Fencer Archive
Thread: Fencer Issues
Message Edited by FURY_Chaser on 04-01-2004 08:08 PM
Fencer Issue: Try tweaking Damage and Armor Piercing on weapons
Blood here from the Intrepid server. I have been a Fencer since beta and will never change my profession. One matter that bothers me the most over anything else is not having the damage output from my weapons of selection as to compared to other professions.Even although I constantly buff and spam specials like there is no tomorrow I come nowhere near in damage compared to a rifflemen who can shoot his riffle once every second. If I had a weapon with medium armor piercing even if it had low damage like the vibro blade I would be in heaven. Although this would never happen (I think) could you please try and consider tweaking the damage our weapons can create or lower our speed cap to .5 that way we can strike faster.
Message Edited by LordBlood on 04-01-2004 06:21 PM
Issue -Fencer Speed
Description - It's a well-known fact that fencers at the master level (especially combined with master brawler) are seriously affected by the 1.0 second speed cap, as our weapons' speedrating as they are don't even propose a threat of not hitting the speed cap. To elaborate on Blood's post, we need some form of relief from this. The obvious solution is that we need to have a lower speed cap applied to us, so we may make use of those wonderful speed mods we get. Another solution would be to give us a relatively heavy-hitting weapon that has a speed rating high enough to make use of our mods.
The stun baton has the worst HAM costs of any weapon I have used, except maybe rifles. It eats my mindthan than all the 2-hand weapons and all the pistols with the same buffs. This is not acceptable in my opinion as the stun baton does crap damage and has AP0. The HAM costs should be lower to make the weapon more viable.
I've been playing on test center. As a Rifle-III, I could do as much damage with a special as a Master Fencer using my best special. Our specials are not just lower than everyone else's, they are an order of magnitude lower. Either correct the speed issues (where heavy weapons can strike just as fast as we can), or correct the damage multipliers.
We find it disheartening to see other classes get new drops, questable weapons, and limited schematics, while we receive poor components and no new weapons at all.
there have been some disparities as to how many weapons are going out to each prof, *cough*pistoleer-riflemen-swordsmen*cough*
I mean come one, new pistols and rifles from the geo dungeon, new rifle from the corvette, scyth blades, sister lances with insane dots
try useing this as ammo to pitch some of our weapon issues,
WHIPS WHIPS AND MORE WHIPS, oh ya baby
Message Edited by Witnezz on 04-02-2004 11:18 AM
Other professions such as commandos and CH are able to receive higher paying missions in the mission terminals, although a Fencer, based solely on the combat skills from that profession, is more likely to be able to solo the content for those missions, for example, high level NPC missions on planets such as Dantooine and Endor.
However, even at higher levels, weapons that give heavy weapons xp continue to return xp for lower-level mobs. On the other hand, fencers receive little or no xp for similar mobs very early, and the xp return for fencers seems to decrease on a steeper curve than with heavy weapons.
The mission terminals seem to be based on the assumption that Fencers are too weak, whereas the combat system seems to be have the assumption that Fencers are overpowered compared to weapons such as flamethrowers.
Fencer Issue-Scatter Shot Animation
/sarcasm
Could we make it any slower please? ![]()
/sarcasm off
Sometimes when I am fighting in Player vs. Player I need to use scatter shots to wear down my opponents mind bar but before I can complete my last scatter shot my enemy will have already be 10 meters away from me. The animation is way too slow. Looks great though!
Keep up the good work folks.
Message Edited by LordBlood on 04-02-2004 03:30 PM
I know this is against the rules, but I really would like to add to this. I makeuse of this great attack very often, and know these pains well. An alternative solution to shortening this lengthy animation is to make it so that it would "break" if the user decides to move forward; that way, ifsomeone were fighting something that was of little concern, they would be able to enjoy the nice animation by standing still.
LordBlood wrote:
Fencer Issue-Scatter Shot Animation
/sarcasm
Could we make it any slower please?
/sarcasm off
Fencer Issue - Area Attacks
We have two serious problems with the uniqueness/balance of our area attacks.
The most prevalent one is the fact that we have 2 near-identical attacks, that really need to be tweaked. I am referring, of course, to blindhit2 and spinhit2; doing similar damage, havingthe same status effect and similar HAM costsmake it rather unnecessary to make use of both of them.
The other issue is that the damages induced for each of the 2nd tier area attacks need to be balanced. As things are, dizzyhit2 does more damage than either blindhit2 or spinhit2, further rendering spinhit2 obsolete.
The probable solutions I've devised to these are as follows...
- The easiest logical solutionis remove the (blind) status effect from spinhit2 as a whole and increase its damage, while bringing down the damage of dizzyhit2 to the same level as blindhit2.
- I know it is unreasonable, and understand that it would be unfair, but changing the status effect of spinhit2 to either stun or intimidate would be awesome.
- Again, realizing that it would go against some of the boundaries set by the combat system of the game, if spinhit2 were changed to be one of those actions that didn't require an initial target (like berserk and CoB) it would make things much more enjoyable.
Fencer issue - Target is out of range
Often when duelling or a pvp encounter ~I will be runnng around trying to hit someone and even though I show as being right on top of them, I cannot hit them due to them being apparently out of range, the only thng I can often do is spam 1h lunge which is not exactly effective in the damage stakes and even that is out of range sometimes (i am well aware that lunge dizzy would stop some players in their tracks but pvp players often have v good def vs this). I assume this is some sort of effect due to server lag or just plain old latency but my ping is not so bad <200 when it happens so it would ne nice to have this looked into (is a total pain in high lag encounters like base raids).
Issue: New 'unique' content
Fencers need something to set them apart, aside from dmg type. New features such as Dual Wielding, possible new attacks.
( Vote is starting tomorrow, we need more issues posted here. )