Fencer Archive

Thread: Fencer Top 5 Issues

Vupos
Thu Jun 16, 2005 12:43 am
#40






SpunkyKuma wrote:
I read somewhere notes on what devs might be working on for publish 19, scatter hit getting AOE as ARC wishes and bleed dmg getting increased are a couple. From what I read, almost everyone aside smuggler gets a little attention for pub 19 I believe.




well yeah, wouldn't want to break with Tradition



___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
DrendalKahn
Thu Jun 16, 2005 4:19 am
#41






Vupos wrote:






SpunkyKuma wrote:
I read somewhere notes on what devs might be working on for publish 19, scatter hit getting AOE as ARC wishes and bleed dmg getting increased are a couple. From what I read, almost everyone aside smuggler gets a little attention for pub 19 I believe.




well yeah, wouldn't want to break with Tradition






Hahahaha


Poor smugglers.





DRENDAL KAHN


Stinney
Thu Jun 16, 2005 9:08 am
#42

What on earth is going on? We need some attention here.


Lunge - What was wrong with it? Did it make us almost competitive?


Bleed - Not worth the toolbar f-number to press it.


Blind - See Bleed


Dizzy - See Bleed


Scatter hit - See Bleed


That leaves us with - Advanced body hit


Well, if i ever get out of being rooted, i'll be sure to use it.


........and dont get me started on the animations!


Seriously what is the long term objective for fencer, and i want to see the roadmap of how its to be implemented.







---------------------------------------------------------------------------
stin - Melee Stacker, DIED FROM NGE
ikoh - Master Image Designer, 14pt. Master Artisan, DIED FROM NGE
Davcis - Novice Bounty Hunter, DIED FROM NGE
---------------------------------------------------------------------------
Willing is not enough, we must do. Knowing is not enough, we must apply.
--Bruce Lee
Stinney
Fri Jun 17, 2005 1:10 am
#43

Bleeds stack 3 times per body part? How are you going to fit all that into one fight when you a) cant control which body part you attack and b) realise that for the total damage you might as well have just melee hit a few times?


Blilnd and dizzy have never helped me win a fight. But that probably because I dont know when to use them. Should I use them as opening attacks? what are the stats for these attacks?


Please excuse my ignorance I dont get to play too often.





---------------------------------------------------------------------------
stin - Melee Stacker, DIED FROM NGE
ikoh - Master Image Designer, 14pt. Master Artisan, DIED FROM NGE
Davcis - Novice Bounty Hunter, DIED FROM NGE
---------------------------------------------------------------------------
Willing is not enough, we must do. Knowing is not enough, we must apply.
--Bruce Lee
Vupos
Fri Jun 17, 2005 2:06 am
#44






Stinney wrote:

Bleeds stack 3 times per body part? How are you going to fit all that into one fight when you a) cant control which body part you attack and b) realise that for the total damage you might as well have just melee hit a few times?


Blilnd and dizzy have never helped me win a fight. But that probably because I dont know when to use them. Should I use them as opening attacks? what are the stats for these attacks?


Please excuse my ignorance I dont get to play too often.







For bleed, yeah I haven't seen any test results on whether this new info about stacking really makes bleed useful or not.


As for blind and dizzy I (used to lunge KD) and then apply blind and dizzy as openers, and reapply them when they drop. or time you are going to survive longer with them on, whether you notice right away or not. Get them on early so you reduce any full dmg shots from the MOB. along with COB you will be pretty good.



___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
Jeisyn
Fri Jun 17, 2005 8:06 am
#45






C-Bone_RE wrote:






Jeisyn wrote:

a note on animations - i much prefer crappy/NO animations than having animations prevent us from moving like PRE-CU.


don't put any animations into the game if they're going to keep us standing still.








I disagree. Yes animations should not stop you from using moving while using a special. Aside: All moves are "specials" now; there is no default. However, it makes no sense that you are allowed to move when doing any special. How does someone wipe around a weapon effectively while running as opposed to a balanced stance. Certain moves should allow movement such as lunge. There are probably others that make sense to allow movement. A comprimise would be to have animations for every attack and put in place huge penalties for movements for most attacks.


