Fencer Archive
Thread: *Compilation of Fencer Issues 9/24/03*
Thanks Noules,
So it is:
a Master Fencer has +25 dodge
A Master Pistoleer has +30 dodge
so the max dodge you can get is +55
It would be nice if we knew if +25 let you dodge of adverage 25 in 100 attacks or 25 in 1000 attacks.
What ever the number the odds of dodging needs to be increased.
Sir_Voor wrote:
Thanks Noules,
So it is:
a Master Fencer has +25 dodge
A Master Pistoleer has +30 dodge
so the max dodge you can get is +55
It would be nice if we knew if +25 let you dodge of adverage 25 in 100 attacks or 25 in 1000 attacks.
What ever the number the odds of dodging needs to be increased.
I think that for defensive bonuses granted for a weapon skill, you must have the relevant weapon in hand to receive the bonus. I belive you would get 25 or 30 depending on what you were using.
The Skill Mods that state the weapon first like (one-handed melee toughness +4) will not work unless you have the weapon type equiped. But the Skill Mods that don't like (Defense vs. Dizzy +20) will work and stack with other weapon's (Defense vs. Dizzy).
FYI: Here is character builder that list all the bonuses
swgcb.yogn.net/swg-cb.php?prof_id=19
As a master fencer myself, it about time some one brought up the issues with this profession. This is by far the best melee class, even if we are sevearly under powered, we make it up with speed (yes even with the cap). Master Tka, Pikeman, Swordsman have all fallen to me as a master fencer and i must say im looking forward to the fixes if any on this class and to see more of the fencing class running around kettemoor.
ausome job!
Ilooli (and others)~
We no longer have an "official limit" of 5 issues, but prioritizing what is themost importantissues to us will allow us to focus our efforts and get better results than simply spamming everything we want all at once. My intentions are to present everything we need all in the samesubmission, but placing more emphasis on which of those issueswe really need the most. Sort of like a multi-part submission: Top 5 Critical Issues, followed by our complete list.
I will post a preview of what I will be bringing to the developers here first so you will all know what is going to be included in the submission, and to make sure we are still on track. After all, I pledged to be your voice, and not in pursuit of my own goals. I intend to live up to my promises.
As for trying to cram a bunch of semi-related things into a single request, I can do that if that's what you really wish. But I'll tell you this, from what I have seen the fastest and best results have been coming from specific and focused submissions that state a very specific, identifiable, and reproduceable issue that also offers detailed descriptions of why it is an issue and what should bedone about it. It allows the devs to shoot for something very specific, and makes it far more likely that our issue will be dealt with closer to the way we really want it.
Broad, general, wide-sweeping submissions inspire broad, general, wide-sweeping responces. We don't want to get caught up in a misunderstanding, or a "fix" that ends up handicapping us even more.
From what I have experienced so far I am truely impressed with the developers communication and genuine interest in improving the gameplay for all of us. They can only do so much at once, so results may tend to come in spurts as they address the issues, but they do care, and we will get our voices heard.
I also ask that you have some patience with me. I'm still kind of learning my way around my new duties, and I want so badly to serve you properly. Everything I have to do must be funneled through certain channels with specific rules, and I don't want to bork things up for us. I will at all times do the best I can though. I certainly appreciate all the help you guys have offered; it makes a huge difference. I've said it before, but I'll say it again, you guys are truely the best of the best in terms of community.
~Lyahpar~
La Femme Fencer
"Thrust if you love Fencers!"
Sorry have been ill and had little time to post. I have never had dialogue with any developer so I would defer to your sense of how best to persuade then. Based on the response to the first set of issues, I was not expecting a high degree of responsiveness anyway.
I personally think that fixing the offensive bugs (which of course they claimed they were going to fix previously) and significantly increasing passive defensive abilities would be my personal priorites.
Okay as far as the /stick and kiting issue goes. I really like the /stick idea a lot. Now, I don't know exactly how real they want to make this game, but as far as the kiting goes..... here goes.From what I'veobserved on others and in myself,in game a lot of the fencers wear no armor or the least they can get by with for HAM reasons. I am a falconer in real life, which means that I have done my fair share of Renn. Faire's and re-enactments. I don't know how many of you have ever had the opportunity to run in a suit of armor, but I have. Even light armor can be very difficult to move in for weight reasonsAND movement restrictions. I don't understand how someone in armor is able to kite away from a fencer in no armor and be able to stay ahead of him/her, it's highly improbable. Even if they don't want to impliment the /stick idea, I for one would like this one explained to me. The heavy weaponvs. light weapon arguement has been around for ages and I've seen it put to the test FOR REAL. Can a heavy swordsman do more damage? Yes! But a fencer can get the heck out of the way and run a heck of a lot faster! And you know what else? Armor hasjoints on it that are made for light weapons.Do ranged combatants wear the same type of armor as swordsman in this game? We all know the answer to that one. Maybe I'm crazy, if I am, go ahead and burn me.
Just trying to "keep it real"
Shadowe
I have an issue id like to address, and its probably been said b4. The 1H health hit to me is useless. What do I care if I wound a mob or person? Our weapons already have a high wounding percentage, so to me this skill makes no sense. I think we need a bleed, instead of the wound hit. We are using swords after all, a slicing weapon that should make a body bleed. Pistols get bleed, but we dont? Whats wrong with that picture? And with the amount of time it takes for us to kill a mob, a bleed opening hit would be very useful. Just my 2 credits worth....
Novice Fencer 3/2/2/2
Raph,
Please tell me, will the modifications in defense abilities also work against poison? It is so frustrating to be the person consistently sustaining the mostpoison damage....
Seena
Malifost:
HealthHit1 (and HealthHit2) ARE bleeds. I know the attack's description states it "wounds" the target (and it does create significant wounds as well), but it's primary function is to produce a bleed. It's a pretty potent bleed at that. Next time you perform a HealthHit1 look at your target status icons. You will notice (as long as the attack landed) that there are little red "droplets" among them; that represents the bleeding you have produced.
Kali:
There is alot of discussion about poisons and disease going on. I'm not certain what is to happen there, but I will keep my eyes open. Wish I could offer more on that subject. As for our profession getting specific resistances to them, I don't know how I could justify that, but I'm certainly not against it. We can always ask, right? ![]()
~Lyahpar~
La Femme Fencer
"Thrust if you love Fencers!"
heheheh yes, asking never hurts... I guess I didn't mean this should be unique to Fencers, cuz the problem affects all melee.
Seems like we should have some sort of protection that makes the chance of us contracting poison the same as ranged...
Seena
please add dual weilding weapons at the master status lv. one off hand weapon that deflects/disarms incomingattacks and the other to fiight as normal.
thanks for all your hard work!
Falkon