometimes those state effects is all that keeps a Swordsman alive, when the foe is very powerful (high resists/armor, damage dealing abilities). They need CH pets with them in case they get knocked down or Dizzy, etc., so they aren't the sole targets. They might even need a Droid Engineer there (or Droid Handler, if that proposed profession goes into effect), just so that if they get incapacitated, something shoots them and takes the baddies off their heads, so they aren't stomped flat when they get back up! The Swordsman can deal out damage and take it, but there are still lots of ways that the Swordsman just can't solo the really dangerous stuff, they need help, and that's the way it should be.
What should be their unique role in the Galactic Civil War?
As a purely combat profession, one amongst many, they really don't have a unique role in the GCW. The GCW is fought with blasters for the most part, and melee weapons (all except the lightsabre) are throwbacks to a more primitive time. With the improvement of technology comes the improvement of techniques for older, more traditional ways as well, and thus the Swordsman is just another combatant that has chosen a different route to fighting the GCW.
Alright, I've responded to Thunderheart's questions, now I'm going to put in a few more words:
First of all, the name of the profession is "Swordsman." Why is the best 2-handed weapon a hammer? At the very least, a monofilament-edged sword would seem to be the best weapon for the profession, something that requires Star Wars-like technology to make. Make our best weapon a sword, huh? Personally, I use a Two-Handed Cleaver, because it is faster and hits more often, but also because it is a sword. I only pull out my hammer if the enemy has a significantly lower Blast resist than Kinetic, but otherwise it is full-time sword for me! I just feel our best weapon should be a sword, is all.
Second, what's with the insanely high HAM costs for our weapons? In order to fight, I require a doc buff, simply to use my special abilities. Well, if I want to survive and win the battle, that is. Coupled with the current need to wear armor, those HAM costs just increase. Perhaps consider lowering them a bit? If you're worried about over-powering the Power Hammer by doing so, perhaps you could make it do less damage, especially if you're going to make a sword that is better than it, as I just proposed.
Currently, I make quite a bit of use of Center of Being, yet I still see my stats drop very quickly. Is this skill working or is it bugged? Same question for Counter Attack.
Lastly, why is it that the Swordsman does approximately the same amount of damage as a TKA master, yet attacks at half the speed and has half the special attacks?
Alright, I've said my piece, I'm done. Thank you for reading!
Yeah, I did kinda get the impression that they were getting wasted all to easily, but hey, it wouldn't have been a very good film if they wasted everyone!
http://www.starwarsspoofs.com/ewok.html
AT-ST's revenge ![]()
Having a couple of 5 ton logs swinging together and meeting in the middle as they did seems like a pretty reasonable way of doing the things in.
Though I agree with your Ewok sentiment, death to all the little buggers!
Elminster1 wrote:
IMHO The fact that Eewoks were able to take down AT-STs in Esp 6 with logs, wooden arrows, and rocks really disturbed me (I soo hate Eewoks... *shudders*).Taking down AT-STs should belong to the commando profession (heavy weapons /rocket launchers).
AND the heavy swordsmen!
Heh, I mean, if we were using a hugely enhanced powerhammer, which discharged a huge blast of power at impact, direct that at the joins of a AT-ST and your sure to bluckle something sooner or later.
Just the sheer weight of the hammer would at least bend plates out of place, but the added blast damage coming from (<unknown Source>
is the icing on the cake ![]()
I agree that commandos should be vehicle killers, but I belive that swordsmen should be the melee equivalent ![]()
I like every thing the way it is now, but i chould use some more den.. Also the unstacking bleeds really screws swordsman over may placeing a one hit ko as Head hit 4 in the master level.
I had some ideas regarding AT-ST's in the GCW forum that got little attention but you may want to check it out. After watching the Barbarians series on the History channel I started thinking about my beloved swordsman profession in SWG.
I think we need to have some sort of fear element given back to us, since damage mitigation and bleed incap were removed from us. Here are a few ideas:
First I think is Swordsman Armor bonus. That includes wookie swordsmen
Second: ability to use a sort of mount in combat that seperates us from other classes. Mounts ability to use armor and speed effects (cavalry). We should be able to engage an AT-ST and the AT-ST should be vulnerable to tripping. My idea was that if you scored a trip type hit on an AT-ST it would stay down and spawn the pilots which would be tough as nails. As for weaponry...introduce the Boom Bah the Gungans used to try and score an Ion blast against the machines/turrets and render it somewhat vulnerable. Of course, it would have to be a low percentage score but it at least gives us a chance instead of just putting your head between your legs and kissing your butt goodbye when an AT-ST is out. Also you can make an Ion Blast Hammer to help wither down Turret and AT-ST (AT-AT) defense. If Turrets and AT-ST's are repairable, they will be used more in combat, and if you give the rebels a chance, they will be more willing to become overt and actually fight (Think destroyed AT-ST's can be looted or salvaged for parts. Knocked down/Incapped AT-ST's can be hijacked and go to the other side, the same way a base can be destroyed with that combination. This will solve the problem of introducing a tank for the rebellion side since none were visible in the movies)
Third, higher state defenses. Currently, a TKA master owns us because we can't hit and all they have to do is spam dizzy knockdown. One hit fights are boring...I assume that was the reason Damage mitigation was introduced and Bleed incap were removed in the first place. If Bleeds and damage are reduced with no incap, we should at least be extremely difficult to score that fight ending hit. Gladley their appears to be work in the area that burns and poison disease combos do not automatically kill you by eliminating multiple effects on one pool. If you cannot give these as exclusive benefits, then I think new Bio-Engineered clothes should be added, new loot items added (tapes and armor attachments) or added food from Chefs/Spice from Smugglers.
