Fencer Archive
Thread: The Real Scoop on Dodge, Pistoleer/Fencer, Stacking Issues, and Nerfs
Raphyl, I thank you for your illuminating Faq, it is very well read. I however have a problem with the "nerf" or "seperate" or whatever it is being widdled down to these days, Aspect. Seperating the modifiers will leave we melee'rs (is that a word
) with a sloppy underpowered charcater at best.
I say this due to PvP experience. Even at high level Unarmed or TKA we were dropping like flies, it was an all gun battle, be it pistols, or rifles, or even carbines, they were picking the melee crews off with ridiculous ease. Now this shouldn't surprise anyone, you bring a knife to a gunfight, then you might as well expect to become an air mattress, complete with release holes.
But what about our wilderness survival? If these mods are seperated then taking on the big game creatures (which is what I want to do once i make master TKA ) will be suicidal even with buffs and a group. The only people who stand to benefit from this seperation are new players who are tired of getting waxed by the more experienced ones, or those who can't beat someone they hate on a server because that person is more advanced than they are (not necessarily a noob here, just a disgrutled punching bag ).
I do not see how mod seperation is even warranted for discussion, let alone actual modification, keep this up and bloated gubbers will take us out without breaking a funk (i don't think they sweat
).
My advice is leave the game alone for now, and work on the Space Expansion, otherwise we may havea trashed game before our first add on. Melee is a struggle all by itself, it needs no more help to be difficult, If a person busted their bottom to get to the top, then they deserve all the beneifts, not to have thier characters ability completely obliterated by word of mouth.
"I want cars" I want golfclubs" I want a pony so i can ride it twice get bored and sell it to make glue!! Gimme a break. Devs do your thang on the Space portion guys, and leave the mods be.
Raphayl wrote:
Dodge, the skill, is inherent to the character. However, (and this is important) THE MODIFIERS TO DODGE ARE ONLY ENABLED WHEN A DODGE-LINKED WEAPON IS EQUIPPED. It does not matter if you have a One-handed Weapon or a Pistol, both are Dodge-linked; both activate the Dodge modifiers. Want some proof? Take a Master Fencer with absolutely zero ranged skills and put a generic CDEF Pistol in their hands. Take her into combat. What happens? Dodge, Dodge, Dodge! I certainly didn’t have any “Pistoleer-specific” Dodge modifiers going for me. I Dodged with the same frequency, too. Let go of the Pistol… no Dodge. Grab a Survival Knife… Dodge, Dodge, Dodge. You MUST have a Dodge-linked weapon equipped to access your Dodge modifiers!
Well, this bums me out. I dropped Master Commando to persue the fencing defence modifiers to compliment TKA. Now it turns out these are completely useless unless I happen to have a sword. Hm.
I think the irritating part is that this is not made obvious at all in the game. For instance, a Scout has a Terrain Negotiation skill. This skill always applies regardless of weapon used, clothes worn, food eaten, etc. A skill is a skill. I assumed that Dodge would apply in all circumstances as well. The skill is not labeled "Sword Dodge" or "One-handed Dodge". It's just plain Dodge.
Raphayl wrote:You'll note that the first time I mentioned if Ihad any real problem with this personally that I said I didn't. My reference to "fairness" was that I can identify the aspect of this others might feel is unfair.
Let's look at this without are the frills, variances, numbers and any names and it becomes a little easier to see what they are concerned about:
There are 7 rooms in a warehouse. They are labled A, B, C, D, E, F, and G. Each of these rooms contain crates of some commodity: Food, Gold, Fuel, or Electronics. Each crate has the some sales value; let's say exactly $1,000.
Rooms A and B both contain crates of Food. Rooms C and D both contain crates of Gold. Rooms E and F both contain crates of Fuel. Room G has crates of Electronics.
21 salespersons are competing to get the best sales for the month. Each salesperson is directed to they are to enter 2 rooms and take one crate from each. Here are the results:
- Rooms A and B = 2 crates of Food
- Rooms A and C = 1 crate of Food + 1 crate of Gold
- Rooms A and D = 1 crate of Food + 1 crate of Gold
- Rooms A and E = 1 crate of Food + 1 crate of Fuel
- Rooms A and F = 1 crate of Food + 1 crate of Fuel
- Rooms A and G = 1 crate of Food + 1 crate of Electronics
- Rooms B and C = 1 crate of Food + 1 crate of Gold
- Rooms B and D = 1 crate of Food + 1 crate of Gold
- Rooms B and E = 1 crate of Food + 1 crate of Fuel
- Rooms B and F = 1 crate of Food + 1 crate of Fuel
- Rooms B and G = 1 crate of Food + 1 crate of Electronics
- Rooms C and D = 2 crates of Gold
- Rooms C and E = 1 crate of Gold + 1 crate of Fuel
- Rooms C and F = 1 crate of Gold + 1 crate of Fuel
- Rooms C and G = 1 crate of Gold + 1 crate of Electronics
- Rooms D and E = 1 crate of Gold + 1 crate of Fuel
- Rooms D and F = 1 crate of Gold + 1 crate of Fuel
- Rooms D and G = 1 crate of Gold + 1 crate of Electronics
- Rooms E and F = 2 crates of Fuel
- Rooms E and G = 1 crate of Fuel + 1 crate of Electronics
- Rooms F and G = 1 crate of Fuel + 1 crate of Electronics
Thesee 21 salespersons are told that only those that sell the most will be eligible for a big pay raise, however there is one stipulation. Each salesperson is prohibited from selling more than one type of commodity, but they can pick which. Looking at the above salespersons and their crates... it's pretty easy to see which of them have an advantage the others might feel is unfair. Salespersons 1, 12, and 19 only have 1 type of commodity... and two crates of it. All of the others will be limited to selling only one of their crates. Where are the big raises going?
Now if you turn the 7 rooms into the 7 combat professions and the 4 different types of commodities into Dodge, Block, Counterattack, and DefensiveAcuity you have a pretty clear picture of the current stacking situation.
I know many people hate analogies, please forgive me if you do. I just thought this simplified the situation and provided a better understanding of why some persons might be uhappy with this.
Message Edited by Raphayl on 12-06-2003 04:48 AM
I think that if a person is willing to spend that many points to master 2 elite professions in both ranged and melee then they deserve that extra oomph. EVERYONE has the option to do this if they so choose. Someone could copy my template right now and our duel would be the summation of who had the better weapon, armor, buff, and food/spice and subsequently who used the best combo of attacks.
I hear that there's a current change on the testcenter server to explicitly address the stacking nature of pistoleer/fencer. SPECIFICALLY! They've separated the dodge modifier into 2 distinct values now. Anyone verify?
-7bits
He's got mad skillz... well...1000s of untrained mad skillz...
hehe
Oh yeah? Why not? Cause YOU can't kill him? pfffft
ArakDakkon wrote:
Ok there was a dueling tournament on my server. Many people entered. Guess who won? A master pistoleer/fencer. Ok no big deal. But it is a big deal. During a tournament where he fought multiple people he got hit twice. This is an extreme issue in the game. I can guarantee it's not just we suck. It's that he can also stack +dodge attachments and +ranged defense rings... and everything. lol. A person shouldn't be shot at hundreds of time and be hit twice.
For those of you doing ranged, use /aim... it works, you hit much more often, although there is a speed penalty. /shrug
The game has ways of compensating for high defense, use em, instead of jumping the gun and crying nerf.