Fencer Archive

Thread: Thunderheart's response to the Lunge situation...

ARC_Casper
Thu Jun 16, 2005 9:35 pm
#1



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!




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Vupos
Thu Jun 16, 2005 9:48 pm
#2

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.


3. My least fav option would be to increase the dmg, and they would need to increase it alot to make it worth anything (since it will now be our main dmg special for PVP) adv should be close to improved bodyhit for dmg.


I really would not like this (add dmg) option as all it does is simplify combat even more. And it doesn't solve the issue of melee not being able to compete with ranged players. We need away to get close enough to them to use our profession specials on them, and a ranged KD was the answear..



___________________________________________

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Daigoro202
Thu Jun 16, 2005 10:00 pm
#3

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.








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Psychopyro80
Thu Jun 16, 2005 10:01 pm
#4

I posted the response as well. The problem is that if you are either a fencer or swordsman, you do not have an advanced knock down ability. In fact if you are just swords, you have no KD attack at all. While yes I know this is not the swordsman forum, you also do not get the advanced KD like Pike and TK do. I still think they should put the KD effect back in lunge......

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.



Igie–Jedi Virak–Commando
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Stealer-In
Thu Jun 16, 2005 10:21 pm
#5

fix lunge to its old state and nerf concussion silently...why they didn't do this instead i have no idea.



---- Woods Courans ----

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Stinney
Fri Jun 17, 2005 1:38 am
#6

Why not just arm us fencers with, bad breath, colourful language and feather dusters?


That really isnt an explanation of why.


Ok I'd like an answer this:


Why wasnt it mentioned in the patch release notes?




---------------------------------------------------------------------------
stin - Melee Stacker, DIED FROM NGE
ikoh - Master Image Designer, 14pt. Master Artisan, DIED FROM NGE
Davcis - Novice Bounty Hunter, DIED FROM NGE
---------------------------------------------------------------------------
Willing is not enough, we must do. Knowing is not enough, we must apply.
--Bruce Lee
Cartouche
Fri Jun 17, 2005 3:34 am
#7










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



Cartouche
Cartouche
Fri Jun 17, 2005 5:06 am
#8


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



Cartouche
Stinney
Fri Jun 17, 2005 5:29 am
#9

I didnt realise there was any damage associated with it, so i wouldn't miss it if it wasnt there. Good Idea ^^



---------------------------------------------------------------------------
stin - Melee Stacker, DIED FROM NGE
ikoh - Master Image Designer, 14pt. Master Artisan, DIED FROM NGE
Davcis - Novice Bounty Hunter, DIED FROM NGE
---------------------------------------------------------------------------
Willing is not enough, we must do. Knowing is not enough, we must apply.
--Bruce Lee
PoppaBear
Fri Jun 17, 2005 7:02 am
#10

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.






Bilos Ode-a
Soldier of the Rebellion
Jeisyn
Fri Jun 17, 2005 7:55 am
#11

i'm makin the rounds here today...


/sign


bring back KD.


no way should we sit still and let ranged players completely take over. the only defense against kiting as a melee player is lunge (or sweep, but fencer and swords don't get sweep) - and fencer crippling attack.


there is absolutely nothing else to prevent a ranged player from kiting indefinitely.


The dev's, yet again, have proven just how little they know about this game.



Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
Pyrdian
Fri Jun 17, 2005 8:18 am
#12


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..)

DoogieHozer
Tue Jun 21, 2005 1:26 pm
#13

The KD-less Lunge is worthless to me. The damage it does is insignificant compared to any buff or food. I'm better off whipping out a laser rifle and SHOOTING than using Lunge, and even has far better range.


With a KD Fencer has a limited form of crowd control that is hardly an "I Win" button (certainly compared to rolling roots) since it is still limited to 15m. I guess I really don't see how it is overpowered.


--doogie



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