Fencer Archive

Thread: Defense, Template, overall a fencer nerf

Zyphen007
Tue Jan 27, 2004 1:32 pm
#14

Even with stacking defenses i dont run around soloing everything, trust me there are plenty of thigns that are able to kill me. Mixing perfessions is the only thing that kept fencer in the running, TKA, Commando, and plenty of other perfessions dont need to mix cause they are powerfull alone, TKA and commando can solo things alone with just that perfession that i can now just do aftre mixing my perfession up. I have been a fencer for a long time, the only thing that made us usefull was our bleeds which will also now be gone and the room to add other defenses like to KD, meele and ranged by mixing other perfessions together.


I think truthfully if you have the urge or need to craft anythign then start a new charector on another server or get another account. Even with my finished template i have right now, i dont walk around able to kill other people there are plenty of other players with mixed and very different perfessions.


If you take away the ability and choice to stack defenses then you still make other perfessions more powerfull, as in the CM and master rifle man. This change or nerf will not effet that mix at all, mind poison head shot with jawa ion bam your down, and plenty of other mixed perfessions that are just mixed for the moves will not be effected. Fencer perfession relys on its ability and flexibility to mix with other perfessions, that is how this game and combat has been worked since the beggining.



Zyphen BZero <WOJ>



MIA Zyphen BZero
Guddy
Tue Jan 27, 2004 3:50 pm
#15

Fencer aint getting nerfed though



~ Juddy Zerzog ~ Elite Assassin of the Rebellion









Juddy Zerzog
Master of the Blade
Elite Assassin of the Rebellion


sheepball
Tue Jan 27, 2004 4:41 pm
#16

I think there should be a cap is all.. Coming from a TKM, master pistoleer, smuggler 0040 and medic 4400.. You guys can't be hit.. well maybe if i used AIM, which isn't really viable in most battles I'[m in anyhow.. That being said, I'm dropping all but novice medic to take up the some of the first row of Fencer.. If I can't hit them.. I should atleast make it hard for them to hit me.


If you can't beat em (and I have tried) then join them I guess. It'll be easy enough to switch back when needed. But screw having to use 2 full blown combat characters (or even worse, a team)to take down one dabbler of defenses... C'mon. That's cheese.

EveLibertine
Tue Jan 27, 2004 4:45 pm
#17

i think they should make the ranged/defense mods not stack, i do think that is nessasary



BUT they should not, i repeat, should not take away the stacking of status effect defenses. thats ridiculous, mixing and mtaching to make your profession better is an amazing idea. if you use the point you should reap the benefits.


I feel that when they do this, TKM will go back to being king and unbeatable because they can knock down a building, and fights will revert back to one second 2 hit deaths like they used to be in the begining. amazing.


I am not looking forward to this at all. Dabbling is what makes Fencers be able to compete.





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DtLSD
Tue Jan 27, 2004 6:50 pm
#18

If the reason for doing this is PvP balance why don't they just put a cap on them for PvP?



Aurrora Starblaze-Kettemoor
KaliMirchi
Tue Jan 27, 2004 9:08 pm
#19

I posted this in the "In Development" forum. The more I think about it, the more furious I get. This will cripple melee.




Ending the stacking of defenses is INEXCUSABLE. Many of us have spent HOURS levelling our melee characters, in order to make them SEMI competitive with ranged (and TKM). If you are going to end stacking - then at LEAST limit it to ranged and melee combos. Anything else will cripple melee.



If you ARE going to end defense stacking then the ONLY option is to nerf commandos and their flame throwers, and TKM and their insance accuracy.



A melee character has nearly NO chance against rangedin PvP unless they combine defenses --- end defense stacking and you will make melee, literally, unplayable.



Seena





SYRI, Mistress of Melee. Serious Melee Weapons for Intelligent Meleers. It ISN'T always about Damage!
I've been a successful melee combatant since launch. I know melee.
Short ride SE of Coronet. 804 - 5348

Awon
Tue Jan 27, 2004 10:27 pm
#20

OMFG i did not become a Blademaster/TKM/Master heavy swordsman for nothing. If this thing gos through and im sure it will TKM will become all powerful once again and fencers will be shot down the **edit** hole. The template that everyone will use after the patch is gonna be TKM/Master doc. This is just gonna make all mellee look like crap once agian. I really feel bad for the swordsman and pikemen with this patch they will have no defences at all unless they get new ones. I think if they wanted to solve this problem they should of just spread defence mods across the board like they did to ch.
Vincentarasin
Tue Jan 27, 2004 10:45 pm
#21

A tkm will spam their mind to death before they kill me.



