Fencer Archive

Thread: CU Fencer: Concerns & Ideas

kAotiC_HeRo
Tue Apr 26, 2005 7:59 pm
#1

For organizational purposes, I decided to make a thread to see what the community thinks about the profession and serious issues surrounding it. Bleeds have come up about potency and strength. The same for Weapon Conversions. Below is a few questions I'd like you to ask yourself and answer according to your concerns. If you have ideas, feel free to share them.



  • Given the current situation with the 'DOT' title we've attained would you consider the system for bleeds is adequate?

  • Regarding the Combat Upgrade weapons... what are your stances/ideas in regards?

  • Abilities:


    • Do you find them a viable special?

    • Do you think they need to be 'beefed' up?

    • Do you think they need to be 'toned' down?

    • Bleeding Specials:


      • Adequate source of damage output?

      • What are some numbers you'd like to see in regard to the Bleeding specials?

  • Armor Certifications


    • Are the adequate for the profession to be a viable combat role without using dual mastery?

    • What are your recommendations for future armor types/protection/style?

    • Should fencers have to wear armor?

  • Weapon Certifications:


    • Are you satisfied as a community with what has been developed?

    • What would you like to see in the future?

These are a few topics I had in mind when I asked myself what the community wanted... In all honesty, besides what has been said about the bleeds, I don't know. So, please, if you wouldn't mind... leaving your input. And remember: there is no wrong response... If you feel you want something speak it up!

Message Edited by kAotiC_HeRo on 04-26-2005 09:09 PM



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KAOTIC HERO -[My new baby!. ]- BRITTANI


Daigoro202
Tue Apr 26, 2005 8:44 pm
#2

Good idea. The only thing I would recommend is waiting for the code to hit Live, as opposed to reporting on TC findings.I just remember during JtL Beta,there were a lot of issues that were unresolved when testing closed, but they had been addressed in the live publish.


This might go without saying, but a lot of people have formed opinions based on TC, and I think the thread will be more focused if it's based entirely on Live issues.






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received: from unknown (swg.eclipse.daigoro)

kAotiC_HeRo
Tue Apr 26, 2005 8:52 pm
#3

With the announcement of the Combat Upgrade being published earlier... I felt it was a fairly high priority to get things organized for the next Corr. Sure, I want the Position but so do a few other players, and regardless who gets it. The organization will help the person who gets it. I don't like sitting on my hands waiting for the new corr announcement... the result: This thread.



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KAOTIC HERO -[My new baby!. ]- BRITTANI


kAotiC_HeRo
Wed Apr 27, 2005 1:58 am
#4

So according to your post, I gather the following: (correct me I'm wrong)



  • Scatter Hit & Bleed Hits Inadequate


    • Scatter hit has no 'real' damage

    • Does NOT hit multiple locations

    • Bleed attacks are futile at best

    • Damage beyond Initial Bleeding attacks is lacking

  • Fencer's Crowd Control is lacking 'more beef'

  • Speed & Damage are at balance levels (according to roles)

  • Cripple attack needs more duration

  • Blind attacks are unrealistic and unbalanced

  • Rescue in groups is impossible because of removal


    • /Taunt

    • /Taunt2

  • Master Brawler as issues with worth

  • Viable alternatives to Master brawler increase:


    • Defenses

    • Accuracy

  • Viable alternatives to Master brawler decreases:


    • Speed

  • Polearms Specialization is useless to Fencers (except Fencer/Pikeman builds)


    • Basically useless for Master Brawler

    • Can be afforded more useful skills if dropped/used elsewhere

  • MASTER BRAWLER is NOT worth the SP for use with Fencer

Did I miss anything or confuse it at all for you?




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KAOTIC HERO -[My new baby!. ]- BRITTANI


Rabenschwinge
Wed Apr 27, 2005 12:58 pm
#5

Yeah...
But we should keep our eyes on the scatter hit and bleed attack variants. It is not easy to prove but it seems there is no point to either of them.
Scatter hit does deal a little damage but not much. I cannot remember damage being applied several times by it to hit several locations. And even if this would make no sense against an NPC, but only against players who are only partially armored. Which is not often the case.
Bleed attack does not deal any damage beyond the initial. It might stop the victim from recovering health, which is hard to figure out due to the health display bugs (last week, didn't try this week). But actually, I don't think so.

Given the defenition statements in the CU concept documentation I really don't know what kind of area damage we deal, as was implied by the notes there. We do not have an area attack.

As a matter of fact, from my experience, fencer deal a horrible load of damage. Our weapons are good and our speed is high. That's true. A pikeman or Teras Kasi cannot keep up with us. But still I wonder where our crowd control abilities are. Yeah cripple attack is helpful, but it doesn't last for long enough to really make a difference.
The blind attacks are indeed helpful, but I cannot see in how it makes be able to control a crowd. I'd rather count it as defensive ability.