Bottom line: since this is a "role-playing" game where the goal is to create a virtually real world, put as much physicsin the game as possible. The home PC can't handle much real physics but at least construct the combat in such a way that the output mimicks a Newtonian universe.


SW fans are used to crappy physics so you can't blaim the devs entirely. for example:if you constructed a Y-wing it would have a fat chance flying like it does in rouge squadron withit's nominallift/weight ratio. O wait maybe the force levitates it. HA! But most of the physical abominations in SW and SW games are in atmospheric flight which the devs left out. There's no reason not tobase the combat system around physics instead of the "community" whining about balancing. Basing on the community is hopeless: once everything is balanced everyone wants to be Uber, and then too many get Uber and everyone else wants balance.


Bottom Line; The Devs need Vadar on staff.


oops that was a big sidetrack





I'm not sure what you're saying - you contradict yourself here... are you in favor of animations stopping your movement or NOT stopping your movement?


if you are saying that animations should stop your movement in order to be more "true to real physics" - i have to vehemently disagree with you on the basis that there is nothing "real" about SWG. The day that marksmen/ranged players must stop moving to actually hit a target is the day that i will agree that animations should legitimately root us during specials.


but, ranged players can run around and pick targets off with excellent accuracy at 60+ meters, while we're stuck waiting for an animation to play out to continue moving.


Yes, there is a work-around, if we never stop moving when we click specials the animations won't root us. but it's frustrating non-the less.


**NOTE** Jedi animations have been put back in the game...and they root you just like they used to.


I think you guys are forgetting just how much people complained about this "feature" Pre-CU. if i remember correctly, it used to be on our top 5 consistantly. "Fix animations so they don't prevent our movement!"


be careful what you wish for, guys. It doesn't look like the devs have any interest in fixing animation roots in the near future. i'd rather stick with no animations...





Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Tymothi
Fri Jun 17, 2005 10:11 am
#46


For some odd reason ever since pre-CU I've loved fencer (although most ppl ask me "what's to love?" and I can't really answer them).The thing that really sucks is I've got master swordsman and I find myself using just about every swordsman special and barely any fencer specials. Blind and cripple(? the one that reduces action regen) seem to be the only fencer specials that I use. If our bleeds were improved, i.e. more damage b/c 100 per tick is nothing and increase the amount it ticks. What happened to every 6 seconds? Scatter hit should also get a revamp b/c as it is now it's only helpful if our pvp opponent has a missing piece of armor or has a cybernetic limb. Maybe if it did something like that swordsman move that grants increased def. but instead gave us increased speed so we can actually try to use "hit and run" tactics. Although, hit and run is retarded against a ranged prof. Our snare is crap, too, give us a root to further our hit and run strategy, it's much easier to do when your opponent can't move and it would make us more competitive with all the ranged profs with roots. Right now the best thing we have going for us is our awesome weapons from Kashyyyk, they seem to be far better than what the other profs get. We seem to be lacking something to make us special. It's funny we're the dot specialists but we've only got 1 dot.




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

PoppaBear
Fri Jun 17, 2005 4:39 pm
#47






Tymothi wrote:


For some odd reason ever since pre-CU I've loved fencer (although most ppl ask me "what's to love?" and I can't really answer them).The thing that really sucks is I've got master swordsman and I find myself using just about every swordsman special and barely any fencer specials. Blind and cripple(? the one that reduces action regen) seem to be the only fencer specials that I use. If our bleeds were improved, i.e. more damage b/c 100 per tick is nothing and increase the amount it ticks. What happened to every 6 seconds? Scatter hit should also get a revamp b/c as it is now it's only helpful if our pvp opponent has a missing piece of armor or has a cybernetic limb. Maybe if it did something like that swordsman move that grants increased def. but instead gave us increased speed so we can actually try to use "hit and run" tactics. Although, hit and run is retarded against a ranged prof. Our snare is crap, too, give us a root to further our hit and run strategy, it's much easier to do when your opponent can't move and it would make us more competitive with all the ranged profs with roots. Right now the best thing we have going for us is our awesome weapons from Kashyyyk, they seem to be far better than what the other profs get. We seem to be lacking something to make us special. It's funny we're the dot specialists but we've only got 1 dot.





