Fencer Archive

Thread: Fencer Issues and Concerns

darkangelus226
Thu Aug 28, 2003 1:37 pm
#14

Also before i get flammed on the knockdown, i looked in the other elite brawler professions and it says they all get a knockdown type move in there higher lvl skill boxes(read the description of some moves and it says can cause a knockdown). I am just saying fine give us spin attack that cause posture change and dizzy 2 so we can do our dizzy/posture change combo on a group.


Posslibe new specials, we are fencers meaning we can hit points on the body with dang good accurecy. I know disarm has been brought up but i think it is a great idea. Where it just unequips a players weapon.


How about an actual parry move that can be used against brawler classes only. Where if you use it you have a chance of blockin that brawlers move and then repost. Now i fence so this move can have two outcomes you parry then repost( so its still an attack but we block or reduce theres) or we just melparry and we still atttack( block is unsuccesful, but we still attack)


New ideas for clothes...what about a fencer helmet that can be worn to reduce mind damage, make it a certifaction item.


In fencing we have what is called advance and retreat. How about a special called retreat where it ups our chance to dodge, like the marksmen aim ( for better accuracy) or the riflemans cover(to get more snipe shots off).


Okay let me know what you think

TheKidd
Thu Aug 28, 2003 1:54 pm
#15

The defense vs. stuff DOES not work, you did not avoid 1 out of every 4 KD attempts, just did not happen. I'm a Master Fencer, Master Brawler and it will work maybe once out of every 25 times. You might have gotten lucky testing it out once and avoided a few, but I highly doubt that. The defenses simply don't work, if you think they do I'll show you some lunge 2 and you will go down from 15m just about 95% of the time, even as a master with +40 KD defense.



Marul Lyport'tey Master CH, Master Brawler, Master Fencer


MarchHar3
Thu Aug 28, 2003 2:09 pm
#16






Raphayl wrote:

CMD Lunge1 (Lunge2 w/ Master Brawler)


Description:
Lunge1 is a special weapon attack that, in addition to causing more damage at an extended range, also forces the target into a lower posture (checks against Defense Vs. Posture Change) if successful. The more legs or greater the size of your opponent, the more resistant they will be to the effects of a Lunge’s posture changing effect. Generally speaking, if they have more than 2 legs… good luck. Lunge2 is similar, except that it attempts to cause a full Knock Down on the target, rather than just a posture change.


Analysis:
Lunge1, in itself, is not that wonderful, except for attacking a runner just out of normal attack range. If the posture change does take effect, the person can just get right up rather quickly. The true value of this attack is only obtained when used in conjunction with a Dizzy attack, described above. This causes the person to be subject to falling back down into a Knock Down position if they try and recover from the posture-changing effects of the Lunge. Lunge2 is good if you want to master Brawler to get it. Keep in mind that there is now a 30 second timer on Posture Changing and Knockdowns. If you PC or KD an opponent, you will not be able to repeat it for 30 seconds, so be prepared to make the most of that time.


Possible improvements:
1. Extend the reach of Lunge attacks.





I think you need to look again, before Beta 3 ended all Lunge attacks were ruduced in dammage to 1, now you may do up to 5 due to adds and other factors but there is no way a Lunge "in addition to causing more damage at an extended range"
Noules000
Thu Aug 28, 2003 2:19 pm
#17

Question - are you sure about melee defense reducing the damage done by percentage? I assumed that this was actually a to-hit modifier. The reason I thought this was:

- There's a 'XX weapon toughness' which reduces damage, so the natural name for a general damage reduction seemed to 'melee/ranged toughness'

- I am a master Squad Leader, and among other things, we receive a +30 group ranged/melee defense bonus. With my rifleman bonus, I have over +50 (actually, I think they're over 60) ranged/melee defense when grouped. It seems like this would be highly noticable if this were the case (especially when comparing damage taken by other members of my PA when they are not grouped with me), but I haven't noticed such a reduction. I have not done any systematic testing in this regard, but it does make me rather skeptical about this point.
darkangelus226
Thu Aug 28, 2003 3:08 pm
#18

Yes it does work, i have been hit with fire knockdown and it didnt knock me down, i am ina guild with 2 BH, and we did many test, and many people watched as i would not go down and if i did i would get right back up.(Seems most people stay down when they get knocked down, i did too, until advance footwork)Sorry if it doesnt seem to be working for you, but dont say its not on, when you only have by what you have done. I knocked down a fencer and he stayed down for a bit and he couldnt get up, he did the same to me and i stood right back up. I have had pistol whipped tried on me and pistoleers sayin **edit** dude, how did you not go down, and when then when i go down they are amazed how i just stand right back up. So maybe you just bugged...ROFL. Anyways lets here you retort, this should be good...lol
TheKidd
Thu Aug 28, 2003 4:02 pm
#19

Well it sounds like you have a special character that can't get KD like other chars.


