Pikeman Archive

Thread: #1 issue

jeffinthebox
Mon Sep 29, 2003 9:57 am
#40

The simple answer for me:
#1- Defense
#2 - Accuracy


The long answer:
The problem is we are out-classed by other melees in both damage output and defensive abilities. Dueling a TK yesterday, I was hit 5-6 times for every polearm hit I landed. Each of the TKs hits did as much or MORE damage than my LVA. That is absolutely rediculous. It wasn't even a close battle, I barely scratched his HAM bar.


Another issue is the rate at which I seem to be getting experience compared to other combat professions. I've noticed that others with whom I group regularly are moving up their skill trees much faster than I am moving up pikeman...I can only assume that they are doing more damage and getting more exp. This will continue to be a problem if we are primarily defensive.


This isn't rocket science...all the devs have to do is duel a master pikeman against any other master melee class to find the problems.






Earwig [Starsider]
Pikeman : The only class that couldn't hit the ground if they dropped their weapon.
Ashar
Tue Sep 30, 2003 1:17 pm
#41

I agree with Gunman21 that we shouldn't submit an issue that's already being dealt with. While accuracy, HAM costs, etc are all important issues, the Devs are already working on them. We're not going to get anything more from them on those issues for the time being.


Personally, I'd like to **edit** this 3 second speed cap in the bud. While I totally agree that we shouldn't be as fast as fencers or pistoleers, I think 3 seconds is too high. I'd be happy with 2, hell, maybe even 2.5. But, assuming they adjust the speeds of our weapons for the new cap, up-and-coming pikemen are going to be incredibly slow.

BoneFrag
Tue Sep 30, 2003 6:25 pm
#42

This is a good tactic, let's assume (based on devs comments);


-Acc modifiers removed


-Speed cap in place


-Tank button


-Best AE moves


-Highest single hits, lowest dps.


-KD useless


-HAM addressed? havent seen any dev comments on this.


The most obvious hole i see is here is damage output on a single attack. The TKA I partner with hits on average for about 1k to 1.1k. My LVA with Polehit2 does around 1.3-1.5k for a mid range number. However, the TKA hits so fast im getting dizzy watching the battle spam. Granted if we are to have the lowest dps, we are definately far behind. However, I think we should think about starting to ask for higher damage and of course to get the modifier for Polehit3 at least equal to all the other melee Hit3 proffs.





/BoneFrag



Wookiee Armor Screenshot: http://free.inkfrog.com/pix/poppapete/0132.jpg
-huan_the_destroyer
illfigah
Wed Oct 01, 2003 8:18 am
#43

Hello all -


I've been master pikeman since the first month after release. I've also played pikeman through all the changes and have a few comments.


Accuracy is definitely a problem, it seems that during the NOVICE PIKEMAN ranks, we seem to miss alot. I'm sure all of you are having a problem with that... but please remember that once you hit MASTER PIKEMAN, your accuracy modifiers are improved. While I know it would be nice to have greater accuracy do we really want the devs to fix just that? What I would like to see is greater damage. We still remain one of the slowest attackers in the game, should'nt we have the highest damage? I believe we should be among the top 3 hardest hitters in the game.


Illfigah
Wanderhome


Master Pikeman 4/4/4/4
TKA 0/0/0/4 (for melee/ranged defense mods)
CH 4/4/1/4 (for ranged attacks)
Medic 0/4/4/0 (for toughness issues)

joey1342
Wed Oct 01, 2003 8:39 am
#44

heres a wild idea...


i think when you master a skill you should be given the option to start another mastery...like Master Pikeman would branch into either Novice Defense Wary Pikeman and Novice Offensive bearing Pikeman..i mean...you did alot to becoma master pikeman...you dont wanna stop getting the xp!! they coul deven make it not use skill points...but instead make it insanely hard to reach...like say they make Novice Defensive Master Pikeman...and it could be only 3 columns to fill as opposed to usual 4...now since it doesnt require skill points...the first branch could be 1 million xp each...the 2nd could be 2 million...and so on...it seems steep...but the mods would be beautiful and the non skill point usage is even nicer...i think it would be a great idea!


Just my 2 credits!

Kenolin
Wed Oct 01, 2003 9:40 am
#45

I'm sure they will do that Joey, like AA points in EQ. They will make your quest for exp an unending journey. It's just early in the game still and they're more worried about fixes than anything else, or I should hope so.
Kenolin
Wed Oct 01, 2003 9:43 am
#46

Oh yeah, I agree with more accuracy, more defense and greater damage. Indeed Pikeman should deal the most damage in one hit. But I still feel that defense would be our greater asset right now. If pikeman do poorly in a group situation as tank, it will create a stigma for us in overall opinion that may be hard to break later on.
Gunman21
Fri Mar 18, 2005 10:48 pm
#47

I posted what the combat designer defines our class as, posted the changes he was going to do (accuracy, ham, tank, etc) already.


I honestly feel that it would be a waste to send in an issue that has already been promised to be fixed.....lets give them something that they havent thought to fix in our class yet, please





Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

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