Fencer Archive

Thread: Makeing Fencer's unique ( Future of Fencer )

FURY_Chaser
Fri Feb 20, 2004 7:56 pm
#1


  • What should be special or unique about Fencers that set them apart from the other 3 melee professions?

  • Several ideas have been broght forth in the past : Dual weilding,stances, defensive moves....


    How above all else do you want to see Fencers differ from other proffesions?

    Higginsis
    Fri Feb 20, 2004 9:27 pm
    #2

    We should be quick, quicker than a tka, also have the widest range of damage types in the melee's, like 4 types maybe.



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    Sammadet
    Sat Feb 21, 2004 7:12 am
    #3

    hehe yeah raphael is a good stereotype(we're using japaneese games to put the finger on what a western swashbuckler is =D)

    But about the speed. we have 90 innate speed, with a few tapes you can easily get to 95 this means we'd cap with a speed 20 weapon. Not to mention what happens when you go above 95%..
    Frodawg
    Sat Feb 21, 2004 7:38 am
    #4

    I want to see some abilities that can hide our movement. agile and quick can translate into sleek and hidden. Mybe a timed ability that takes us off radar for say 30 secs. to get in close.



    Also i posted in concept an idea about fixing the dizzy KD wars:


    Posture down needs tomore than simply kneelng prone andstand. I suggest a rating of balance lets say 1-100. at perfect balance you can hitmore, move easier and defend better. Using posture down attacks will get the other person off balance but not on the ground: they become less accurate, speedyand maybe even ham costs rise. (Swinging a weapon off balance can be harmful), the closer they get to 1 the more likely that they can fall. also the more likely the attacker can use their attack against them,(an actual Counterattack). But when the do go down it takes more to recover according to what number you are at.


    Knocking down takes more time but allows more benefits. This way a fencer can actually simply use a passive offense, (get them off balance and counterattack) then when they fall do them in.



    Also how about a precision attack that say pokes a muscle or joint thus raising hams, or lowering secondary skills.





    Frick
    Gui_Gon_Jinn
    Sat Feb 21, 2004 1:17 pm
    #5







    Higginsis wrote:
    We should be quick, quicker than a tka, also have the widest range of damage types in the melee's, like 4 types maybe.





    I agree with that, it sickens me whenever I duel a TKM Their speed is just un believable, IMO that profession is either A) too over powered or B) fencer is underpowered. of course with the up comeing profession revamp I hope to see some change. of course I could just throw on some armor as well and have my way w/ em but I perfer clothes...

    Message Edited by Gui_Gon_Jinn on 02-21-2004 02:19 AM

    Message Edited by Gui_Gon_Jinn on 02-21-2004 02:30 AM



    -Thomas Nuffan
    "Nobility isn't a birth right, it is defined by one's actions"

    Ktzero3
    Sat Feb 21, 2004 1:55 pm
    #6

    The speed of Fencer should be their dominating characteristic. The 1.0 speed cap should be removed, because it makes any weapon speed under 3.5 pointless.


    Our dodge/evade should also be more distinctive. TKAs can tank damage, we should be able to dodge as much as they can tank. (For example, if a mob hits for 100 damage every time, and a TKA only takes 50 damage, we should be able to dodge 50 out of 100 hits).


    Specials should be better animated to suit aFencer.(Instead of the weird circular motion of one-handed bodyhit 3 for example, it should be more quick jabs, like that sword guy in Soul Calibur 2)


    Thats aaaaalll for now=)

    Ktzero3
    Sat Feb 21, 2004 9:30 pm
    #7

    Although those are very good ideas, I believe that from a coding prespective they are difficult to impliment. The DEVs would have to rewrite their system of knockdown//lunge to create a variable that keeps track of balance... this is not likely. Same with the radar idea. I love both the ideas, but they are just too hard to do.


    I do, however believe that our speed cap is the most problematic... (fast speeds weapons are meaningless to Fencers) and should be fixed IMMEDIATELY. Either up the range of speeds in our weapons (like the graffi stick) and make them higher damage, or get rid of the cap. I can understand that the cap is there to prevent too many calculations (thus a heavier load on the servers) in a tiny amount of time... but this is hindering our profession as a whole, because the + to speed modifiers arn't DOING anything once we get it past a certain point. How bout some + to Damage instead? It would make sense since at higher levels we would be able to know where to strike to cause the most damage...
    Westpark
    Sat Feb 21, 2004 10:16 pm
    #8

    an actual parry system would be great... we are suppose to be fencers after all..