There are many ways to improve the game for all professions, but you have to think outside the box sometimes. It seems to me that most of these idea spawning sessions are seperated by profession. That's why "nerf bat" posts come up all the time.
Perhaps content can create newer abilities for all classes:
The AT-ST Hijack idea can give content to Smugglers (Underworld) Bio Engineers and whatever other class is needed to overtake the bases now. Architechts/Artisans/Weponsmiths can have special repair skills added to repair AT-ST's and their weapons.
Weaponsmiths can make Ion Attachments and or new weapons for cavalry. Perhaps combat medic or another crafting class can be involved with Boom-Bah creation.
The Cavalry idea can also give new content to armorsmith (pet armor) Tailors (saddle and reigns with socketed abilities).
What about musicians and dancers? How about special warhorn bonuses to get them involved (if they choose) Dancer and Musician Special effects can cause distractions and dizziness against the enemy (again, if they choose). Perhaps Entertainer missions (and forgive me as I've never been one) can spawn at different spots as hires and they can get information nuggets they can sell or use for their faction (spawn spots, say a "downed AT-AT/AT-ST spawn where the factions can grab an AT-ST or spare parts) Leave anything else out? Droid Engineers? Make seige droids that can fling boombas or trip up an AT-ST to aid in capture? I'm taking this idea from my perspective as a Swordsman mostly, but it has generic potential for all that can get everyone involved and have a grand old time.
NastySavage
Mounted combat is REALLY cool, but something ive not discussed, simply because I know that it'll never see the light of day for at least 6-12 months.
The problem the devs said was that if you were loosing, you could just **edit** onto your mount and run away.. but as the system is now, you can do it anyway. Just leave your speeder out, and zoom off if you get hurt and come back when your healed, so I dont think that excuse holds any value anymore.
Mounted combat is essentially, the brawlers best friend, as in any 'realistic' combat situation, mounted combatants have a huge advantage over infantry, mainly because they are higher and faster.
Mounted combat at the moment is pritty bad because you cant use specials, and allowing you to use specials would probably involve new animations and art etc, which the devs have said is something they dont want to do lightly, but the introduction of using specials while mounted is almost essential for most melee types.
The issue about being able to run away could be countered by increasing the AI of mobs, as you could get them to target the mount rather than the rider as the mount will be far more vunerable.
Personally I would love to be able to get onto my mount, and charge into battle and smash rebels left right and center, and I would love to see Pikemen being able to 'lance' opponents, it would make melee combat much more interesting and involved, but would possably present many unbalances in the game that would need to be addressed properly before implementation.
What defines theSwordsmanrole in combat?
Great Offensive class. Use of AP weapons to beat down armored foes with ease
What basic combat elements should they possess?
Bleeds and mind attacks are our trademarks. A few AoE a nice. A KD/Dizzy would be nice but would make us too powerful since we have AP2 weapons. Status effects with special (stun, blind) High offensive. Minor Defensive. Duo ofa fencer tanking and swordman should be lethal
What offensive abilities?
I think our offensive abilities should be powerful attacks meant to really harm enemies.4 Area attacks are not needed. combine into 2. Replacements? maybe an attack the delays opponent (smashing someone in head with hammer should cause some sort of mental retardation, atleast delay opponent) Maybe some form of charge attack that simulates burst run. short boost in running speed to catch ranged (all master elite melee should have this)
What defensive abilities?
Very minimal Defensives. Some resilliance to melee. Should have block instead of counterattack.
What unique abilities?
Our mind pool attacks and bleeds are our trademarks. Just being powerful and supplied with powerful weapons coupled with mind based attacks is enough for this class.
Should add what advantage or asset in group combat?
I see us as that extra ompf that groups of any size could use. Advantage to the riflemans. not much advantage to other groups that stick to health as prime target pooland we are left to do standard attacks and tossing in itimidations and warcries.
How could/should they interact with other professions?
Rifleman and swordsman great mind pool combo. master swordsman and master combat medic could be very, very powerful but the lack of points =/. Doctor and swordsman a very excellent self supportive. I personally was CH, Swordsman, medic. Very self supportive untill publish 5 and the change on CH =*(. new tree good, newpets bad IMO.
What interaction / dependencies should exist with other combatants?
With out a tanker, swordsman just can't hack it fast enough to drop enemies. On pvp, ranged kiting is always an issue. the charging run might be a benefit towards all master elite melee.
What should be their unique role in the Galactic Civil War?
Dropping turrets fast. dropping ATST. ranged kiting is real problem tho with players. if reached, no KD or dizzy to aid us in keeping our targets within range.
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