Fencer Archive
Thread: Thunderheart's response to the Lunge situation...
Thunderheart wrote:
Re: Was Lunge Stealth Nerfed????
So the description of Lunge read, "Lunge This melee attack has an extended range potential."It did have a knockdown but it wasn't supposed to. Lunge was fixed to match its intention and description.
This is all the info he had for us right now, What would everyone else want lunge to do if a KD is not an option? Advaned Lunge as a Root? More damage? I'm not even sure if they are open to ideas about changing it but our Master Ability has to be worth something!
We need something more! especailly since Adv Lunge was a big move for fencers and now its very useless. I think we need to fight hard to get KD back BUT if its not an option at all then...
1. make lunge a 15m range attack and have it actually move you closer to your opponent, so within 15 m you can lunge closer to get within range to use other specials. (like snare to keep them close)
2. Or Add a root effect, I would like this, but it would make snare even more useless attack for us fencers. Unless the improved snare effects are improvedand don't break on dmg (not sure if they go) so we could use both, one to get close and one to keep them from running away.
I wouldn't mind seeinga root or a snare, something in keeping with the hit and run design concept.
Another idea, a year or more ago, the idea came up here about a possible fencer ability that would be like burst run. Kind of like a charging ability. Just throwing it out there again, maybe this could be what lunge does.
Post-CU, I would imagine this ability as a being similar to burst run, but on a separate, much shorter timer. Duration would be very short, like 10 seconds. Maybe the difference between the brawler versionand theadvanced version would be a faster cooldown or a longer duration.
You could enter (or exit) combat very quickly. I think a post-CU version of this idea would be very much in keeping with the hit and run concept, and the current dev emphasis on tactics. It would be up to the individual player to decide what they wanted to do once the distance was closed. It wouldn't just be KDs all around. You could snare, or use leg sweep, or bleed and get out, or just use your best damager.
I don't think it's asking a lot, really, it just saves room you would have used for burst run food.
But if not, then they seriously need to add more damage, and maybe chill out the action cost a bit.
But Fencer still needs a KD in the advanced stages.
I still think they should put the KD effect back in lunge......
I agree. Used in combination with our snare, the KD was very useful.
A root would just reduce the value of our snare, and attract more attention.
A move that "warps" you towards your opponent would easily be countered using Burst Run--or you could get Burst Run for a similar effect. Besides, it would probably require a new animation.
Now, why the devs--after acknowledging that both ranged roots don't work as intended--even spent valuable time looking at the code for Lunge is simply baffling. Considering that a pistoleer/smuggler can root for well over a minute, I don't think that anyone can seriously claim that we were threatening the balance of the system.
And, meanwhile, riflemen discuss the best tactics for soloing CL 269 Dark Jedi Masters.
Message Edited by Cartouche on 06-17-2005 03:57 AM
Another solution (maybe more palatable to the devs?) would be to restore the KD and remove all damage. I would have no problem with that.
Message Edited by Cartouche on 06-17-2005 05:09 AM
ARC, is there something we can do tomake the devs and TH realize we need this move? Someone stated earlier that having KD with no damage would be pretty ideal, and I agree on that. I signed the petition that's going around, but as many of us know from playing this game since launch, that petitions aren't very effective. ![]()
My son suggested that we cry like babies like the folks do in the Jedi/BH forums, but I think we're a lil better than that.
Thought I was going crazy when it stopped working =)
If they won't put the KD back in, at least make it so it quickly closes the gap versus a ranged opponent. Let the range increase with the upgrades.
aka:
Lunge- 15m
Improved Lunge - 25m
Advanced Lunge - 40m
This would allow us to quickly close the gap on a ranged opponent. The sheer lack of a Knockdown is gonna force us to crossclass into something else to pick it up though (don't most ranged opponents get a KD anyways? Seems unfair..)