Fencer Archive
Thread: Your VOTE for Fencer TOP Fencer Issues (10/4/03)
2. Lower HAM costs, specifically Mind.
3. Extend 1-handed Weapons range.
4. Restore functionality to our Status attacks.
5. Better selection of viable 1-handed weapons.
6. Improve Dodge.
I'm a 1/2/2/2 fencer on Shadowfire, going for master.
- Synne Agwisance
1. Lower HAM costs, specifically mind.
2. Improve Dodge.
3. Alter the speed of fencer's attack to 0.5.
4. Better AP and more damage types.
5. Fix begin combat stutter.
6. Rantoks need to be craftable.
Nads Fatz, Novice Fencer(0-1-0-1) on Corbantis![]()
My top 6:
1. Give us a method of stopping/slowing Fleeing opponents.
2. Give us a /stick command to compensate for Client vs. Server issues.
3. Alter the speed cap for Fencers. (0.5 suggested) (* as many have noted, lowering the cap is not the preffered way of overhauling the speed system)
4. Higher Melee/Ranged Defense and/or One-handed Toughness.
5. Better selection of viable 1-handed weapons.
6. Restore functionality to our Status attacks.
I am currently a 3412 fencer on Chilastra.
Mine, from top to bottom:
1. Alter the speed cap for Fencers. (0.5 suggested) (I really enjoy being outdamaged by every other melee class when they're attacking at the same speed as I am. No, really. It's cool,I swear. Really validates my existence.)
2. Better AP and more damage types. (ALTERNATE: Give Fencers a chance to pierce a target's defenses, bypassingthe armorentirely/negating most of it to do their damage. I, and several others I'm sure, would feel that this would be more realistic for a Fencer to have than greater AP. We do not batter through a target's defenses, we find the gaps and holes.)
3. Improve Dodge. (Dodge, Parry, Counterattack, and most of the other defensive moves in SWG seem to be just for show. They're nice when they work, they're at least moderately interesting when they happen, but the fact of the matter is that most people dodge so little that it can be effectively discounted as a bonus in combat. Make it so that these defensive moves actually have real *value*. Comparisons may be drawn at your own risk to EQ Monks and their insane block rates that kept them alive, even if they didn't have the AC and HP of the tank classes.)
4. Restore functionality to our Status attacks. (Waste HAM trying to Dizzy? Pfft. Waste HAM trying to Blind? Pfft. Just Bleed, Intimidate, then either Beserk or start special spam. What's the point of having cool attacks if they simply detract from your combat efficiency? There's a point to be made about avoiding spamming your single best move over and over, but there has to be some fine line between spam and never used. As it stands, Blind and Dizzy both fall in never/rarely used now.)
5. Better selection of viable 1-handed weapons. (Hrm. In order from acquisition...Knife, Dagger (glorified knife), stubby lil' Sword, Wakizashi, Stick, Butter Knife, big honkin' Blade, Sword, riot baton. Aside from the Wakizashi, not much really gets "style points" here.)
6. Give us a method of stopping/slowing Fleeing opponents. (Gimp shots, wounded players/NPC's move slower when injured...I don't know, something needs to be done here. This isn't a huge complaint of mine anymore since I stopped PvPing...but it still has a special mention of irritation right here at the bottom.)
I can't make many votes, as my main gripes are to fix melee in general. For votes, this is what I'd like to see, although it may be uneducated as I'm only 1-3-1-2 at the moment.
1. Fencer speed. Fencers are quick, it seems that TKA beat them quite badly at that.
2. Parry skill or more dodge. Parry would be a defensivemod against other melee attacks.
3. Less mind cost. It's impracticle to take medic skills as a fencer as you almost never have enough mind to heal.
4. Footwork III: All it has is Spin 2 and no mods while Footwork IV has Health Hit 2, +20 speed, +20 against knockdown, +20 against posture change, and +5 dodge. Move some of those mods down to Footwork III so it gives you something to be excited about when you finally grind that 350k one-handed experience for the block.
5. Armor piercing. For a technique based around lunging and piercing, there sure isn't a whole lot of piercing going on when it comes to armor. I suggest adding a sabre-type of weapon to One-Handed IV along with the Rantok sword that almost no one bothers toget.
1. Improve Dodge
2. Lower HAM costs
3. Give us a /stick command to compensate for Client vs Server issues
4. Higher Melee/Ranged defenses and/or One-Handed Toughness
5. Give us a method of stopping or slowing fleeing opponents
6. Better selection of viable One-Handed weapons (where's our rapier!)
Wonderful job on these Raphayl! Thanks so much for all the work you've been doing!
I'm a master fencer, and here are my top issues...
1. Give us a /stick command to compensate for Client vs. Server issues.
2. Alter the speed cap for Fencers. (0.5 suggested) (although I think the speed equation needs reworking, rather than a simple cap reduction)
3. Fix Hit-while-running stutter
4. Give us a method of stopping/slowing Fleeing opponents
5. Restore functionality to our Status attacks
6. Fix Begin combat stutter
Jomam -Master Fencer/Master CH, Scylla
1. Lower HAM costs, specifically Mind.
2. Fix Hit-while-running stutter.
3. Alter the speed cap for Fencers. (0.5 suggested)
4. Fix Change weapon stutter.
5. Fix Begin combat stutter.
6. Rantok needs to be craftable.
By far the greatest room for improvement:
1. Better selection of viable 1-handed weapons.
In no particular order, all are essentially equally important:
2. Restore functionality to our Status attacks.
3. Give us a method of stopping/slowing Fleeing opponents.
4. Restore functionality to our Status attacks.
5. Lower HAM costs, specifically Mind.
6. Extend 1-handed Weapons range.
Sorry but all those BUGS on that list need to be fixed asap.
Then:
1. Higher Melee/Ranged Defense and/or One-handed Toughness.
1. Give us a method of stopping/slowing Fleeing opponents.
1. Alter the speed cap for Fencers. (0.5 suggested)
All the rest is academic for the end game is GCW for most of us melee types, and I can see no logical reason to stay a Fencer if Ihave no chanceto get to andkill my target due to kiting - with mounts this is going to be an even bigger pita than it is now. GCW for me now is 95% poke-..-mon 5% fencing.
Unless all the devs want in PvP are BH/CH Commando/CH... /sigh ...in which case please delete the melee classes and let us choose another combat mastery.
Someone please lock the Devs away and make them watch this film,
Bichunmoo (Dance With Sword)
http://www.amazon.com/exec/obidos/tg/detail/-/B00005MEVV/qid=1065467206/sr=8-1/ref=sr_8_1/102-8462099-2524100?v=glance&s=dvd&n=507846
then make tell us not to bring a knife to a gunfight! ![]()
#1:Alter the speed cap for Fencers. (0.5 suggested)
#2:Lower HAM costs, specifically Mind.
#3:Better selection of viable 1-handed weapons.
#4:Give us a /stick command to compensate for Client vs. Server issues.
#5:Fix Hit-while-running stutter.
#6:Improve Dodge.
fencer 0/1/0/1 but don't consider me a dabler I fully intent to go all the way to master wether or not anything is fixed
My heart belongs to this profession in sickness and in health to death do us part.