Fencer Archive
Thread: Fencer Profession Summary
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VemaGara
Wed Jun 09, 2004 9:26 am
#14
Fencer
Summary of skill points and path.
- Our existing path looks sufficient.
List of abilities and what they do in the world.
What is fun / unfun, useful and not useful for each one.
Anything that is labelled unfun or not useful must have an objective reason.
Combat Role Summary
- Tanking is fun
- Standing against a horrific creature that no one else in your group would approach, and surviving, is fun.
- Being hit like clockwork is not fun. When you professions biggest asset, dodging, ceases to be effective, then playing becomes unfun. When end-game creatures have amazing accuracies, fencer's can't dodge well enough. This is the same as a rifleman losing their rifle, or a doc losing his healing skills. These are the basis for the profession. Without them, the profession is much weaker. When end-game creatures can hit fencers with little trouble, then the fencers has lost his main asset, and the playing becomes unfun.
Grouping Summary.
- Both grouping and non-grouping content is fun. We need healthy amounts of both. Sometimes players have time to join a group, but sometimes, the don't. Having both styles of content in the game adds to player fun and reduces player unhappiness.
Top 5 recommendations to make the profession more fun (and WHY each will make it more fun)
- An ability to exchange defence for higher damage output or higher armor piercing. This is more fun, as it allow me, as a player, to decide whether I want higher defences or higher damage, or some other perk.
- Damage from specials should be more comparable to another class. Fencers should do lower damage but use less points from their specials pool, or more specials' damage and more points. This is to say, a special should be as meaningful to a fencer as a swordsman.
Top 5 things you would like to see in the Combat Balance
- Make the stun baton an item to be feared, but not an "I win" weapon.
- Giving a sword the same stats as a gaffi. We want swords.
- High dodge means nothing against high-accuracy opponents, which means most of the endgame opponents.
Top 5 things you would like to see in the GCW (what GCW Fencer perk would make you interested in taking part in the GCW)
- Disarm. If there is an equip delay, disarm (which causes no harm to the actual weapon) becomes a viable way to change a battle without upping damage. Other melee types should be harder to disarm.
Summary of skill points and path.
- Our existing path looks sufficient.
List of abilities and what they do in the world.
What is fun / unfun, useful and not useful for each one.
Anything that is labelled unfun or not useful must have an objective reason.
Combat Role Summary
- Tanking is fun
- Standing against a horrific creature that no one else in your group would approach, and surviving, is fun.
- Being hit like clockwork is not fun. When you professions biggest asset, dodging, ceases to be effective, then playing becomes unfun. When end-game creatures have amazing accuracies, fencer's can't dodge well enough. This is the same as a rifleman losing their rifle, or a doc losing his healing skills. These are the basis for the profession. Without them, the profession is much weaker. When end-game creatures can hit fencers with little trouble, then the fencers has lost his main asset, and the playing becomes unfun.
Grouping Summary.
- Both grouping and non-grouping content is fun. We need healthy amounts of both. Sometimes players have time to join a group, but sometimes, the don't. Having both styles of content in the game adds to player fun and reduces player unhappiness.
Top 5 recommendations to make the profession more fun (and WHY each will make it more fun)
- An ability to exchange defence for higher damage output or higher armor piercing. This is more fun, as it allow me, as a player, to decide whether I want higher defences or higher damage, or some other perk.
- Damage from specials should be more comparable to another class. Fencers should do lower damage but use less points from their specials pool, or more specials' damage and more points. This is to say, a special should be as meaningful to a fencer as a swordsman.
Top 5 things you would like to see in the Combat Balance
- Make the stun baton an item to be feared, but not an "I win" weapon.
- Giving a sword the same stats as a gaffi. We want swords.
- High dodge means nothing against high-accuracy opponents, which means most of the endgame opponents.
Top 5 things you would like to see in the GCW (what GCW Fencer perk would make you interested in taking part in the GCW)
- Disarm. If there is an equip delay, disarm (which causes no harm to the actual weapon) becomes a viable way to change a battle without upping damage. Other melee types should be harder to disarm.
