Fencer Archive

Thread: Fencer Top 5 Issues

ARC_Casper
Wed May 18, 2005 6:40 am
#1

I was not asked to gather a Top 5 list yet but I would like to always have a current list of the issues going on.

* So far the biggest issue I see is that our Main Role/Special for the CU is our Bleed, but it is very underpowered and almost seems to not even be working it is so low of a damage tick.

Solution: Increase bleed damage, If increased enough a longer Wind up time could be put in place.

* Scatter hit does not do what it says it does. We can no longer attack all 3 pools.

Solution: Turn Scatter hit into a low-mid damage Area Attack.

* Fencer animations were removed since there is a limited number of special attacks now. This is also true with all other Melee professions.

Solution: Let the Community pick some of the old Fencer animations to replace the current ones, or have the DEV's do their best to replace the combat animations to some of the older animations (or maybe new motion capture animations.)

* -Too Far- Someone just brought this up in another thread and I just remembered how annoying this is while beeing a melee player, or even ranged and not knowing exactly where your opponent is on your screen. While on your screen you could be right on top of something hitting it then all of a sudden it starts to slide 20m away because of server/client side lag.

Solution: Tighten up the server/client combat system.




Feel free to add any other Fencer issues you would like and after we have a few more we can see which ones are in the top 5, I know for sure the Bleed issue is going to be the #1 issue and Scatter hit most likely 2nd. But lets see what everyone has to say =)

Message Edited by ARC_Casper on 05-18-2005 06:41 AM

Message Edited by ARC_Casper on 05-18-2005 09:52 PM




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
PoppaBear
Wed May 18, 2005 8:52 am
#2




ARC_Casper wrote:
I was not asked to gather a Top 5 list yet but I would like to always have a current list of the issues going on.


It's all good. Best to have initiative.

* So far the biggest issue I see is that our Main Role/Special for the CU is our Bleed, but it is very underpowered and almost seems to not even be working it is so low of a damage tick.

Solution: Increase bleed damage, If increased enough a longer Wind up time could be put in place.


As of now, I see no ticking of Health when applied. Ask the devs to please increase the damage to this. Or if it is working, to show that it is.

* Scatter hit does not do what it says it does. We can no longer attack all 3 pools.

Solution: Turn Scatter hit into a low-mid damage Area Attack.


You mean what SpinAttack2 used to do? That would be good, or even a new animation would be better. When I think of a new ScatterHit animation, I think of Yoda in Attack of the Clones, jumping around as swinging his saber.

* Fencer animations were removed since there is a limited number of special attacks now. This is also true with all other Melee professions.

Solution: Let the Community pick some of the old Fencer animations to replace the current ones, or have the DEV's do their best to replace the combat animations to some of the older animations (or maybe new motion capture animations.)

I personally want the old BlindAttack2 animation back for the current BlindAttack. Two smacks with the sword, a bunch and a follow-up elbow? Can't beat that.


Another issue I have, and it might be minor, and I know TK's will say I'm stepping on their toes, but if Unarmed is a Pre-req for us, why not let Fencers have a Mediation or Power Boost skill? Or instead of PB, how about a Speed Boost that decreases our Warm-up/Cool-down process? Just a lil sumpin'-sumpin' to make us stand out more.





Bilos Ode-a
Soldier of the Rebellion
MrSemi
Wed May 18, 2005 9:02 am
#3

Sounds good to me.


How bout small area bleeds on scatter and increased ticks on our single targets. It would make more focused on being the hit and run types we're supposed to be.



Temper Vale||Alizar||-DFR-||

Jeisyn
Wed May 18, 2005 10:34 am
#4

a note on animations - i much prefer crappy/NO animations than having animations prevent us from moving like PRE-CU.


don't put any animations into the game if they're going to keep us standing still.





Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
ARC_Casper
Wed May 18, 2005 10:36 am
#5



Jeisyn wrote:
a note on animations - i much prefer crappy/NO animations than having animations prevent us from moving like PRE-CU.
don't put any animations into the game if they're going to keep us standing still.



Hehe good point I know exactly what you mean it has almost got my whole group killed.




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
Vupos
Wed May 18, 2005 11:15 am
#6








ARC_Casper wrote:
I was not asked to gather a Top 5 list yet but I would like to always have a current list of the issues going on.

* So far the biggest issue I see is that our Main Role/Special for the CU is our Bleed, but it is very underpowered and almost seems to not even be working it is so low of a damage tick.