I get asked the same Q all the time from lil kids carrying around their rifles and trying to "own" everyone, but I've stayed Fencer cause of the community. I've tried many profs, but Fencer and Ranger has always been my two faves, and I'll never leave them. Raph had a dream for us, and it went beyond being the "best profession"...it was about being the best player we could be with what we have now.


So keep laughing in the faces of all the many respec FOTM ranged professions. Fencers are unique, and always will be. Don't be ashamed of your profession, but take pride at not being another "one of those".


My 2 cents...





Bilos Ode-a
Soldier of the Rebellion
DrendalKahn
Tue Jun 28, 2005 5:02 am
#48







ARC_Casper wrote:

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?





I've thought about this some more, and I'd like to see something put in to make the bleed damage proportionate to the max health on the opponent. Maybe like have it ticka total1/5th of the opponent's current health off in the course of 60 seconds or something.That way you could expect how badly it will effect your opponent, and bleeds wont be useless in PvE where some mobs have like 50k+ health and a bleed would be essentially useless nor will we become the new pikeman.


Just throwing out an idea.


Edit: Added emphasis to "current health."

Message Edited by DrendalKahn on 06-28-2005 05:05 AM



DRENDAL KAHN


Aemit
Mon Jul 11, 2005 6:02 pm
#49

i see fencers as quick attackers. hit-and-run. not alwasy needing to stay in range. I thought lunge was awsome cause well it gave the profession soming to stay out of range of the attacker for a bit. It also use to nock down apponets, which then u can run in really quick and use a damaging attack then back up a bit, but now they got ride of the knock down ability and i think they killed it. i use to use it alot. now i dont. its not even om my toobar. fencers are like hit and run combatants. i mean with even improved lunge u can be like 20m away and was able to knock some one down, then u could run up attack, run back , and repeat. hense the hit-and-run. there not really made to attack close range, with there weak deffence. so if they could bring back the knock down ablility that would be great.
Fredwroc
Tue Jul 12, 2005 9:14 am
#50

I am also still confused right now. It was stated that fencer animations were fixed, yet my character (a female human) is still pretending to fight like a TKM (with old animations I believe also). It is annoying to see my sword slicing through my own head, and to never actually use it to attack, but rather, use kicks, shoulder lunges and punches instead.

I also don't quick understand our role in combat at the moment. It seems that there are no specific bonuses about being a fencer over a pikeman or swordsman. My template with the place of pikeman or swordsman (Mfencer/TKM/4xxx doc) can tank just as well as myself, do more damage, and have a lot more crowd control.My bleed attack does virtually nothing, TKMs do about the same damage against me in duels, and my control effects aren't nearly as powerful as a pikeman's.I'm not necessarily asking for any of these things, just something that will set me apart and make me as useful as the other melee classes.

Please note, I quit SWG preCU and only came back recently, and I can see that a fencer's role has changed much.



*Catrice Nova*
l'escrimeur mortel

"Ahazi Fencer Society est. 2003"
love raphayl
Vupos
Tue Jul 12, 2005 10:50 am
#51






Fredwroc wrote:
I am also still confused right now. It was stated that fencer animations were fixed, yet my character (a female human) is still pretending to fight like a TKM (with old animations I believe also). It is annoying to see my sword slicing through my own head, and to never actually use it to attack, but rather, use kicks, shoulder lunges and punches instead.




Fencer animations WERE added back in but the Blade of Nysomething or other has bugged animations. every other weapon will look fine.




___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
Fredwroc
Tue Jul 12, 2005 3:28 pm
#52



Vupos wrote:


Fredwroc wrote:
I am also still confused right now. It was stated that fencer animations were fixed, yet my character (a female human) is still pretending to fight like a TKM (with old animations I believe also). It is annoying to see my sword slicing through my own head, and to never actually use it to attack, but rather, use kicks, shoulder lunges and punches instead.


Fencer animations WERE added back in but the Blade of Nysomething or other has bugged animations. every other weapon will look fine.





Oh okay. I see. Too bad that is the only fencer weapon worth using right now.



*Catrice Nova*
l'escrimeur mortel

"Ahazi Fencer Society est. 2003"
love raphayl
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