Fencer Archive
Thread: Ok Rebalancing Fencer Weapons. My thoughts on how it should go.
/cheer
Zion, there are a lot of very good suggestions. I agree with all but one. If the master sword is to be 370max damage, I would like to leave it as ap1. The reason being is it would take away from the Heavy Swordsman. As for the one dot, yeah I can live with that as carbineers and pistoleers(maybe more, but I haven't seen the schem for them) have modifed weapons with dot's.
You have put a lot of thought into this revamp and I really like your suggestion for the weapon certs. I feel all professions were granted access to almost all of their weapons too early in thier profession, creating the feel of lack of weapons. I also agree with the ap on the weapons, because there is a gap between Heavy Swordsman's ap2 weapons(I think all of thier weapons have ap2) and ap1 weapons. The only thing you left out was the type of damage for the master weapon. If it be a sword I think it should stay kinetic.
Macross Starchaser, Eclipse, Phoenix Reborn
P.S. I know I can be a pain some times...well most of the time...
....and this post is not to be meant as a flame, just some thoughts of my own added to yours.
Yes, I want the master sword to stay kinetic.
In terms of AP - the main reasoning behind having AP 2 is due to it being a masters weapon - as if being a master with it is what makes the item AP 2 vs AP 1. Think about it - Heavy Swordsmen get AP 2 weapons at novice. We have to wait until master. If the Heavy Swordmen saw this and said "Hey, if that's the case, we want a 2 handed weapon at master that is AP3", I sincerely would have no issue with it, because its a master's weapon, and as long as the balance issues are there to prevent anyone but a master from getting that weapon, I would be fine with it. Even in the marksman professions - I love my T21, but would be perfectly fine if it were moved to a master's weapon due to its sheer power...
As far as the DOT stuff goes, there would be a cap on max damage. I would say the damage done per instance cannot exceed double the damage done by the sword, and that is with the BEST DNA available. That should satisfy the overpowered issue.
ruehs - does my master weapon suggestion make more sense now that I have put it in perspective with all my other thoughts and ideas on how weapons in fencer should be handled? Granted I had to tweak it some after some good suggestions by people, but it still is essentially the same concept I was putting forth.
So do you get what I was trying to get across this time? ![]()
like i posted in your Master Fencer weapon thread before.
every other profession get speical schmatics * besides carbineers* WHY not fencer!
Zion, as long as the other melee professions get an increase in ap at master level that would be fine with me.
Macross Starchaser, Eclipse, Phoenix Reborn
Let me get this straight, I did alot of reasearch on the Lightfoil, and I've even used them in SWG Pen and Paper RPGS.
They are used by nobility and commoners alike, the "Poorman" is most likley to use a knife or sword, while a pirate/criminal
or a noble duke or swords trainer would be more likley in the SWG universe to use one ^__^
The Lightfoil is a real Star Wars weapon used by pirates and fencers alike in the Star Wars Universe. The Lightfoil hilt is a little longer than one of your hands, (chromed), with a heavy duty
leather wrap grip to help the user control it easier. The guard at the emitter end is an open wire that forms a serpant curled around that meets at the bottom to form a band that covers the lower side and is connected at the back. A blood red cord with 9 woven knots ends with a tassel and is attached to a ring at the end to hang from the users belt. An imitation lightsaber, smaller and less reliable than the weapon it is modeled on. It occasionally switches itself off when struck by any other light-weapon although a master could modify this weapon so that this problem is solved.
The Lightfoil is a noble's weapon and is quite common in the Star Wars Universe, (Here's a quote from RPC Oracle.com about lightsabres, "Throughthis bond the Jedi were able excel in the use and form of the weapon and far surpass the typical noble carrying a lesser version known today as a Lightfoil."
Oogami_Itto wrote:
I'm behind you 100% of the way, let me just just point out that you said, " since it essentially is a poor man's lightsaber."
Let me get this straight, I did alot of reasearch on the Lightfoil, and I've even used them in SWG Pen and Paper RPGS.