Yeah Our bleed sucks, It really should do more damage but also have an increased tick rate. Right now it is more like a crappy one hit attack since it maybe ticks once during combat, It does stop health regen but that is really not a big issue when fighting MOBs or even players.


Solution: Increase bleed damage, If increased enough a longer Wind up time could be put in place.

* Scatter hit does not do what it says it does. We can no longer attack all 3 pools.


I like the idea of a Area attack very nice Idea, but It doesn't nessasarly fit into our role as "DOT" specialists, not sure what would though

Solution: Turn Scatter hit into a low-mid damage Area Attack.

* Fencer animations were removed since there is a limited number of special attacks now. This is also true with all other Melee professions.

Solution: Let the Community pick some of the old Fencer animations to replace the current ones, or have the DEV's do their best to replace the combat animations to some of the older animations (or maybe new motion capture animations.)

Feel free to add any other Fencer issues you would like and after we have a few more we can see which ones are in the top 5, I know for sure the Bleed issue is going to be the #1 issue and Scatter hit most likely 2nd. But lets see what everyone has to say =)


Message Edited by ARC_Casper on 05-18-200506:41 AM





I would had that some of the new ROTW fencer weapons are using the tka stance not sure if this is intended but it doesn't look right.


Also Cripple attack is a very useless attack in pratice as it doesn't slow MOB attack rate, only movement, but it doesn't allow us to move out of range of most Mobs even with the reduced movement rate, and many melee mobs seem to have huge ranges. Also it doesn't stop ranged players from running away from us effectivly, In all it doesn't reduce speed enough for those without scout.


Speaking of which if we are supposed to be hit and run kinda guys shouldn't we get some terrian neg. mods in our skill trees?


Its real nice to see that we got a Corr again, now maybe we can get some stuff fixed! O and WELCOME!





___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
ImpSwordsman
Wed May 18, 2005 1:46 pm
#7






ARC_Casper wrote:
I was not asked to gather a Top 5 list yet but I would like to always have a current list of the issues going on.

* So far the biggest issue I see is that our Main Role/Special for the CU is our Bleed, but it is very underpowered and almost seems to not even be working it is so low of a damage tick.

Solution: Increase bleed damage, If increased enough a longer Wind up time could be put in place.

* Scatter hit does not do what it says it does. We can no longer attack all 3 pools.

Solution: Turn Scatter hit into a low-mid damage Area Attack.

* Fencer animations were removed since there is a limited number of special attacks now. This is also true with all other Melee professions.

Solution: Let the Community pick some of the old Fencer animations to replace the current ones, or have the DEV's do their best to replace the combat animations to some of the older animations (or maybe new motion capture animations.)




Feel free to add any other Fencer issues you would like and after we have a few more we can see which ones are in the top 5, I know for sure the Bleed issue is going to be the #1 issue and Scatter hit most likely 2nd. But lets see what everyone has to say =)

Message Edited by ARC_Casper on 05-18-2005 06:41 AM





Heartily agree with everything you said


One thing i might suggest is maybe 2 types of bleeds that can be stackable


Another thing would maybe be some terrain negotiation or something that makes us faster than other melee in attacks and movement.......after all we are fencers....supposed to be lighting fast


And maybe a better cripple attack that actually makes it so the opponent cannot move for a bit....kind of like ranged root cept short duration





lShinobi Darksunl
Xris Blade Weaver

ARC_Casper
Wed May 18, 2005 9:46 pm
#8



ImpSwordsman wrote:


ARC_Casper wrote:
I was not asked to gather a Top 5 list yet but I would like to always have a current list of the issues going on.

* So far the biggest issue I see is that our Main Role/Special for the CU is our Bleed, but it is very underpowered and almost seems to not even be working it is so low of a damage tick.

Solution: Increase bleed damage, If increased enough a longer Wind up time could be put in place.

* Scatter hit does not do what it says it does. We can no longer attack all 3 pools.

Solution: Turn Scatter hit into a low-mid damage Area Attack.

* Fencer animations were removed since there is a limited number of special attacks now. This is also true with all other Melee professions.

Solution: Let the Community pick some of the old Fencer animations to replace the current ones, or have the DEV's do their best to replace the combat animations to some of the older animations (or maybe new motion capture animations.)




