Fencer Archive
Thread: Fencer Issues
Page 8 of 8
Takoma
Wed Sep 29, 2004 12:49 am
#92
I really should read all these posts as what I'm saying has probably been said. If I repeat anything consider it my vote towards that change.
AP:
As mentioned before RL fencing is about piercing and parry and a little slash, granted beating someone over the head with a stick is great fun, but it fits the brawler definition more than it does fencer. Fencer should by definition be a specialty of armor piercing and parry (blocks and dodge)
Speed:
Again it might have already been suggested but instead of armor encumbering ham stats it should be the factor in speed and defense moves. If a player is fully armored this should reduce his attack speed and his ability to dodge letting the armor compensate for damage. So for example a fencer could go no armor or pieces and be able to dodge at a better rate and be harder to hit, but if armored dodge reduced but can take the damage sustained by armor. Same time unarmored his strikes are faster allowing him to hit more often with the low damage weapons we have. Go to the normal weight determines weapon speed, a heavy sword should just be slower across the board than lets say a rapier type weapon for fencers. So many games use this method and it works, why SWG doesnt use it I don't know. This would be the proper balance for Fencers to be quick and light and swordsman to be heavy and slow but more damaging and pikeman to be a combination of both.
Jnani
Sat Oct 09, 2004 11:31 am
#93
Issue : Combat Equilibrium
My main issue at the moment is with the combat equilibrium skill. Where is it?? We have the modifiers for it but the skill isn't anywhere in the command browser, not even typing the command in manually works
It would seem that if you want the skill you'd need to be a zabrak who get it as a natural ability (my character on chimera is a zabrak swordswoman so I know it works). Equilibrium is such a useful skill, it's saved my zabrak from death many a time so I want to be able to use the skill we are given.
Thats just my little issue anyway.
My main issue at the moment is with the combat equilibrium skill. Where is it?? We have the modifiers for it but the skill isn't anywhere in the command browser, not even typing the command in manually works
Thats just my little issue anyway.
Message Edited by Jnani on 10-09-2004 07:32 PM
Krondore
Sun Oct 17, 2004 1:21 am
#94
Issue: Individuality
As I think this should be with all the different profs, melee and ranged(as far as combat goes). With all the melee combat profs it is all a hack and slash game. Get the best buffs you can. Run in spamming specials( for high end enemies). I would like to see a bit more strategy put into this game. As for the fencer being able to be speedy, percise, and highly agile. Instead of spamming specials (which I believe was not intended) to getting mild buffs, but not so much to HAM but to abilities. Enhanced abilities. A higher dodge buff, speed buff, accuracy buff. Those kinds of things. Each prof with the different abilities. I'm not going to go into them, you can figure that out on your own. But with all this, let the different abilities (dodge, speed, accuracy) acturally affect high end enemies. Drop all the resists. Give them special abilities as well. Make it a thinking game, out stratagize oponents.
Issue: Composite armor
This to me is rediculas. For such classes as fencer and TK. If they wear armor they should see speed encumberances, lower dodge mods. Fencers should wear light armor. Swords med armor, Pike heavy armor. TK none, I'm not trying to get TK killed but give them a unnatural toughness bonus or something (how many monks have you seen wear armor?)
Issue: Weapons
I know this has been said many times in this post, but some nice bladed weapons would be good. It doesn't bother me that we (fencers) us some batons, we did start out as 1-handed after all, but the fact that the batons are the be all and end all of the fencer weapons is dumb. The vibro sword idea is a good one.
Issue: Hammer vs Stun baton
Ok, the hammer is the highest damage melee weapon in the game and most of the high end enemies in the game have low resists to it. The fact that it is supposed to be a slow weapon (which it is) still doesn't make up for it, when I have seen a hammer with 856 max damage compared to that of the best stun baton I have seen is about 200. One that I own.
The stun, one of the lowest damage melee weapons in the game, almost all of the enemies with the low resists to it are low end enemies. Which almost renders the stun baton obsolete when trying to attack some Night Sisters or that variety of enemy.
My solution to the hammer vs stun baton: drop the stats of the hammer to that of a cleaver or so. Keep the blast damage, drop to AP1. Give the stun baton AP1, and drop some of the resists of the high end mobs to close to the same as the resists to blast, as both damages are rare types.
I know that in a way some of these ideas contridict each other, but that is because they are theoretical ideas. And that doesn't mean that all the ideas are meant to be implemented all together. Some are new ideas, others are trying to improve with what we have to work with.
