Fencer Archive

Thread: Fencer Issues Designer responses

Bad_Bad_Leroy
Wed Aug 13, 2003 5:55 am
#14

#3 Attack while running


SOOOO glad to hear this! This is unarmed/tka's #1 complaint in the forums (although I don't think weworded it right in our issues report to the devs). If they can fix this, I'll be thrilled.





Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
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Bazik
Wed Aug 13, 2003 7:42 am
#15

My biggest concern with melee is their tanking ability. Unfortunately, from SOE's dev's comments it appears that they don't consider melee to be the "tanks" of the game.

If the aggro system is based off of distance, chances are we are the ones that are going to be hit the most. And I don't feel like like we get any more protection againist damage then the ranged guys. That said, the only current "tanks" in the game are creature handler pets. If you don't have them around, then you don't have a tank. Kinda silly if you ask me.

What would hurt by making melee tougher to kinetic damage? This would allow us to tank creatures but not to necessarily tank ranged fighters which kite us anyway... We would then actually have a job in the game if they did this, and I don't think it would hurt the balance of the game one bit.

I'm still not sure why the creature handlers and their pets have ended up to be the tanks on the game. Hopefully they'll adjust this. Otherwise, I plan on keeping my partial fencing for fun and close quarters duels... and will concentrate on a ranged attack for now.



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Proxus571
Wed Aug 13, 2003 7:43 am
#16

Well go pimp slap whoever made your sword because my ryyk blade is 79-190 2.6 sliced (sliced damage not speed.)


If all you can find is 4.5 the weaponsmiths need to go buy some brain cells




Proxus' (TCON) - Master Bounty Hunter
Proxus (ISOC) - Jedi Elder
Jaden - (ISOC) - Second and Oldest Active Master Commando On Wanderhome

Bazik
Wed Aug 13, 2003 10:13 am
#17

I heard that pistoleers may get gun holsters to put their pistols in...

What about sword users getting sheaths (sp?) to carry their swords in.

To add to that idea, maybe that would allow us to switch to whatever weapon is sheathed or holstered quicker then if you had to get one out of your inventory.... I find myself switching to sword a lot when I get overrun by little things...



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1010101010101010101010101 STANDARD | Armorman
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Kayi
Wed Aug 13, 2003 7:16 pm
#18

I really don't think its fare when I duel a pistoleer and they run and I have no chance of attacking them. How can you guys fix this? It really bugs. It's like Pistoleer's will always win that battle leaving us swordsman useless and I wasted my 2 weeks training for it.
JabboFett
Thu Aug 14, 2003 4:41 am
#19

My idea is similar to the one most people have been talking about and thats the customization aspect...i was thinking what if you gave fencers the ability to add their own custom graphics i.e. pommel, color, grip, etc...after they buy the weapon..make it an ability and they can use a crafting tool to do it or something like that... also have a fencing sword that actually looks like a rapier or saber might be a good idea too...just some suggestions



....Kayoss Sith................................
*Master Rifleman / Master Combat Medic
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Bazik
Thu Aug 14, 2003 6:28 am
#20

Kayi.. don't fight a pistoleer out in the open. If they challenge you, then walk right up to them, accept the duel and immediately lunge then dizzy them... fast sword is what's key here. I use a 1.8 curved sword.. If you miss that first lunge, you'll probably hit your dizzy, if you miss both, then burst run and start praying you can catch him and lunge/dizzy him.

Otherwise, you better have a back up plan.



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1010101010101010101010101 SIRUSS | Jedi
0101010101010101010101010 CIKAR | Bounty
1010101010101010101010101 STANDARD | Armorman
0101010101010101010101010 ADROIT | Jedi
1010101010101010101010101
0101010101010101010101010 Vendor -2666 -6066
1010101010101010101010101 Tatooine
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LouieAnderson
Thu Aug 14, 2003 7:26 am
#21

also, when fighting a ranged utilize the /follow command before the duel starts. They will never be more then 8 meters from you and since you can hit a lunge from 7m (before I get flamed for that I didn't think I could do it from that far until I did it in a duel last night...twice).
VegitoX
Thu Aug 14, 2003 3:44 pm
#22

It took Wayyyyy to get these posted, now another problem has surfaced...

Im now being Owned by a group of animals who con blue to me

My special moves have increased HAM cost

And im not putting a dent in creatures like I used to.

The Stun Baton, the final weapon a fencer can wield...at this point, is more of a liability than a commodity.

I generally dont complain but @#$% Fencers are already "naked" i.e we dont really do well w/ armor and you increase Ham cost, and give an end weapon that doenst do as mush as a dagger??? arghhh!

Im finfished venting now.



Reo Grande* Mos Eisley Bred* Blue Milk Fed
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DarthGanjookie
Fri Aug 15, 2003 1:20 am
#23






VegitoX wrote:


The Stun Baton, the final weapon a fencer can wield...at this point, is more of a liability than a commodity.






**edit**ING **edit** **edit** **edit**, its a situational weapon which is not ment to be used ALL of the time. As a Fencer we have more style people say, this is one of the things that give us style. If you use some sense and pop it out at the right time, you can do some major damage with it..but you have to know when to use it.


I swear if one more person gripes abput this Im gonna kill soemthing....




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Ph34r t3h cut3 ONes!
Ninja007
Fri Aug 15, 2003 4:42 am
#24

Sorry, newbie. Stun batons are simply garbage. I have 3 different "lower level" swords that do better damage, regardless of armor. They aren't even worth bothering to switch to, kiddo. P.S.-learn to type or get offline ya AOLer.
Bazik
Fri Aug 15, 2003 7:22 am
#25

While I won't spaz out like Darth, I do feel the same frustation. The stun baton low damage issue has been posted on this fencer forum like 40 times... I myself have posted the answer to "Why does the stun baton suck?" at least 4 times already.

Anyhow, stun baton is defintely situational. You'll probably hardly ever use it. Unless you do PvP a lot, you might use it 10% of the time.

Vegitox, they changed how mobs con.. just be careful and throw your old rules of what you can fight out the door. Also, you make no mention of what weapon your using... I primarily use vibroblade for soloing so I don't kill myself. If you using a ryyk, then you'll find yourself a bit low on HAM quite often.



0101010101010101010101010
1010101010101010101010101 SIRUSS | Jedi
0101010101010101010101010 CIKAR | Bounty
1010101010101010101010101 STANDARD | Armorman
0101010101010101010101010 ADROIT | Jedi
1010101010101010101010101
0101010101010101010101010 Vendor -2666 -6066
1010101010101010101010101 Tatooine
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_Tlaloc_
Fri Aug 15, 2003 10:17 am
#26

Wow, Ninja007- you managed to look like an idiot and an a$$hole in the same post. good job.


But on a serious note, the stun batton is working as intended, and is just fine.


I use it all the time against other players and mobs with stun vulnerability.


Anyone who has fought a person in full amor (not the newbie stuff, I'm talking +40% resists) can tell you that a stun baton will save your ass.


Here's the math:


Take the percent difference between your uber phat Ninja007 quality sword and compare it to your stun baton. If the percentage difference between your weapons is greater than the kinetic resists (including layers and piercing on your sword) on the enemies armor, then use your sword. Otherwise, you're deluding yourself if you think the sword is doing more damage than the baton.


This means that in the endgame of PvP,a goodstun baton will be the best damage dealer a fencer can have. Do the math - it doesn't lie.


- Washu

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