Fencer Archive
Thread: Fencer Top 5 Issues
ImpSwordsman wrote:
Hey Casper.......when we gonna see some fencer fixes? next publish?
Shinobi I wish I could say yes, but sadly I don't have any feedback yet on the issues. They did ask for a top 5 which I submited but no responses from it yet. But today is the Melee forum at Fan Fest so I will ask about the bleeds.
ImpSwordsman wrote:
ARC_Casper wrote:
ImpSwordsman wrote:
Hey Casper.......when we gonna see some fencer fixes? next publish?
Shinobi I wish I could say yes, but sadly I don't have any feedback yet on the issues. They did ask for a top 5 which I submited but no responses from it yet. But today is the Melee forum at Fan Fest so I will ask about the bleeds.
hey man i know you are trying......keep up the good work!
Agreed. Keep it up.
ARC_Casper wrote:
I was not asked to gather a Top 5 list yet but I would like to always have a current list of the issues going on.
* So far the biggest issue I see is that our Main Role/Special for the CU is our Bleed, but it is very underpowered and almost seems to not even be working it is so low of a damage tick.
My ideal bleed would be equivalent to the opposite of a bacta infusion. Basically the damage could remain as it is now (or slightly higher) but the bleed would occur on a very regular interval equivalent to bacta infusion and last just as long as the infusion. This would make us essentially cancel out that bacta infusion or inflict significant bleed damage against the non-docs.
Personally I would rather see this than more damage or increased ability to 'stack' the bleeds; i only want to have to bleed hit once rather than wasting my time and action trying to hit the same body part multiple times, only to be killed in the process.
I guess the way I see it, if DoT is our primary role, then if we successfully stack a bleed 3 times in one area it should be more worthwhile than using any of our other specials. Otherwise, why waste time and action trying to stack 3 bleeds if we could just use bodyhit/melee strike in that amount of time and do more damage than the bleed will ever cause?
So lets say with body hit I can do 1000 dmg, and with melee strike I can do 600 damage (hypothetical). If I get lucky and stack 3 bleeds in the same spot, over lets say 60 seconds if the bleed does damage once every 10 seconds, the bleed will hit 6 times. Now in these same three attacks I could have done body hit (1000), melee strike (600) and body hit again (1000), so the bleed should at least do 2600 (minimum) over the 60 seconds to make it worthwhile. This means 260 damage (which is basically double what it currently is) over 60 seconds (which is also about double isn't it?) every 10 seconds (which is basically double).
And even this is dependant on our ability to hit the same spot 3 times in a row to 'stack' the bleed. I would much rather not have to stack the bleed and just have it hit for 100-200 damage every 5 or so seconds for 30+ seconds; which would put us at around 600-1200 damage over time with a single bleed.
Maybe i'm analyzing this too much eh? ![]()
XrioT wrote:
I guess the way I see it, if DoT is our primary role, then if we successfully stack a bleed 3 times in one area it should be more worthwhile than using any of our other specials. Otherwise, why waste time and action trying to stack 3 bleeds if we could just use bodyhit/melee strike in that amount of time and do more damage than the bleed will ever cause?
So lets say with body hit I can do 1000 dmg, and with melee strike I can do 600 damage (hypothetical). If I get lucky and stack 3 bleeds in the same spot, over lets say 60 seconds if the bleed does damage once every 10 seconds, the bleed will hit 6 times. Now in these same three attacks I could have done body hit (1000), melee strike (600) and body hit again (1000), so the bleed should at least do 2600 (minimum) over the 60 seconds to make it worthwhile. This means 260 damage (which is basically double what it currently is) over 60 seconds (which is also about double isn't it?) every 10 seconds (which is basically double).
And even this is dependant on our ability to hit the same spot 3 times in a row to 'stack' the bleed. I would much rather not have to stack the bleed and just have it hit for 100-200 damage every 5 or so seconds for 30+ seconds; which would put us at around 600-1200 damage over time with a single bleed.
Maybe i'm analyzing this too much eh?
Yeah now that we know that bleeds stack up to 3 times can we do some testing to see if the time it takes to get our bleeds at full capacity justifies its use.
Does the time it takes to stack the bleeds out weigh just using an instant dmg special like body hit?
Technically how many bleeds can stick on a person at once how many body sections are there? Can all be hit before the duration of the first one wear off?
Damn I wish my comp was working so I could try this out...
Fencer Bugs/Issues
Issue:
Our primary role is a Damage Dealer through DoT's the problem is our Bleed is extremely low and the ammount of damage that ticks is determined by armor resists also. From my testing against an NPC that has no armor rating that gets hit with Advanced Bleed takes a 33% DoT Bleed figured from the Max Damage stat on your weapon. It ticks 3 times over 57 seconds, once every 19 seconds. This comes out to an extremely low damage over time, people have even reported the damage isn't even ticking away in the combat spam, but with it ticking every 19 seconds I'm sure it is hard to miss. Please look at these numbers they seem extremely low especially when armor plays a role in reducing the ammount of the DoT.
Solution:
Maybe boosting the % to 40-50% from the max damage of the weapon. With the DoT only ticking once every 19 seconds this extra DPS is still going to be low so maybe the 19 second timer needs to be reduced?
Issue:
Scatter hit does not serve a very good purpose."This attack ability distributes damage over multiple areas of the opponent." We can no longer attack all 3 pools anymore so it lost it's function that way. I know that this figures in if someone doesn't have armor on leg/arm/head it will hit harder but because of that it is really a PvP only attack, even with cybernetics in the game now you hardly ever come across someone in PvP that doesn't have armor in one of these spots.
Solution:
Turn Scatter hit into a low-mid damage Area Attack possibly.
Issue:
Fencer animations along with most other Melee profession's combat animations were stripped down and some even do old animations from other professions.
Solution:
Let us pick out some of the old animations to replace the current ones. Or maybe you have some new motion caputre ready to get put in? =)
Non Fencer specific Bug:
Server/Client stability isn't that good now there are tons of sliding and warping NPC's when you get in combat and get the -Too Far- fly text. This is frustrating even for ranged players since where the NPC is plays a huge role in combat now.
I'm just worried that our fencer profession is not going to get the attention in needs or deserves.
I think that the Jedi and Bounty hunter forums are far more active and SOE developers are doing there best to please the masses.
Our number one isssue is making the bleed attack usefull.
With the animations, i would like to see the old scatterhit animation back as one of our main attacks
( the combo attack followed by a backstab)
Message Edited by FireFists on 06-15-2005 10:53 PM