Pikeman Archive
Thread: Pikeman Current CU issues
annelid0 wrote:
The Kaminoan Greatstaff, Kashyyykian Bladestick, NS Lance, and Shock Lance certs are also not visible from the tree.
- Roots
- Roots are too powerfull against melee combatants. Meleeplayers who are rooted still take damage and do not have a counter against the root, meaning melee characters cannot do anything but stand there and die. Roots should break on damage *or* have a counter to them.
- Tanking
- Tanks don't feel different than non-tanks. Every tanking profession is reporting this, making us believe tanking is broken and needs to be fixed. Adding health bonuses to boxesin elite melee tank professionswould be a good way to allow tanks to take more damage, in addition to increasing the effect of tanking specials such as Intimidate/Warcry and center of being, adding better defensive mods, or changing the mob damage modifer on tanks.
- Axkva Min
- Axkva spawns only *once* per day, right after server reset. This gates content to players since the only players who are able to kill Axkva are 6AM campers. Axkva needs to spawn at *least* every 2 hours if not every hour.
- Specials
- Improved Intimidate needs an, well, improvement. Its damage reduction (20%)and 'sticking ability' (very innacurate)need to be bumped up so it sticks more and does around a 40-50% damage reduction.
- Stun doesn't stop action regeneration.
- Knock-Downis ineffective in PvE. The mobs need to stay on the ground longer when KD'd.
- NSEL
- Reports of the NSEL doing blast damage, resulting in 0-1 total points of damage per hit, are popping up. This seems to affect only post-cu crafted NSELs. In addition to fixing this damage bug, improving the stats on the NSEL, due to the work required to get one and its rarity, to be better than Vibro Lances.
- Pre-Requisites
- There are no professions which require Pikeman as a pre-requisite. Because of this, if pikeman wish to befencer they are required to have 4444 brawler. Also, you are able to have a Tripple Elite Melee Mastery template (MTKA/MFencer/MSwordsman). Suggest Changing all brawler pre-requisites as to make any 2 elite brawler templates require the same sp investment as the others. (pikeman should have Polearms/2h, Swordsman would have 2H/1H, Fencers would have 1H/TKA, TKA would have Unarmed/Polearms)
- Specials while moving
- Players were supposed to have a significant accuracy penalty when moving and using specials. This penalty is either not in place, or not strong enough. This has a bad effect for melee players as ranged players are able to run and kite melee'rs without penalty.
- Skill Attachments
- "Polearm Defense" SEAs do not drop
- Damage, Evasion, and Counter-Attack SEA mods are broken
Wishlist:
- The Episode 3 pikes that Grevious and his guards used
- Force Pikes (the pikes used by the Royal Guard)
- Echani Pikes
- Royal Guard Robes
Message Edited by Gunman21 on 09-01-2005 10:40 PM
Gunman21 wrote:
The cert for the NSEL is not visible in the pikeman treeset.
The Kaminoan Greatstaff, Kashyyykian Bladestick, NS Lance, and Shock Lance certs are also not visible from the tree.
This doesn't really bother me as long as they would list the cert in the item description (like the NSEL), but at last check they didn't even do that.
yeh, you know what we mean...........
Message Edited by VacaXXX on 04-06-2005 07:16 PM
(This is from a post in the Doctor Forum, directed to healing, but has to do with polearms/pikes also)
Well I'm a lvl 15...and because the action cost on healing is so high, and Pike's don't do hardly any damage, I get pwned by leve 11-15.
I really wish they would fix Bacta Throw and Spray, that would make all the difference if I could actually heal faster then I take damage.
I'ma Brawler 4/0/0/4, Medic 4/4/4/0, I attack a level 15 solo (the missions I pull) doing 58-78 damage with a Metal Staff, taking 158 damage at the same rate I'm dealing it. By the time I get the stupid 2.5k mob down to 3/4 life I'm at about 50~ Healthwith about 65% action. By the time I get the mob down to about 1/2 life I'm at about 50~ Healthwith 2% action....and unable to heal anymore.
That is BS. A Marksman that is lvl 7 (friend of mine actually tested thisand has only NM so he can heal)with pistols 4 does 2x the damage I do (about 150-180)with the standard attack. It took me 2 hours, 3 deaths, and 45 stim B's (Thanks Darksfallen) just to kill 9 stupid creatures and one stupid lair....and for what?About 9k Medic and Polearm xp, about 900 combat xp, and.....958 credits. Bah I'm to frustrated tonight....and Mythbusters comes on in 10 mins, so I'm calling it a night. Will see see you all tomorrow .
UmmonPrime wrote:
Well since your normal toon is already master pike and master doc, I don't think you are going to have this problem when the CU hits live.
This may be true, but thats not really the point either. I guess what I'm trying to say...is how is it possible that a Lvl 7 can kill a lvl 15 faster then a Level 15 kills a level 15. Further more why does Healing have to take away from Action?????? I mean it takes 3x the action to heal then it does to attack, yet healing also takes from the mind what a normal attack would take from action. If that makes any sense.
Twitchie wrote:
I haven't gotten that far, just haven't had the time to play.