I actually tested this today, I had an overt reb tkm come at me blaring all his charging this and nexus thats, anyway I ended up taking between 10-40dmg a hit, he virtually never missed, even when I was in the center zone, and guess what? he spamed his mind to death.


1 scatter hit = incap = death.


Kd? no problem, thats where the 40's are from, hehehe, I couldnt get up (go figure, they sur can get up on my dizzy2/kd) so i took about 40 a pop.



Once i stood up, well, needless to say my buffs provided far, far more regeneration then that poor tkm knuckler could do, heh, heh.



Done with 60-63% ubese.



Mstr Fencer, Mstr medic, 0-4-4-0 doc, 2-0-1-0 Scout, 0-0-0-3 artistan baby!



Needless to say, TKM's arnt all powerful, they have one, huge, weakness.



Kinetic Damage.



There is 73% kinetic ubese on my server now, If anyone needs this, well, heh, I wont tell anyone, dont worry.



1000 base dmg.


Ap1 = 500 base


73% ontop of 500 = 135 or so?


Now, thats 1000 dmg, lets go to normal dmg of... ohh... 250?


Ap1 = 125dmg


73% of that is...34?


Thats a good hit aginst me (the 250, vs me unarmored)


Need I say more? --- GET SOME ARMOR---





Vincent' Arasin
______________________

First Master Fencer of Bria
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nicksk8er13
Tue Jan 27, 2004 11:14 pm
#22

i liked the mix and matching because it made people unique, now you will just see TKMs and Fencers running around with all the same skills and defense mods, id rather be able to kill everything and be different, then to be weak and generic.



-
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Awon
Tue Jan 27, 2004 11:34 pm
#23

Thats one retarded tkm then losing to ubese and anyways your a doc thats buffed. If he had his knuklers on the ap1 would not affect his damage and you can take spice to stop yourself from getting mind incap and he could just combo you until you die while your laying flat on your back.
Guddy
Wed Jan 28, 2004 4:50 am
#24

Thing is all the complaining and bitching wont change a thing we just have to deal with the change and go combat medic/rifleman



~ Juddy Zerzog ~ Elite Assassin of the Rebellion









Juddy Zerzog
Master of the Blade
Elite Assassin of the Rebellion


YamadaMan
Wed Jan 28, 2004 8:28 am
#25

LOL I actually thought that defense mod weren't stacking between professions. so there's no "nerf" for me ?



"This morning, the team made a decision to delay the Smuggler profession revamp to Publish 11." TH

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KaliMirchi
Wed Jan 28, 2004 6:10 pm
#26






Vincentarasin wrote:

A tkm will spam their mind to death before they kill me.



I actually tested this today, I had an overt reb tkm come at me blaring all his charging this and nexus thats, anyway I ended up taking between 10-40dmg a hit, he virtually never missed, even when I was in the center zone, and guess what? he spamed his mind to death.


1 scatter hit = incap = death.


Kd? no problem, thats where the 40's are from, hehehe, I couldnt get up (go figure, they sur can get up on my dizzy2/kd) so i took about 40 a pop.



Once i stood up, well, needless to say my buffs provided far, far more regeneration then that poor tkm knuckler could do, heh, heh.



Done with 60-63% ubese.



Mstr Fencer, Mstr medic, 0-4-4-0 doc, 2-0-1-0 Scout, 0-0-0-3 artistan baby!



Needless to say, TKM's arnt all powerful, they have one, huge, weakness.



Kinetic Damage.



There is 73% kinetic ubese on my server now, If anyone needs this, well, heh, I wont tell anyone, dont worry.



1000 base dmg.


Ap1 = 500 base


73% ontop of 500 = 135 or so?


Now, thats 1000 dmg, lets go to normal dmg of... ohh... 250?


Ap1 = 125dmg


73% of that is...34?


Thats a good hit aginst me (the 250, vs me unarmored)


Need I say more? --- GET SOME ARMOR---









You obviously are fighting TKM who don't know what the hell they are doing.




Seena




SYRI, Mistress of Melee. Serious Melee Weapons for Intelligent Meleers. It ISN'T always about Damage!
I've been a successful melee combatant since launch. I know melee.
Short ride SE of Coronet. 804 - 5348

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