They are used by nobility and commoners alike, the "Poorman" is most likley to use a knife or sword, while a pirate/criminal
or a noble duke or swords trainer would be more likley in the SWG universe to use one ^__^
The Lightfoil is a real Star Wars weapon used by pirates and fencers alike in the Star Wars Universe. The Lightfoil hilt is a little longer than one of your hands, (chromed), with a heavy duty
leather wrap grip to help the user control it easier. The guard at the emitter end is an open wire that forms a serpant curled around that meets at the bottom to form a band that covers the lower side and is connected at the back. A blood red cord with 9 woven knots ends with a tassel and is attached to a ring at the end to hang from the users belt. An imitation lightsaber, smaller and less reliable than the weapon it is modeled on. It occasionally switches itself off when struck by any other light-weapon although a master could modify this weapon so that this problem is solved.
The Lightfoil is a noble's weapon and is quite common in the Star Wars Universe, (Here's a quote from RPC Oracle.com about lightsabres, "Throughthis bond the Jedi were able excel in the use and form of the weapon and far surpass the typical noble carrying a lesser version known today as a Lightfoil."
Sorry, by poorman I meant that it was not the calibre of a lightsaber, but an attempt to copy it.
And on damage type, I intentionally put energy, because jedi blades should be energy as well (actually, I think they should be the only weapons to do 2 damage types: heat and energy), and maybe by having ours as energy, we can help our jedi friends get the correct changes made to their weapon, since they will push for it harder seeing ours.
ZionHalcyon wrote:
First, let me say this:
There are those here who are happy being stick-weilders and doing puny damage compared to everyone else, and are such because they fear if we actually were made competitive, we would be nerfed. Please be sure to note these people as such when they post, as they are very obvious. And if you dare to question them, they get very insulting and defensive. I only bring up this point because such people should be left out of an honest discussion such as this, as the majority of us have expressed our displeasure at our weapon selection. So ignore these people when they post - I can't tell you to do that, but I am asking for the sake of keeping honest discussion alive in this thread regarding issues most of us feel strongly about. Thank you.
*edited for formatting to make it more readable.*
How I would rebalance the Fencer Weapons
Keep in mind, I would not mess with damage on most items... a weapons rebalance for fencer would actually be a simple matter:
AP2 Weapons
Master Sword (New)
AP 1 Weapons
Vibroblade
Ryyk Blade
Rantok
Light Foil (New)
AP0 Weapons
Survival Knife
Stone Kinfe
Dagger
Curved Sword
Stun baton
Gaffi Stick
Sword
See, now we have a balance of AP 0 and AP 1, and the AP will make up for the damage.
However, I would like to see the certifications moved up as well.
Currently, the sword, curved sword, and gaffi are all in 1 Handed weapons 1 in brawler, with the Rantok, Ryyk, and Vibroblade going down that tree. I would like to see the Ryyk and the Rantok moved up to Novice Fencer, and Curved Sword moved up to 1 Handed weapons 3, the Sword moved up to 1 Handed Weapons 2, and the Gaffi moved up to 1 handed weapons 4, along with the vibroblade moving up from 1 handed weapons 2 to 1 handed weapons 4. I would also like to see the dagger moved up to 1 Handed weapons 1, and leave the survival Knive and looted stone knife for the novice brawler.
So the shakedown for Certifications for Brawler level to Novice Fencerwould be this:
NOVICE FENCER
Stun Baton(AP 0)
Ryyk Blade (AP 1)
Rantok (AP 1)
MASTER ONE HAND SWORD SPECIALIZATION (Skill Box 4)
Gaffi Stick (AP 0)
Vibro Blade (AP 1)
EXPERTONE HAND SWORD SPECIALIZATION (Skill Box 3)
Curved Sword(AP 0)
ADVANCEDONE HAND SWORD SPECIALIZATION (Skill Box 2)
Sword(AP 0)
INTERMEDIATEONE HAND SWORD SPECIALIZATION (Skill Box 1)
Dagger(AP 0)
NOVICE BRAWLER
Survival Knife (AP 0)
Stone Kinfe (AP 0)
I believe this makes a lot of sense in terms of weapon progression, and also in terms of AP. With certain weapons receiving an AP of 1, we have no need to increase the damage. Also, in terms of the Rantok vs the Ryyk, I would make the Rantok have a little bit better stats, since it is a limited quest item - people will still use the Ryyk because it is more easily attainable.
