Fencer Archive
Thread: Fencer Issues : Vote ( Poll Closed : Tally on Thursday )
Daigoro202
Tue Apr 06, 2004 2:35 pm
#53
1) XP/mission Terminals*
2) Weapon/AP**
3) Weapons/Swords***
(*I wasn't as concerned about xp, but xp seems to be inconsistent with the way mission terminals apply reward payouts and difficulty.)
(**I'm not asking for min/max damage that is out of scope with this profession, but the design philosophy behind all the new, high-level content seems to be high armor and resists.)
(***One or two types of vibro-powered swords, preferably with certifications high up in the non-defensive, trees could address many issues in one pass: AP, weapon variety, maybe even dual wielding.)
2) Weapon/AP**
3) Weapons/Swords***
(*I wasn't as concerned about xp, but xp seems to be inconsistent with the way mission terminals apply reward payouts and difficulty.)
(**I'm not asking for min/max damage that is out of scope with this profession, but the design philosophy behind all the new, high-level content seems to be high armor and resists.)
(***One or two types of vibro-powered swords, preferably with certifications high up in the non-defensive, trees could address many issues in one pass: AP, weapon variety, maybe even dual wielding.)
EdoRolar
Tue Apr 06, 2004 3:45 pm
#54
Vehioh_Mashrak wrote:10. AP
11. Swords
14. Dual Wielding
In that order.
Message Edited by Vehioh_Mashrak on 04-05-2004 01:16 PM
/AGREE
atat9619
Tue Apr 06, 2004 9:06 pm
#58
Cant really decide to have 3 but here they r
SWORDS
DUAL WIELD
HAM COST
and if i would allowed to vote for a forth
AP
dsaviri
Tue Apr 06, 2004 10:20 pm
#60
10. Weapons : AP
11. Weapons : Swords
13.Weapons : Damage Type
troyccp1
Wed Apr 07, 2004 7:09 am
#61
10. Weapons : AP
11. Weapons: Swords
14. New Feature: Dual Wielding
volcomspawn
Wed Apr 07, 2004 7:47 am
#63
4. HAM Costs
1. Defenses
7. Stutters and Delays on our Specials
also about the tapes, those mods dont make a difference because they arent true skill mods, until you add those to the tree the tapes wont do anything.