It does seem to fall in line with the new non-stacking policy, though.........docs aren't expected to fight, only defend against mobs that break through the ranks. I'm gonna be doing more intensive testing later, when I can test my current skills against what's on TC, to get a better idea of what I can do with what I already have......no point in testing Medic, really.
You know what, sadly you are almost exactly right, there is no point to testing Medic right now. 2/3rds of our abilities don't work. The point is a Marksman with only 4 blocks in pistol can out damage me. lvl 7 attacking a lvl 15 should got owned. A lvl 15 vs 15 should have a tough time....but not to the extend I was having last night
UmmonPrime wrote:
I see you are actually starting to get fustrated with this CU. I will repeat what you say on a daily bases, It's just in testing. Fill out bug reports and such so they know these problems and can correct them.
We are depending on everyone in TC to make sure the Devs recognoze these problems before they go live.
No what I'm getting frustrated with is this (below)....and that is for the elite professions. Pistols and Pike should do the same damage based on the same type of weapons. I've submited bug reports and I know it's testing....but 2/3rds of the Novice Medic skills don't work....and they've done 2 patches since they broke it....
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak(2)
Defense: Moderate(3)
Crowd Control: Strong(4)
Primary Role: Melee Opponent Control (Attacker Modifiers)
Secondary Role: Melee Crowd Control (Attacker Control)
Offense: Weak (2)
Defense: Strong(4)
Crowd Control: Moderate(3)
I know and my post was refective of lastnight. But they are doing another respec today, so maybe we will be up to par now.
Envoy3113 wrote:
They re-spec'd all weapons last night. The metal staff is now more competitive with with other box 4 weapons, less damage than swords/carbs/fencer/TK albiet, but about 2 times better than it was. Looks like they modded the specials a bit too, melee assault does a signifigant amount of damage. Slow but effective as a lunge/assault combo, or 1st/last strike. Otherwise it looks like you will beat the DPS by just using melee strike.
MyT_Chicken wrote:
I know and my post was refective of lastnight. But they are doing another respec today, so maybe we will be up to par now.
Envoy3113 wrote:
They re-spec'd all weapons last night. The metal staff is now more competitive with with other box 4 weapons, less damage than swords/carbs/fencer/TK albiet, but about 2 times better than it was. Looks like they modded the specials a bit too, melee assault does a signifigant amount of damage. Slow but effective as a lunge/assault combo, or 1st/last strike. Otherwise it looks like you will beat the DPS by just using melee strike.
Ahh, the defining factor must be melee assault, as I'm master brawler. Keep in mind as well, although your marksman friend may only be level 7, chances are they have their 4th box in their weapon specialty, if not then they have the 3rd box. Either way it puts them very close to you in actual combat effectiveness with said weapons. Just the levels are borked. I'm at level 16 with my temp and I can't even group with guildmates that have worked off the the 4th box for their weapons, doesn't mean they don't hit just as hard, only that the system thinks I'm more powerful.
On another note, regarding the distribution of melee elite req. I'm not entirely sure that they should be changed, as it stands with the current layout it is possible to make a very serious template. I think that it was assorted in that manner to keep the costs for such a high tank/nuke template...well, keep em high. In my opinon from playing with the templates, if you are going to master 2 melee elites then you might as well take master brawler and really crank that template up. There are general defensive/acc/speed mods sprinkled throughout the professions, a well put template can take full advantage of this and not only jack up their mods but garner some damn impressive specials in the process.
I think it was along the lines of Mpike, Mswords, Fencer 0304, TK 0004. There is one point left over, toss into ranged FS def. The mods are absolutely insane, really got me debating a full melee template for my main.
Some of the stats:
Gen acc: 260
Gen speed: 50
Pole acc : 65
Pole speed: 45
Pole Def: 65
Melee def: 205
Ranged def: 140
Skills:
Adv Armor break
Adv Bleed
Improved area taunt
Improved critical strike
Improved Beserk
Improved combo
Improved binding strike
X2 taunt bonus
in addition to the Pike skill set. Looks mean to me![]()
Envoy3113 wrote:
Ahh, the defining factor must be melee assault, as I'm master brawler. Keep in mind as well, although your marksman friend may only be level 7, chances are they have their 4th box in their weapon specialty, if not then they have the 3rd box. Either way it puts them very close to you in actual combat effectiveness with said weapons. Just the levels are borked. I'm at level 16 with my temp and I can't even group with guildmates that have worked off the the 4th box for their weapons, doesn't mean they don't hit just as hard, only that the system thinks I'm more powerful.
No...I have 4/0/0/4 Brawler, andMedic 4/4/4/0. My friend has the 4 pistol blocks, and Novice Medic. I do 68-78 damage per hit....My friend does 138-158 per hit at the same rate I do. When in a group with him he also takes my defenses (or damage reduction if you will). It's really borked up that we have the same offense according to the CU, but in the novice professions Pistols / Marksman do more damage then us.
Now perhaps this has changed, or it will change when we get in the Elite profession (On TC now btw). I'm just hoping we start to level out eventually, I mean right now the Novice professions don't appear to be very balanced at all. Hopefully that changes as we go into the higher profession, but we will see.