With the new aggro system and /taunt severly nerfed, I can think of no way to keep an enemy, not to mention several enemies, from engaging a ranged combatant in close combatant. Right now (before CU) my abilities are way better, simply using master brawlers /taunt2.

Another problem I see is not so much a fencer, but a brawler problem. Master brawler might be a nice addition for someone who has two melee masters, but it is definately worth less than the boxes you could buy in another profession for the points. In fact, having the three professions Teras Kasi, Swordsman/maid and Fencer is worth more than being master brawler.
So if you are already master Fencer / master TK, the most helpful choice would be to invest the rest of points into Swordsman/maid.
Unfortunately I do not have the nescassary data to prove this statement, I can only explain what I did with my template.

Originally I am master fencer / master brawler (and master dancer which gives me additional 7 on both melee and ranged defense). Dropping the polearms branch (which gives me nothing at all for the 14 skill points it is worth) and master brawler eneabled me to pick up swordsman 0022 (cost is 4 points higher however, I had the advantage of having these four points available). In effect my defenses are far better and so is my accuracy. My speed is a little worse, but given the accuracy advantage and the fact that we are already quite fast I can live with that.
I get improved armor break, improved leg sweep and sword flurry. Three helpful abilities instead of the two I'd get for bralwer. And seriously, I remember the attack reposte stance being quite alright, but I even can't remember the other special.

All in all the calculation is simple. Drop master bralwer and a single branch from brawler eneables you to by novice and a single branch from another profession, which is worth far more.

IMHO at least the boni on accuracy, melee defense and ranged defense for master brawler must be 15 points higher each at least. That's reasonable keeping in mind that the actual cost for master brawler is 20 SP, not just 6. And it would not make master brawler better than alternate choices, it would make it make it closer to the alternatives.




Lt. Sharven Figohic - Infinity
Wardancer & Space Beast Of Prey

Moonshadow Wiki & ForumsMoonshadow info on swg-wiki

Rabenschwinge
Thu Apr 28, 2005 12:44 am
#6




hm.
You could put it like that.
Most of this are brawler, not fencer concerns however. And I am not sure about the scatter hit thingy. I am just concerned about it.



Scatter hits DO real damage. But not as much to really explain its purpose. It would be interesting to try out how good they are against a player with partial armor. But I doubt that would make a difference.


Speed and damage are ok as far as I am concerned. We deal a hell of damage if we really want to. Problem is I don't really know how speed works now.


Blind attacks are all right on their own, but they are defensive, not crowd control. When I mentioned them I was looking where our crowd control things might be. If they were in dact intended to be a crowd control ability, they should be replaced.


The fact that my alternative to master brawler decreases speed is not a problem. It is my choice. I could have picked another alternative.


About "polearms specialisation is useless to fencer".. hm. I meant the forth branch you take is useless. No matter wether this is polearms or two handed. Simply because you already have all specials there then.


To clarify, my major concern about fencer is that



  • The bleed attacks don't work, or virtually not at least. It is a really low level skill without advanced sister skill even higher. If it is so defining for us to deal DOT it should better work and not be available to anyone in full extend who has one box within fencer.

  • Our crowd controll abilities are not really worth mentioning

  • Cripple attack needs more duration to be helpful

  • It is unclear wether scatter hit hits multiple hit locations, the scatter hit shows no evidence for this, nor would this be really helpful in combat, even if it worked

  • Creatures and NPCs who are knocked down recover faster than any player could. Every single creature and NPC seems to be able to be able to recover from knockdown immediatly. (Sometimes this leads to some strange graphical bugs, since the creature is still animated lying but actually moving and attacking)

  • The innitial documents about CU stated that we would have area attack abilities, which helped us in both "crowd control" and "offense". In fact, we don't.

  • Binding strikes are not helpful in PvE (due to the extreme amount of action NPCs and creatures have) and rarely in PvP (Only in a situation when you expect your enemy to survive longer than two minutes or so).

My brawler concerns were:



  • Master Brawler isn't worth the skill points one needs except if you already have ALL FOUR branches for another reason.

  • Due to the new aggro system taunt isn't helpful anymore. That weekens the overall crowd controll abilities of all brawlers. (It might therefor be intended however)

  • A player who has already three branches from brawler does not gain any advantage of the forth.


Additionally I got one overall concern:
  • The promise that the right choice of weapon would be a tactical decision has not been fullfilled.
    Depending on the actual character template either stun baton or acid sword is always the best choice. There is no tactical situation that could make an RSF sword keep up with a stun baton. In other words: The new weapons (except acid sword) are nice but no-one will use them, except for grinding.

Message Edited by Rabenschwinge on 04-27-2005 10:05 PM

Message Edited by Rabenschwinge on 04-27-2005 10:14 PM




Lt. Sharven Figohic - Infinity
Wardancer & Space Beast Of Prey

Moonshadow Wiki & ForumsMoonshadow info on swg-wiki

Vupos
Fri Apr 29, 2005 9:13 pm
#7

as far as bleed concerns It should deal dmg over time (Duh) instead of stopping health regen which doesn't make a real difference against the majority of mobs anyway, It needs to hit more often after the initial strike, the current dmg of 100 (give or take) is ok if they where more frequent.