Feel free to add any other Fencer issues you would like and after we have a few more we can see which ones are in the top 5, I know for sure the Bleed issue is going to be the #1 issue and Scatter hit most likely 2nd. But lets see what everyone has to say =)

Message Edited by ARC_Casper on 05-18-2005 06:41 AM



Heartily agree with everything you said
One thing i might suggest is maybe 2 types of bleeds that can be stackable
Another thing would maybe be some terrain negotiation or something that makes us faster than other melee in attacks and movement.......after all we are fencers....supposed to be lighting fast
And maybe a better cripple attack that actually makes it so the opponent cannot move for a bit....kind of like ranged root cept short duration



How about a Health Bleed, and maybe an Action pool bleed? I know they don't want other pools to be targeted but if they gave us an action bleed or an action regen bleed to stack with a health bleed that would be some nice DoT crowd control. Just throwing ideas out there for now.




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
ARC_Casper
Wed May 18, 2005 9:54 pm
#9

Also added a new issue to the list about -Too Far- while beeing in range on your screen. I know this isn't directly Fencer related because it affects everyone really but it is a very big issue.




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
-shadow-
Fri May 20, 2005 1:43 pm
#10

What about duel weild?


The devs said that they'd try and implement it after JTL. Its after JTL. They could have done it pretty easy I'd think during the CU... would have been a good time to do it too, due the the fact that it was a combat upgrade and all. /wookieeroar





All my love Turkeylips,

Sryykor- Naritus
Master Fencer
Master TK
Master Narcissist
ARC_Casper
Fri May 20, 2005 9:03 pm
#11

I will be posting some of the major issues like the Bleed beeing way to low in power and the Scatter Hit beeing useless to the DEV's this weekend, probably Sunday night so that way it doesn't get lost at the bottom of the page over the weekend. Hopefully they will have some feedback for it.




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
Daigoro202
Sat May 21, 2005 5:38 pm
#12








ARC_Casper wrote:


* Scatter hit does not do what it says it does. We can no longer attack all 3 pools.

Solution: Turn Scatter hit into a low-mid damage Area Attack.






As I understand it, we have three pools that are not tied to specific areas. We can target specific areas with Head Hit, Body Hit, and Leg Hit, but they all cause health damage. So the main purpose of area-specific damage now is whether the opponent covers these areas with armor.


I'm guessing that the currentusefulness of Scatter Hit is that if the opponent is not fully armored, some damage will get absorbed by armor, and others have a chance of hitting an unarmored area.


I'm not sure if armor for PvE is area-specific, or if it is just a rating that covers the entire opponent.For PvP, this could have increasing usefulness as cybernetic limbs become more popular. If the opponent has an arm, fencers can always use body hit,in fact you wouldnot want to use scatter if the opponent had a cybernetic arm, but was wearing a helmet and leg armor. But if the opponent has cybernetic legs, you can use scatter. So it might be a good thing to have, especially since acquiring leg hit from Pikeman is costly if you don't have Master Brawler.











_______________

received: from unknown (swg.eclipse.daigoro)

ARC_Casper
Sat May 21, 2005 9:25 pm
#13



Daigoro202 wrote:


ARC_Casper wrote:


* Scatter hit does not do what it says it does. We can no longer attack all 3 pools.

Solution: Turn Scatter hit into a low-mid damage Area Attack.


As I understand it, we have three pools that are not tied to specific areas. We can target specific areas with Head Hit, Body Hit, and Leg Hit, but they all cause health damage. So the main purpose of area-specific damage now is whether the opponent covers these areas with armor.

I'm guessing that the current usefulness of Scatter Hit is that if the opponent is not fully armored, some damage will get absorbed by armor, and others have a chance of hitting an unarmored area.

I'm not sure if armor for PvE is area-specific, or if it is just a rating that covers the entire opponent. For PvP, this could have increasing usefulness as cybernetic limbs become more popular. If the opponent has an arm, fencers can always use body hit, in fact you would not want to use scatter if the opponent had a cybernetic arm, but was wearing a helmet and leg armor. But if the opponent has cybernetic legs, you can use scatter. So it might be a good thing to have, especially since acquiring leg hit from Pikeman is costly if you don't have Master Brawler.





I thought about this last night also testing out the Bleeds. But are ther enough people out there using cybernetics or missing a piece of armor on either the Head/Legs/Arms to justify its use? Also I don't see how this is going to help in PvE when things have set armor values. It seems more like a PvP only attack. What if it still did the Head/Legs/Arms hit points plus the low damage AoE?




Casper Idej ~ Eclipse ~ Mos Quito Hills Alliance ~ Cazperz Trippin'
Gunit ~ Test Center ~ Unity


Former Correspondent.

~
Homer Simpson: Holocron Grinder
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