Fencer Archive

Thread: Pro's and Con's of Fencer: What I think should change in the Combat Balance.

DarthVillanus
Wed Oct 06, 2004 3:32 am
#1


Long time fencer here and with the Combat Balance on the horizon I thought I might share some suggestions I had to improve fencer.


Fencer: Agile, quick, highly adaptable in close quarters.


Pro's of Fencer:


1) Extremely high defenses, both state and primary. Betweendodge, block, and counterattack, dodge is by far,the most effective defense in the game (not including saber block). We also get multiple state defenses and high ranged/melee defense. This makes us a very popular class to dabble in.


2) Stun baton. The stun baton's usefulness and desirability has dramatically changed over the course of SWG. It gained popularity once the power of stun weapons against comp armor became evident. Only 3 professions in swg have a stun weapon, and fencer is the only melee one.This coupled with our high defenses made fencer a fotm for many in pvp.


Before the Geo cave was opened and acklay bones started dropping, fencer had a following but it wasn't as huge as it is now. Acklay bones increased the power of our weapons dramatically, whether that be good or bad.


Although the Devs have stated that they never meant for stun weapons, particularly the stun baton, to become so powerful in pvp. When the armor revamp hits, I doubt the stun baton will be as popular as it is now.



Con's of Fencer:


1) Our defenses are useless in high-end PVE. High level creatures like Krayts, NS elders, and SBD's have 100% accuracy. The only advantage we have as a fencer is our defense which is useless in these situations. As tanks we aren't very good either due to our low melee toughness. A tkm makes a much better tank than fencers do.


When publish 9 hit a change to the core combat system was made, making it so a player could no longer become "unhittable". This affected fencers greatly and I would of called it a huge nerf. If a fencer got stunned post-9 he would be hit almost 100% of the time.


2) Lack of AP weapons. This has got to be our biggest problem. Fencers are not great tanks. Fencers are not damage-dealers. This had made us into a support profession and mostly a profession players just dabble in for defense.


Everyone that pvps wears stun armor and a psg. Even the might stun baton becomes useless against such things because of its AP0. Our other great weapon, the gad stick, is also AP0 making it just as bad.



Changes I would like to see:


1) Change the hit ratio of high-end creatures. Make it so our defenses matter in pve. No more 100% accuracy


2) Balance our weapons. Give at least 1 good AP1 weapon and maybe a new damage type.


3) Wish list. A new state effect. Something called "Disoriented" where the person inflicted with this state has a higher delay between specials. Say a person who is speed capped hits every 1 second. Well if was disoriented, he would hit every 1.5 or 2 seconds.



Thought or suggestions on making Fencer better?

Message Edited by DarthVillanus on 10-06-2004 08:28 AM



| Kilon Wiekog |- | Master Fencer, Commando |
| Kalon Wiekog - Dark Jedi Knight |
~ Destroyer of teh Bunniez~ Arch Nemesis of Jene'vieve ~
"I don't like the CU" --Every selfish Loot Hoor in the game

Minerunner
Wed Oct 06, 2004 5:27 am
#2

I cannot comment any more than to say that the scope of the changes go far beyond simply modifying numbers in the current system.

The current system at a core level up will be entirely different though with some familiar aspects.

And there will be some signifigent changes to the Professions to make them far more specialized and unique.



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
Neige
Wed Oct 06, 2004 7:44 am
#3

You want some info on the new SWG combat system ? it's here :


http://everquest2.station.sony.com/#archetypesFighter


I just love the new composite armor look.



_____________________________

ALL YOUR SWG ISSUES WILL BE ADRESSED IN EVERQUEST II
Minerunner
Wed Oct 06, 2004 8:45 am
#4

That was not very constructive.



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
Trizax
Wed Oct 06, 2004 10:16 am
#5






DarthVillanus wrote:


Long time fencer here and with the Combat Balance on the horizon I thought I might share some suggestions I had to improve fencer.


Fencer: Agile, quick, highly adaptable in close quarters.


Pro's of Fencer:


1) Extremely high defenses, both state and primary. Betweendodge, block, and counterattack, dodge is by far,the most effective defense in the game (not including saber block). We also get multiple state defenses and high ranged/melee defense. This makes us a very popular class to dabble in.


2) Stun baton. The stun baton's usefulness and desirability has dramatically changed over the course of SWG. It gained popularity once the power of stun weapons against comp armor became evident. Only 3 professions in swg have a stun weapon, and fencer is the only melee one.This coupled with our high defenses made fencer a fotm for many in pvp.