This also solves our issues of wanting to use swords - by moving the Ryyk and Rantok up to AP 1, it gives us useful swords that help with the feel of the profession.
Moving into the Fencer category beyond Novice, I would like to see a Lightfoil, as Oogami put forth, but in the Advanced Box of Stances and Grips. I think it makes sense there, and it should be AP 1. Plus, it gives the fencer another sword to play with. I think the damage for the foil should range from 230min to 270 Max... Not as much damage as a gaffi, but it has the AP1 with it, plus it establishes itself as a higher tiered weapon. I think in this case we should have a different damage type as well - energy - since it essentially is a poor man's lightsaber.
Finally, the Master blade. I have said this before, but I have refined this, and here is what I think:
The Master Blade is a sword only available to a Master Fencer, and is non-tradeable. Nor can you have more than one in any of your inventories. To get another one, your only option is to destroy the first. The Master Blade will be the only fencer weapon that is AP 2. In addition, an optional component for the blade will be one DOT attack, which is given to the blade by using a DNA sample from a Bio Engineer - If the Creature sampled uses a particular DOT attack, then the blade will inherit it. It will be unlimited use, and the potency, strength, and damage will all depend on the quality of the DNA sample.
Before anyone starts saying this will bring Nerfs upon us, thus far this weapon is no different than a Nightsister lance, Grooved 2 hand sword, and countless other looted and craftable weapons that use special schematics. The only thing is that this one gets to be ours. To get the sword, you need to seek out a Fencing master NPC, who will send you on missions to complete. The last mission will be to defeat his prized pupil in front of him. You win, and he gives you aone useschematic for the Master Sword.
You take that to any weaponsmith, and they can make the sword for you (note from earlier you can also bring the DNA sample to the WS to add a DOT to the sword.) Also, once you complete the quest, you can go back to the master at any time and request a schematic, but you will only get another one a) If you do not have the master sword in your possession (yes, you need to destroy yours) and b) you must fight his prized pupil again. This will keep the number of swords in circulation down, and will also stop profiteering from the sword. *Note* When the WS makes the sword, he can only trade the sword to a master fencer, after which the sword becomes untradable).
The Master Sword will have openings for a dna sample (for DOT), a rancor tooth, AND a vibromotor, all OPTIONAL. If you make the sword with no extras, the standard damage in my eyes should be between 300 min- 370 max. All DOT related things other than use will be dependant on the creature the DNA sample is looted from, and the quality of the DNA (note - the DNA is optional, thus so is the DOT attack).
Such a blade will be for masters only, and will add to the lore of fencers.
So there you have it - a quick and easy way to rebalance fencer. Even without the 2 new weapons, the rebalance I put forward would solve a lot of weapon issues for fencer. But for those of you who are looking for more from our weapons - what do you think?
Message Edited by ZionHalcyon on 04-20-2004 03:45 PM
Red- your insane
Green - Your crazy.
Imbalance out the wazoo, Zion go complain on the tkm boards man, if you did that to fencers, we would become even more dominate in Pve, we already dominate in PvP. Having two professions that are superiorly powerful in both is unbalanced as it gets.
If your doing low damage, you must just suck, because aginst armor'd mobs, we arnt MENT to do high damage, thats heavy swords (To get there, click professions, scroll down to Swordsman) Aginst unarmor'd, and in PvP, we do just fine.
If you dont kill kreetles fast enough I suggest tkm.
BaenreGod wrote:
I think that all this is great stuff, except I think that having an ap2 weapon is too much. Because then swordsman would ask for an ap3 weapon, and would become way overpowered in pve. I feel that an ap1 with damage in the high 300s would do PLENTY of damage, especially when compared to our current state of weapons.
No
high 200's- Maybe.