Thanks for listening
Krondore
"what is that I hear??? Birds chirping in the middle of the night? Oh, nope.... Pulled another all-nighter on SWG again." 
And to all a good night.. errr.... day???!!!
Krondore
Mon Oct 18, 2004 12:32 am
#95
Issue: Individuality
As I think this should be with all the different profs, melee and ranged(as far as combat goes). With all the melee combat profs it is all a hack and slash game. Get the best buffs you can. Run in spamming specials( for high end enemies). I would like to see a bit more strategy put into this game. As for the fencer being able to be speedy, percise, and highly agile. Instead of spamming specials (which I believe was not intended) to getting mild buffs, but not so much to HAM but to abilities. Enhanced abilities. A higher dodge buff, speed buff, accuracy buff. Those kinds of things. Each prof with the different abilities. I'm not going to go into them, you can figure that out on your own. But with all this, let the different abilities (dodge, speed, accuracy) acturally affect high end enemies. Drop all the resists. Give them special abilities as well. Make it a thinking game, out stratagize oponents.
Issue: Composite armor
This to me is rediculas. For such classes as fencer and TK. If they wear armor they should see speed encumberances, lower dodge mods. Fencers should wear light armor. Swords med armor, Pike heavy armor. TK none, I'm not trying to get TK killed but give them a unnatural toughness bonus or something (how many monks have you seen wear armor?)
Issue: Weapons
I know this has been said many times in this post, but some nice bladed weapons would be good. It doesn't bother me that we (fencers) us some batons, we did start out as 1-handed after all, but the fact that the batons are the be all and end all of the fencer weapons is dumb. The vibro sword idea is a good one.
Issue: Hammer vs Stun baton
Ok, the hammer is the highest damage melee weapon in the game and most of the high end enemies in the game have low resists to it. The fact that it is supposed to be a slow weapon (which it is) still doesn't make up for it, when I have seen a hammer with 856 max damage compared to that of the best stun baton I have seen is about 200. One that I own.
The stun, one of the lowest damage melee weapons in the game, almost all of the enemies with the low resists to it are low end enemies. Which almost renders the stun baton obsolete when trying to attack some Night Sisters or that variety of enemy.
My solution to the hammer vs stun baton: drop the stats of the hammer to that of a cleaver or so. Keep the blast damage, drop to AP1. Give the stun baton AP1, and drop some of the resists of the high end mobs to close to the same as the resists to blast, as both damages are rare types.
I know that in a way some of these ideas contridict each other, but that is because they are theoretical ideas. And that doesn't mean that all the ideas are meant to be implemented all together. Some are new ideas, others are trying to improve with what we have to work with.
Thanks for listening
Krondore
"what is that I hear??? Birds chirping in the middle of the night? Oh, nope.... Pulled another all-nighter on SWG again."
And to all a good night.. errr.... day???!!!
P.S. I know that this post went up two other times, that was a mistake. I meant to reply here, and somehow the subject got erased.... I meant it to be in here, thanks guys.
TashaJedi
Tue Oct 26, 2004 4:21 pm
#96
Issue: Duelweild
I honetsly think a way to make us fencers stronger would be to let us duelweild wepons. It would be twice the damage and they would'nt have to make any new types of weponst.... though new wepons would be nice since I'm sick of the graphy (can't spell it) stick that the tuskins use ack... boring! Thanks for letting me get my two cents in.
Tasha
*Master Fencer*
*Tempus*
*IMP POWER!*
Message Edited by TashaJedi on 10-26-2004 04:23 PM
TKMystic
Wed Oct 27, 2004 7:26 pm
#97
Sorry I f someone else might had post this but, How come Scatter Hit 2 looks like a Swordman Attack.
BadAstronaut
Thu Nov 18, 2004 4:09 pm
#98
As a zabrak, the mind costs hurt my mind so much I've considered redoing as a human. With such low focus, outside of buffs and even withouth any encumbrace I do a nice 30 - 50 mind damage to myself a second. In PVP I am force to drink brandy twice and an ahrisa (the good stuff) just so I do no damage. Oh and thats with mind buffs. If I'm not careful I do more damage to myself than I do to the oponent. My uber stun baton is 44 M cost.
Also, I do feel like we need something to make up for our speed. Its reached so soon. As novices, fencers are formidable due to thier speed. At master, which is the only time anyone would really pvp, the supposedly slow rifleman lose thier disadvantage of speed. We get nothing in return. I'm sure you understand. I'm just another number to add to the list
Thanks,
Master Fencer / TKM 0004 / Master Brawler / Pistoleer 4040
Page 8 of 8