Before the Geo cave was opened and acklay bones started dropping, fencer had a following but it wasn't as huge as it is now. Acklay bones increased the power of our weapons dramatically, whether that be good or bad.


Although the Devs have stated that they never meant for stun weapons, particularly the stun baton, to become so powerful in pvp. When the armor revamp hits, I doubt the stun baton will be as popular as it is now.



Con's of Fencer:


1) Our defenses are useless in high-end PVE. High level creatures like Krayts, NS elders, and SBD's have 100% accuracy. The only advantage we have as a fencer is our defense which is useless in these situations. As tanks we aren't very good either due to our low melee toughness. A tkm makes a much better tank than fencers do.


When publish 9 hit a change to the core combat system was made, making it so a player could no longer become "unhittable". This affected fencers greatly and I would of called it a huge nerf. If a fencer got stunned post-9 he would be hit almost 100% of the time.


2) Lack of AP weapons. This has got to be our biggest problem. Fencers are not great tanks. Fencers are not damage-dealers. This had made us into a support profession and mostly a profession players just dabble in for defense.


Everyone that pvps wears stun armor and a psg. Even the might stun baton becomes useless against such things because of its AP0. Our other great weapon, the gad stick, is also AP0 making it just as bad.



Changes I would like to see:


1) Change the hit ratio of high-end creatures. Make it so our defenses matter in pve. No more 100% accuracy


2) Balance our weapons. Give at least 1 good AP1 weapon and maybe a new damage type.


3) Wish list. A new state effect. Something called "Disoriented" where the person inflicted with this state has a higher delay between specials. Say a person who is speed capped hits every 1 second. Well if was disoriented, he would hit every 1.5 or 2 seconds.



Thought or suggestions on making Fencer better?


Message Edited by DarthVillanus on 10-06-2004 08:28 AM




We have some ap weapons but the first one is the vibroblade which is very low damage even with nym motors. The second is the Metal Tip gaffi I have seen some nice screenshots but that still wont help you much.


Fencer is a pvp profession not a pve. They have the uber defenses and dodge so that they cant last in pvp. Although we might do 20 damage we last longer than a swordsman. Of course there are the lucky few who owned the uber stun batons 700+ you and I both had the pleasure of using, no one stood in our way.


Lets just imagine you were going to kill a krayt. Would you take a thin sword or a huge hammer?



I think something that fencer really needs is a stun move. I mean we have the "STUN baton" but we cant stun anyone.





kottonmouth
NBlack Lightsaber Duelist / Ghost TrollN
Stun Baton | Gaderiffi | Dagger | Geo Pistol | Scatter
-/dizzle - srh - debbie/-
kM's Vendor: Dark Citadel, Naboo
(-3119, 901)

Neige
Thu Oct 07, 2004 3:10 am
#6






Minerunner wrote:
That was not very constructive.





shall we have a bet, then ?



_____________________________

ALL YOUR SWG ISSUES WILL BE ADRESSED IN EVERQUEST II
Minerunner
Thu Oct 07, 2004 4:23 am
#7

Sure Neige, whatcha wanna bet?.

Message Edited by Minerunner on 10-07-2004 04:23 AM



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
Neige
Thu Oct 07, 2004 7:50 am
#8

ifi win, i want a four-headed mace.


name your ante.



_____________________________

ALL YOUR SWG ISSUES WILL BE ADRESSED IN EVERQUEST II
Minerunner
Thu Oct 07, 2004 8:01 am
#9

Okay and if you are wrong, specifically that composite armor will look like that and that the SWG Combat Revamp will look anything like the EQ2 combat code, you will post nothing on this forum for one year.

*starts looking forward to some peace and quiet around here.*

Message Edited by Minerunner on 10-07-2004 08:02 AM



Roogah Heeveah : Starsider, Alien Master of the Force : Roleplayer
Leoaf Be'lya : Bothan Ace Alliance Pilot : Eclipse
Minerunner : Test Center


"Cast aside your preconceptions and you will be delivered from this sin of assumption."
Trizax
Thu Oct 07, 2004 9:57 am
#10

/cheer minerunner



kottonmouth
NBlack Lightsaber Duelist / Ghost TrollN
Stun Baton | Gaderiffi | Dagger | Geo Pistol | Scatter
-/dizzle - srh - debbie/-
kM's Vendor: Dark Citadel, Naboo
(-3119, 901)

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