ROFL, Believe me I have a little more experience in this matter, and I'm not gonna waste any more time replying to your special KD resistence, because it dosn't exist. Just ask any of the other EXPERIENCED Fencers on this board.


Marul Lyport'tey MASTER FENCER, MASTER BRAWLER, Master CH

darkangelus226
Thu Aug 28, 2003 4:29 pm
#20

This is my second fencer charecter, so dont talk to me about experience...lol, but dont hate, maybe i am just lucky, maybe you should test it again. Up until yesterday when an npc was knockdown or prone the didnt take a defense down like the are suppose to, but then all of a sudden yesterday i has hittin them twice as hard when they got knockdown, so instead of 1000+ i was doing 2000+ now, did the dev notfiy us no, but it works now. So dont think the devs are gonna post everything detail they get to work. Also if you think i am makin this up why would i. I have no reason. The knockdown resist was one of the major things i was looking foward too. More experience, dont assume my friend, i have been playin since day one...ROFL
TheKidd
Thu Aug 28, 2003 5:23 pm
#21

I will test again to see if it was slipped in some time in the last few days.I tested itEXTENSIVELY when I first got master footwork, but that was 3 weeks ago, so I need to test again. When i tested it out though we tried underhand shot, pistol whip (melee defense1), and polearm KD. Tested against me with +40 KD defense and someone else who had 0 KD defense, and the results were the same for each of us, we barely ever resisted a KD, like maybe 1 in 20, but like I said i need to test again incase they slipped a change in but I think that is highly unlikely, considering I PvP everyday and have not noticed any difference from before. It is a well know fact that most of the defenseive mods don't work so I can't imagine that it changed overnight. I'll post back with the results of my new testing tonight or tomorrow.
Mirazul
Fri Aug 29, 2003 1:57 am
#22

My biggest concern right now is our range. If I team with ranged weapon users, it is impossible to get good xp because I cant get in range of the mob before it is nearly dead. With the server/client sync problems I really feel 4m range is way too little. 8m would seem more right to me.


Very often when I solo and a mob is about to die it tries to run away. Even when I'm on follow and are right on top of the mob in my view, I get "out of range" all the time. Only way I can avoid this now is to run ahead of the mob so I can hit it when it catches up to me.


Why someone hitting a mob with a pistol (melee defense1) have 8m range while someone using a long sword only have 4m range is beyond my understanding.


On a sidenote I surrendered Pistoleer 2 boxes from Master to go Fencer, and as others have pointed out it is really VERY hard for melee classes to get xp and stay alive compared to ranged classes. We really need some help here!


Mirazul.

Mirazul
Fri Aug 29, 2003 2:02 am
#23

I would also love to see a special attack targeting mind pool. As a fencer you have high controll over what bodypart you are hitting, so it would make sense if we could hit the head on our opponent. I know we have scatter hit, but would like a strong pure mind pool attack at least at Master.


Mirazul.

AlraJediMaster
Fri Aug 29, 2003 4:05 am
#24

i too would like to see our range incresse. I took a concelled handgun class, and the instructor told us that someone with i knife going at you from 25 ft, chances are you will be cut some where. well if you do the math, 25 /3.3 = 7.57 meters. so 8m range is not overly extreme.



My ally is the force..
.....and a powerful one it is.

A man's weapon a blaster is...
...but choose a sword a god does.
HernandezBallin
Sat Aug 30, 2003 12:20 am
#25

I vote ME for fencer correspondant.



The attic was less to us from the cellar the bones like the attic let them have it let them stay in the attic. When they sometimes come down the stairs at night and stand perplexed behind the door and headboard of the bed brushing that chalky skull with chalky fingers with sounds like the dry rattling of a shutter. Thats what I sit up in the dark to say.
AlraJediMaster
Sat Aug 30, 2003 12:26 am
#26

i second that motion. All in favor.................



My ally is the force..
.....and a powerful one it is.

A man's weapon a blaster is...
...but choose a sword a god does.
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