Pikeman Archive
Thread: How the combat revamp will affect Pikeman:
bmeenan
Tue Aug 03, 2004 7:36 am
#14
Nice post, Gunman.
Has there been any discussion when talking about the combat revamp with regard to block, dodge, and counterstrike (and maybe toughness too)? Iunderstand theidea that fencers arealmost like the pistoleers of melee (in that they hitsuper fast and are hard to hit) but I'm unsure where we fall in that line. Arewesupposed to be the ultimate "tanks"? Are we the "crowd control" of melee? Whatever the vision is, I'd like to see the numbers laid out to make sure that's the case.
Nura
Tue Aug 03, 2004 8:15 am
#15
oh man i realy cant wait for the CB. it either becomes totaly bull**edit** or the best patch ever.
and as far as i know it tends to become more bull...
and as far as i know it tends to become more bull...
Gunman21
Tue Aug 03, 2004 2:36 pm
#16
This wasn't an official release from the devsor anything, it's just information I've picked up along the way.....
I'll know more about our pre-revamp fixes after the summit.
ChFry
Tue Aug 03, 2004 9:20 pm
#19
When is the summit? When will the pre-JTL fixes going in? What are the pre-JTL fixes going to include?
atimes
Wed Aug 04, 2004 7:02 am
#20
Much of this comes from dan the combat man's post back from september. About the speed changes remember one thing.
He mentioned making slow weapons a WHOLE lot more powerful if he could be guarenteed that they would only fire/attack once every few seconds.
Bermag
Thu Aug 05, 2004 2:46 am
#21
I really hope that they will not make any hard caps like that. I think the problem is the current speed formula (weapon speedx (1-speed skill/100) that make weapons speed not matter at all when you have high speed skills like for rifleman.
I think that the goal for the combat revamp should be that start making things have a meaning again. I think that weapon speed should always be important and if you put a hard cap of6 seconds for example then speed of the weapon might still not mean anything.
A good combat revamp should make weapon speeed, HAM cost on guns/armor start to be useful again.
The only professions where speed on weapon really matters is for Carbineers (w/o BH), Commandos and BH (at least for LLC)
I also wonder why removing damage mitigation? Wouldn't it be better to lower the pvp damage reduction?
Bermag
Thu Aug 05, 2004 2:58 am
#22
A question what kind of quick fixes before combat revamp might we get?
High on my list (since I am a ws) is to make crafted pikes better. They just suck compared to swordsman weapons, even wioth acklay bone a PH has 100 more damage than a LVA
High on my wish-list is to make state effect work against high-level creatures/NPC. The only state effect that work is intimidate and warcry.
Dan128wizard
Thu Aug 05, 2004 4:05 am
#23
ChFry wrote:When is the summit? When will the pre-JTL fixes going in? What are the pre-JTL fixes going to include?
I second this question
ChFry
Thu Aug 05, 2004 9:22 am
#24
ChFry wrote:
When is the summit? When will the pre-JTL fixes going in? What are the pre-JTL fixes going to include?
Ya Ill ask it again...
Kasteu
Fri Aug 06, 2004 4:10 am
#25
I really hope they don't slow us down by too much. Even with dishing out higher damage the faster professions will be able to land specials, like dizzy, kd a lot more often than us. Higher damage isn't much use when you can't actually get off the floor to hit them in the first place.
NonStop
Fri Aug 06, 2004 4:46 am
#26
On top of polearm damage, will they fix polearm counterattack andevasion? If not why keep it in the game..?