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    Ridux
    Sat Feb 21, 2004 10:30 pm
    #9

    In the advent of the upcoming Warcry 1 and 2 change, I believe a delay move would be incredibly beneficial to our profession. Slapping someone on the wrist with the flat of your blade (or Gaffi?) to slow them down in combat might not be as good as delaying their next action for 10 - 20 seconds, but I think it would make Fencers a lot better at fighting NPCs and dueling. (This could possibly replace the horrible Bleeds we have, thus making the Footwork tree very powerful again)


    I'll think of more stuff, just not now.





    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."
    tuskenssuck
    Sat Feb 21, 2004 10:36 pm
    #10

    Well basically Ithink Fencer and tka should have equal speeds, cause it seems to me that swordsman and pikeman should be the competitors and fencer and tka should be.But a tka can usaully beat a fencers ass nicely.It should be a very good fight, a tka and fencer. Tka gets so many specials that arent actual attacks, i think fencer could use some of those.Cant we get apower of will or somethin like that?





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    Ktzero3
    Sun Feb 22, 2004 3:12 am
    #11

    The objective of this is to make Fencer DISTINCT from other Professions, not JUST LIKE TKA. Giving us a version of TKA skills would not be reasonable. Once again I stress the fact that ourspeed and our ability to use specials without worrying too much about HAM (two of our main problems for now... speed cap and ham costs) should be what makes us Fencers.


    Where I do agree with you on this is that TKA are better than Fencer only when it comes to tanking.I would suggest giving us a skill equivalent of the soon to be nerfed Warcry 2, but that just screams nerf.
    DamianlXl
    Sun Feb 22, 2004 4:35 am
    #12

    When I think of fencers what comes to mind is of course speed, accuracy and parry-counterattacks.


    Here is my impossible idea that will never happen: Since this class (in my mind) is the quinessential 1-on-1 duelist, why not give them a move that disables an opponent and lock them into melee combat (ie the anti-kiting class) Im picturing a monofilament wire the fencer snaps around the opponent's leg, and when they try and run it drops them to KD after a few yards.


    If all these various nerfs are truly an effort to balance the game, I dont see this being a bad idea. To be fair to the swordsmen, I think they should have a move where they throw their sword/hammer impaling a fleeing foe causing bleeds. Of course you would be unarmed until you ran over to retrieve it. I don't have any ideas for pikemen. And TK don't need anything.


    OK you wanna talk "difficult to impliment from a coding perspective" this takes the cake, but in the context of the game I think it would really work.
    popawheelie
    Sun Feb 22, 2004 7:12 am
    #13

    I believe that making fencers unique u need to make them faster, they talk about this speed cap that cant be changed. Ok then just have a couple of hits in one special move. I believe that fencers should be the evasion masters, The evade most hits and due to there high dexterity can obsorb damage (they know how to take a hit).


    Fencers are set apart from the rest of the brawlers for being the quickest, most agile, most accurate. They arent heavy hitters like the rest, of the brawler tree. Fencers are more stategic they miss rarely and hit fast, they dont deal out masses of damage, (like say a pikeman) They fight in a strategic manner toguarentee their sucess on the field. They use"states" (blind, dizzy, intimidiation, etc) and only strike vital points of the target,(all the sensors that the target will use to try kill them) Fencers shouldnt bleed, they should cripple and reduce the opponent limb from limb.


    A fencers should be a perfect balance of defence/offence, other brawlers should be higher on the offence..They should be able to dodge and attack (counter attack)at the same, as that is 'perfect opportunity' to attack as the target is in a vunerable state. Most attacks should have a rolling chance of doing state effect(s) on the target.


    At Master, fencers have the opportunity to wield dual weapons, "Dual Rapier". This is a master only weapon, this weapon is designed to be part of the master fencer, giving them the utmost agility and accuracy. The thin blades best compliment the style of fighting the fencer has now mastered. Weightless, accurate, agile and extremely deadly. The dual rapiers, due to their design, find the weakness's in armor.


    Pop wheelie


    Fencer, in RL too...



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