Pikeman Archive
Thread: Current Pikeman Issues
i made master pikeman probly 4 days ago (hard to remember was 4am on some day) and what i dont understand is this: why do we miss so damn much? a Master of any meleeweapon should only miss a VERY small percent of the time, unless FORCED to miss (ie dodge/counterattack etc). we may have +150 accuracy, but with our good weapons having all negative mods (also makes no sense) of varying largeness, we still come out with very small positive "to hit" numbers. One of my real life friends has practiced with a Bo staff in martial arts for 3 years now and we did a little accuracy test, i set a plastic shot glass on top of a coffee cup and he hit the shot glass17 out of 20 attempsusing full spin moveswith a 6ft staff. Dont ask why we were using shot glasses and coffee cups to test his accuracy, his parents already did and that explanation was long enough. Incidently, the three misses were 2 whiffs and 1 dead coffee cup which prompted the explanation to his parents.
I will say this though, Ilike pikeman. Its much fun pve, even if the statesdont land very often from spin2 and area2. I am also a master carbineer (and love it) and like being able to keep targeting the same pool up close and when things run away. I was Tkm, and then master fencer (i get bored fast after hitting master), but i think i may actually stayPikeman. It should be interesting to see what happens to the two (in many peoples opinions) worst combat profs in the upcomming revamp and i want to be there to try the changes first hand, also i still want to find one of the "good" NS drops that every says they drop.
Craelion Lastday,
Master Carbineer, Master Pikeman
Let me explain my frame of reference.
antares_Kauri wrote:
If we (at the end of the combat passes) had something to make up for the total inferiority of defenses, block and toughness both, then sure, block could be inferior. Otherwise, your claim makes no sense. If heavy swordsmen end up doing the most damage and we are stuck with middle-ground offense and still the worst defense withnothing else to show for it, then block should not at all be inferior.
antares
master pikeman
Message Edited by Gunman21 on 05-12-2004 10:04 AM
Gunman21 wrote:
Pikeman is a damage dealing profession, not a defensive profession. Are we supposed to be higher damaging than swordsman? Well, that's still up for debate, and the devs arn't giving me much information in that area. On the same lines, just because we're high damaging doesn't mean we should have 0 defenses. We're not as damaging as the BH or Commandos, therefore we're entitled to some defenses.
But then comes the balancing act. The highest damaging profession should have the lowest defenses. The highest defensive profession should have the lowest damage.Everyone else fits somewhere inbetween. If we were to keep the same defenses we have now we'd need a boost to damage so there would be no arguement as to who had the highest damage output of the melee.
It's a matter of where do we fit. I've tried to get the devs to tell us quite a few times, but they've been extreamly quiet, which means A) they arn't sure or B) they just want to keep their plans quiet for now. Untill we get a little closer to the combat balance, we're just going to be limited to discussing this issue between ourselves.
Message Edited by Gunman21 on 05-12-2004 10:04 AM
The way I see it. Pikeman should be the 2nd most damaging of the 4 melee classes, above fencer and TKA (when did fists and a rapier hurt more than a masive sharpened steel pole?!) but less damaging than a swordsman, after all they have heavey weapons. Speed should be propotionate (roughly) to damage per hit making swordsman slowest and fencers fastest (even though they should do more dmg than TKA)
Pikeman should have the highest defenses as the devs themselves seem to think we should be the tanks (from what Ive read/heard) This should be followed by TKA, swordsman and then fencer.
We should have block, fencer dodge, swordsman counter attack and TKA a bit of all. These should work in the same way as the post suggested before (making block the weakest of the 3)
TKA should be have lots of state affecting attacks, swordsman very few and fencer should have bleeds.
Pikeman should be the crowd control, causing state changes to many oponents at the same time. (KD, stun and maybe dizzy)
All that I have said there would make pikeman the strongest class BUT they should only have the 2nd highest damge if they are fighting a group. If their area attacks hit lots of enemies the total damge should be very high. higher than other classes can deal to a single target. 1 vs. 1 our damage should be quite low.
I think the only class other than pikeman that should have area attacks are swordsman, and they should only have a couple (area attack 1 and 2 say.) This is because of the nature of the weapons each class wields. A pikeman with a long pike can easily hit multiple enemies, a swordsman taking big swings with a sword could hit multiple enemies but not as easily but when could you ever hit lots of people in one swing with your fist or a rapier and actually do any damage worth of note? They just arent the weapons to do that with.
Imo the biggest issure for pikeman is where do we fit in and getting fixed to play that role, effectively.
well thats my 2 cents well and truly thrown in.
Message Edited by NasherUK on 07-31-2004 11:33 AM
This sometimes seems to happen aswell when using hit3 on a dizzy/kd'd npc.
Here's one from over a year ago.
Good to see they got right on top of the toughness mod and ham costs issues.