Fencer Archive
Thread: A few suggestions to improve Fencers (or melee in general)
Handle: XrioT
Server: Tarquinas
I consider my character the 'Jack of all Trades'. Why? Because I have dropped and gained so many skills over the last few months of playing that I am currently Brawler/Marksman/Master Artisan/Novice Weaponsmith/Slicer(almost Rogue also)/Novice Armorsmith/Novice Merchant and Novice Fencer. This is not to mention the Apprentice Pistoleer and Teras Kasi Student. I have also been many other classes that have been dropped for something else (was a master scout at one time).
Fencing has always been my pride and joy. From the beginning my goal was to become a Fencer / Swordsmith so I could craft the ultimate weapon for myself and join in on the galactic civil war. After months of working on the Fencing, I came to realize that I would not be fighting this galactic civil war.. because it was simply not tangible for a melee wannabe or even master.
I have come up with a list of suggestions over the last few months that would hopefully bring melee (fencing esp) to a competative level, because frankly, deuls can only offer so much satisfaction before boredom beckons.
I haven't been to this forum much because like most game forums I assumed it was a lot of talk and no action. But from what I see, a solution is actually being worked out within these forums. I still rarely see fencers in an update, but if I can contribute one good idea that helps us in the future, it's worth my 15 minutes. I have read a bit tonight and will try not to touch on anything that was already suggested.
Fencers should be able to take on any ranged weapon user within 10-15 feet. If someone had a gun within 15 feet of someone with a sword, there is no way if the person with the sword started running toward them they would be able to start running and look over there shoulder, firing at the sword wielding maniac in a sufficient manner before they were struck down.
Suggestion: When a ranged weapon user is running "away" from another character, they should not be able to hit them with a weapon unless they are at walking speed.
But this is a post about improving fencing, not slashing ranged weapon users.
so
-Give us a +Terrain bonus like scouts have. (A fencer is swift on his/her feet) In order to put us in line with Commandos and BH's which have to have scout and likely have exploration and can move faster, different melee classes should have differing +Terrain bonus. ie. Fencers get +25 per lvl, Pikeman (the slower class) gets +20 per lvl (or in line with scout) and let Terrain negotiation go to 200 max or something of the sort. This would mean that scouts have 100 negotiation and fencers havea little more (say 120). But if afencer was also scout theycould getthe max of 200, in which case they would be a lot more playable.
-Give usmore useful abilities that other classes are lacking. Ie.Dizzy/Lunge is great.. if you canget close enough to use it, but Rifleman can also use Dizzy/Suppressionfire or kd and they can do it from over 60m. This is an example of something that would be good for ONLY melee class to have. If we can get in close enough, you lose.. period.
-Give us an ability similar to pistoleers disarming shot. That way if we get close enough we can whack your weapon out of your hand and leave you defensless.
-Give us a more useful bleed attack. I can do a better bleed attack as pistoleer with a 150dm FWG than I can do with a 300dmg gaderiffi baton. Bleeding from a pistol shot is nothing compared to bleeding from a gaping swordstirke! Triple the damage!
I think one of themost useful changes (besides the terrain negotiation idea, HAM reduction & speed cap) would be to give Melee users a HUGE damage increase when someone is running from them. If you've got a pistol/rifle or carbine in hand, you BETTER aim and fire on someone that is running at you with a sword. If you start to run and shoot over your shoulder, or even worse.. run backwards, you are going to get hit 100x harder because you're not in a position to defend the blow!
The way I see it, nothing you added to Fencer, or any other melee class could upset the ranged users enough, or give them as much of a disadvantage as we have had for this whole time. Throw all these ideas onto the melee users and then just remove things as necessary (like was done with ranged knockdowns and panic shots etc.) Rather than putting us through another 6 months of agony and letting other Fencers give up and go to Commando and BH.. just give us the whole hook n sinker, real us in and throw the parts back you dont want.
Any input or criticism is appreciated. I just wrote this off the top of my head.
XrioT
I like it all... Mostly the inability to hit an enemy while running away from them, and the increased damage to their back while they are moving (if you could do increased damage to their back while they were stationary melee duels would simply become running in circles)...
I hope the rest of you agree with XrioT aswell, but I assume a few of you will come up with some odd excuses to stop us from becoming the gods we should be ![]()
That sounds avesome, Would make a fencer more fersome in battle.
Normally I need to have alot of cover fire from my 2 rifleman mates to keep them occupied whililst i run in and start smacking away.
I use the scout tree for the terrain skill. I think certain swords should do more damage
The whole stinking damage system of SWG needs to be reworked, if even just slightly. You should take MUCH more damage when hit in the chest than the arm, more damage in the Head than chest, and agian it should be harder to hit the head than the chest.
I just don't understand about the whole "shooting someone in the head should make them unable to concentrate and heal themselves" IT SHOULD KILL THEM. But, as it stands, certain attacks target different pools.
If anything different weapon damage types should affect the pool attacked. Stun-Mind, Kinetic-Health, Energy-Action, Heat-Health, Cold-Action, Acid-Mind(just to balance stuff out)
Again, as it stands, that's not how it is. I think that for the melee to be balanced with ranged, you need to give brawler not terrain navigation, but burst run efficiency, or extended burst run, or shortened burst run regen, etc. Considering, there is no way to logically bridge the gap between a ranged and melee other than running, we can't say we should increase range, or have a move that makes us throw our weapon at them and stun them from moving.
An alternate to the burst run, would be like the jedi power from Knights of the Old Republic, where they can do a series of jumps and roles to get to the opponent quickly while not being hit and moving quicker. If you are in a gunfight, and some guy starts doing flips, rolls, and dives, than it's gunna be really hard to get a good shot at him.
Maybe we could do a combo of "dive to prone" "roll to kneeling" etc. but that takes too much action. Maybe combine it into a single action that takes more action for the longer range. So if your target is 50 meters, than its gunna take a large amount of action, if it's 20, than not so much. So your action cost depends on the distance of your selected opponent. That selected opponent could keep running, and it would just eventually kill your action, but if they are taken off guard by it, and you manage to get in a few hits than it would be worth the cost. Maybe a delay timer of 3-5 seconds would allow for you not to spam the move while they are running and keep up with them perfectly.
So I just think a distance traversing move would be highly useful for all brawlers.
-Manwe