Cripple shot is completly useless the only thing it does is slow the enemy down to half speed, which makes me think that it is for running away from a mob, but even at that it fails. I think it should lower dmg taken from the enemy (as if you cut a tendon impairing the preformance) kinda akin to intimidate or at least act like a "slow" spell in fantasy RPGs slowing down the attack rate of the attacker



___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
MaxPhoenix
Sat Apr 30, 2005 6:25 am
#8

I don't belive ourDoT is nearly as strong as it should be. the other dots you can get in other trees are just as good if not better. top it off with the fact we only get 1 bleed attack.What i would suggest is that


our we be given 1 dedicated bleed and a back up bleed. our dedicated right now does around 80-150 dmg depending on the target now if you double that i think the dedicated would be fine. now ad a secondbleed that stacks with the first bleed. your support bleed should be 50-100 in dmg but have twice the duration as your primary bleed.



THe CU weapons are awsome. im looking forward to when they do the crafter passes later this year and add a few more weapons. I would like to see a


Rapier / Foil: at some point, dont give it massive dps but give it weapon based dot that stacks or works with our dot's.
Shamshir: these are the curved type swords you see wielded by arabic warriors. it could easilly have similar dps to a curved sword and howver let it cuase a 5sec stun
Proto-saber: these are thing i have read about over the years as a SW GM in PnP games. Its the bases of todays Lightssabers. it is simlar to a raper but energy flows from the hilt to the tip like and LS. Due to the power it requires there is a cable drawing enery froma back pack. These weaponsare as old as the republic and very very few exist, even less then the number of jedi at this time period.



Abilities:



  • They are pretty good. and very fast
  • yea just a little as far asbleed and scatter shot go
  • no definatly not, i have problems killing things more then a lvl higher then me, i have alot of problems killing 2 white cons solo
  • Bleeding Specials:

    • the dmg is fine however the DoT fails
    • answered above

Armor Certifications


no chance. not with lvl 80 creatures having a bonus to-hit and dmg. if you stay close to your lvl or find a group you will do fine with the current armor


I would like to seesomething like:
plasteel armor suit. similar to the fencer suits of today but made of a durable plastic.
Armor Clothing. Things like the renforced pants and shirt's should offer us some resistanse so you don't have to wear a full suit of armor



yes the should definately wear armor, but like i said we should beable to get armor bonus's in certian clothing so we don't have to wear a full suit all the time




Weapon Certifications:



  • I love the certs so far.
  • I would like to see more master fencer lvl weapons , that way we are rewarded for our dedication to the class and not for dabbling




MAXAMUS PHOENIX
First Master Brawler on Eclipse
First Master Fencer in Retail
kAotiC_HeRo
Sat Apr 30, 2005 5:07 pm
#9

That's a ton of great info... I think that the Proto-Saber or w/e you called it sounds elite! Really cool idea and it would add a bit of immersion instead of using a backpack for the sole purpose of carrying items. Bleeds seem to be the #1 concern because, after all, Our primary role is DOT Specialist and our DOT should reflect such a title...I agree with the Mastery Level certifications in regards to the weapons and it would reward the more dedicated fencers as such.



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KAOTIC HERO -[My new baby!. ]- BRITTANI


Vupos
Sat Apr 30, 2005 8:34 pm
#10

I would give my left arm (and have it replaced by an cybernetic one ) to have that protosaber thing sounds so hot.



___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
Rabenschwinge
Sun May 01, 2005 3:02 am
#11

My personal suggestion to make the different swords more helpful is to just add a high innitiate accuracy bonus to them. The interface suggests that this was somehow the intention, but I don't see it.

I would consider using an RSF sword rather than an acid sword or stun baton if it had a fifteen or twenty point accuracy bonus. (If I knew how to get one that is, not sure wether AS can craft them.)




Lt. Sharven Figohic - Infinity
Wardancer & Space Beast Of Prey

Moonshadow Wiki & ForumsMoonshadow info on swg-wiki

Rabenschwinge
Sun May 01, 2005 3:09 am
#12



MaxPhoenix wrote:
i have alot of problems killing 2 white cons solo


I believe it is supposed to be that way. White means that they are just as strong as you are. Two of them means that you have to face twice what you can do at once.




Lt. Sharven Figohic - Infinity
Wardancer & Space Beast Of Prey

Moonshadow Wiki & ForumsMoonshadow info on swg-wiki

MaxPhoenix
Sun May 01, 2005 8:19 am
#13

well the problem is that xp still works the way it did before you have to kill something harder to get xp yet 1 yellow will wipe you. the problem there is not with fencer but with the consystem and the way xp is awarded



MAXAMUS PHOENIX
First Master Brawler on Eclipse
First Master Fencer in Retail
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