Aight, basically I want to just run off my ideas for improving the Fencer profession, I'm not that far into it, but I have enjoyed it a lot, and I believe my opinions are worth listing.
Topic One - Dual Wielding: Heavy Swordsman or Fencer
Basically, both professions seem very interested in the ability to hold two swords at once, and let me get this out of the way first, I hate dual-wield in almost every game, it is one of my least favorite abilities and I have argued the physics of it with RL friends many times.
Suggestion 1 - Revamp Fencer Stances and Grips - Starting at Novice Fencer you gain the ability Off-Hand Weapon, which, surprisingly, allows you to equip a small weapon in your off-hand. Since the Fencer has trained to use one weapon they recieve a -10 Range Modifier regardless of their distance from the enemy (plus whatever the normal negative could be). Since the Fencer is still learning and practicing with this weapon only Stone Knives, Survival Knives, and Vibroblades (small weapons) can be equipped in the off-hand slot. Every time one uses an Off-Hand weapon in combat they get a different type of experience from it, and need to go up the revamped Stances and Grips tree to gain access to the larger weapons and certain off-hand special abilities. One still does the normal amount of damage with their main-hand weapon, but can throw in an occasional extra attack with the off-hand. Since it has no modifiers in it (other than Novice Fencer) it is inaccurate and weak, but useable. Rules/Limitations: Off-hand Weapons are only useable when a one-handed Melee weapon is in the main-hand and they have no bearing on CoB or Modifiers. Specials would be questionable.
Suggestion 2 - Novice and Master Certifications - Yep, pretty straightforward. At Novice Fencer you get a certification for a new weapon that is designated for an off-hand, and at Master you can dual-wield any two weapons (except possibly Gaderrifi Batons because of the way one fights with them).This means of doing Dual Wielding would not increase damage and you would only trade off attacks between weapons every combat round, so basically for cool looks only. SameLimitations apply as Suggestion 1.
Suggestion 3 - "Special Only" Off-hand Weapon -Anothercoollooking feature, but doesn't overpower the profession.Several off-hand weapon specials are implementedin the Expertcombat boxes, such as Off-Hand Parry, which allows you toblock the next incomingmelee attack;Double Attack, similar to or replacing ScatterHit, allows one to strikea different part of the enemy's body with a weapon doing damage totwo individual pools; Weapon Flourish (graphic is already in the game), allows theuser tocrossor manuever their weaponsto blockthe next incoming ranged attack;and lastlyOff-HandThrow, 30m pullingspecial,highHAM costs and re-use timeris 30 seconds.
Topic 2 -Stun Batons and Gaffi Sticks
The biggest issue for Fencers is the lack of powerful bladed weapons. Ryyk Blades look incredible, but their damage is usually lacking. Vibroblades are excellent for HAM Efficiency and AP, but lack in the damage areamaking them less than useable. Curved Swords and Rantoks just aren't as powerful as Gaderrifi Batons. In short, the two weapons which should define the class (highest damage and Novice cert) aren't swords.
Suggestion 1 - Change us to One-Handed Weapon Specialists - A lot of people would be opposed to this change, but in all honesty this is what we are. If this change was made it would allow for the easier implementation of weapons that could be made. For instance, Energy Whips (usually used to torture slaves), more Blunt weapons (who doesn't want to club a Gnort or Durni?), and so-on and so-forth. I for one, probably would not support this change, but it is worth throwing out.
Suggestion 2 - Newand ImprovedSwords - First thing would be first, eliminate the Stun Baton from the Novice Fencer slot and create a nicer weapon. Something along the lines of a Vibroblade/Saber with stun damage would be nice. Secondly, make the Rantok Blade craftable by Master Weaponsmiths (final Jabba mission, definately merits a high rank in the WS schematics) Third: Make all weapons viable choices. Don't penalize players for liking Vibroblades better. Were the situation different (Speed caps so early, so why bother making light-weight "speedy" weapons) I would suggest that kind of balancing act, but it would probably just be more effective to raise the damage on Curved Swords (an actually curve them, Vibroblades and the Rantok Blade.
Topic 3 - HAM Costs - Too High? Too Low?
Aight, this section is mostly my opinion, so bear with me if I say something stupid (most of what I have already said prolly doesn't look that great, but it sounds good in my head).
Topic 1 - Gaderiffi Baton - The Health costs are very high. In a sense, I like this, since anyone who tries to spam One-Handed Hit 2 without buffs usually takes a dirtnap pretty early into a fight. In another sense, it does restrict the abilties of players without buffs that want to solo. Fencer really is a fun grouping class, but in my experiencewe tend to leach a lot of experience in groups of similar skilled players --
Aight, well I should prolly stop for one session, I will add more when I am not in a ranting mood. Any opinions, questions, or comments? Feel free to post them and criticize as you like, and no, I'm not whoring for the correspondant position.
Derrel Kast
Master Fencer/Teras Kasi Master
"You are, of course, entitled to your own opinions, as long as you realize that mine are right and yours are wrong."