Khoivo
Thu Jun 17, 2004 11:41 am
#15
Fun/
Owning a TKM in PvP
Lots of things are fun, too many to name here.
Unfun/
Having to chase an NPC forever 'cause the guy decides he wants to run away, we should be able to use soem type of pistol instead of a CDEF Pistol.
Getting Clobbered by Endgame Opponents 'cause my dodge doesn't work worth a darn.
Not having a weapon that does some other type of damage, I'm sure yall coudl stick in a weapon that does electrical or heatdamage or somethign for us. Stun and Kenetic dmg weapons don't do a darn thing on Endgame opponents.
Things that I would like to see happen
Being able to use two weapons at the same time, hey my other hand is free, lemme use it.
More SWORDS, we are fencers.
Weapons that ar efaster and do more damage, fencers can't put out damamge like a Pikeman or a Swordsman can, we need some compensation.
More SWORDS
If we are so swift and agile, why can't we sneak attack an opponent, scouts have mask scent, can we get a tippy toe or something.
Profession specific armor.
More Swords, I really can't stress this enough.
Ok, I hoped I helped out a litte here by putting in my two cents.
Vincentarasin
Thu Jun 17, 2004 3:35 pm
#16
Khoivo wrote:
Fun/
Owning a TKM in PvP
Lots of things are fun, too many to name here.
Unfun/
Having to chase an NPC forever 'cause the guy decides he wants to run away, we should be able to use soem type of pistol instead of a CDEF Pistol.
Getting Clobbered by Endgame Opponents 'cause my dodge doesn't work worth a darn.
Not having a weapon that does some other type of damage, I'm sure yall coudl stick in a weapon that does electrical or heatdamage or somethign for us. Stun and Kenetic dmg weapons don't do a darn thing on Endgame opponents.
Things that I would like to see happen
Being able to use two weapons at the same time, hey my other hand is free, lemme use it.
More SWORDS, we are fencers.
Weapons that ar efaster and do more damage, fencers can't put out damamge like a Pikeman or a Swordsman can, we need some compensation.
More SWORDS
If we are so swift and agile, why can't we sneak attack an opponent, scouts have mask scent, can we get a tippy toe or something.
Profession specific armor.
More Swords, I really can't stress this enough.
Ok, I hoped I helped out a litte here by putting in my two cents.
Aginst un-armor'd, HaHA HA HA HA HA
Aginst armor'd, yer well, pikemen even beat us.. Pike's dont do jack in PvP though![]()
Diablish
Sun Jul 04, 2004 7:07 pm
#17
I like and dislike rizzaka's idea about the factional upgrades, forgetting us neutrals?
Drunkenjedi420
Sat Jul 24, 2004 11:50 am
#18
Ok - Im very new at this guys but I will try to help. I think the Class is very fun - I just got to Novice fencer. I like the Dmg. vs. Enemy. I do a lot of dmg to med range mobs. For example Enhanced Klicknicks at the Blue leaf temple. Mind you im only a novice, but they have 0 stun resist so I can fight them no problem. With Full buffs 2500 and 1 shot of Brandy im good to go against these guys. My baton is reg stats sliced to 1.9 speed.
I am very happy with the fencer so far. I also wear my uber stun armour with no attachments. Its sliced to be over 75% on all stats so anything that hits me doesnt effect me really at the blue leaf temple.
MY BIGGEST CONCERN. --- FENCERS SHOULD NOT HAVE ANYTHING OVER PADDED ARMOUR. No true melee class, unless its a polearms class,can dodge attacks with High-end metal armour. Its just not humanly possible.
Idea: For any fencer not using any armour there should be a 5-10% inherant bonus to all defense and 2-5% to all offense. Its just the plain old realistic truth. They need to work something out where we can get nice bonuses for not wearing armour. It just seems gay seeing everyone on the server wearing and doing the same thing.
Otherwise I like this class - I might even re-instate my accounts if this turns out to be fun and try Polearms and sword. Who knows. For now I am angry at the game for other reasons but thank god for fencer I am having fun again a little bit everynight.
hope this helps guys.
-Sazo
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