Pikeman Archive

Thread: Current Pikeman Issues

Zydrigeon
Tue May 04, 2004 2:14 pm
#79

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


Areriye
Tue May 04, 2004 4:34 pm
#80






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






Let me explain my frame of reference.


SWG has a different frame of reference for toughness and dodge since constitution and quickness have completely different applications. I still think of it in terms of more fantasy style RPGs, where the characters with higher agility and speed take much more damage when they finally get slapped.


Pikeman should be slower than other melee classes, hit the hardest and take less damage when they are hit than most, but they should NOT have a Dodge like effect of evading the attack altogether. The speed and agility of fencer should be evenly weighed against the power and toughness of the pikeman.


Does this make more sense?



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
Gunman21
Wed May 12, 2004 10:00 am
#81



The official word on Block:


Block is only supposed to stop 50% of the damage received. Therefore, that aspect of Block is working correctly. *However* they do believe block is unbalanced to the likes of dodge, so will be taking a look at it (either durring the combat balance or after) to make sure it's balanced.


Because of this I haven't really felt a need to presstheissue now that they've already said they agree with us and will be fixing.Right now Block is just a waiting game.



As for Damage/Defense:


My position from the begining has always been balance. I don't want to see pikeman as the next FOTM, but I also don't want to see us as an inferior profession. Currently, we arn't on par foreither damagenor defenses. That's clearly outlined in the analysis thread I've made.


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




Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

bloodvor622
Sun Jun 06, 2004 10:15 pm
#82

yea, thats about what we need to fix this proffession and be pvp competitive w/o uber loot




Avip
Jedi Padawan

Combat_Medic_to_be
Wed Jun 16, 2004 3:54 am
#83






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.




Jendi Akasce - Nevaeh
A carebear tumbleweed

NasherUK
Sat Jul 31, 2004 11:30 am
#84


Polearm should get its own type of block that stops 100% of the damage like dodge (even if its just against melee attacks), if you've ever seen how someone used a staff/polearm, theycould easily block swords with it and still beat them around with it. Sure swords were good for chopping heads off and stuff, but a staff could break bones through armor and knock people over due to their size/weight and being able to put more force behind their swing.

Message Edited by NasherUK on 07-31-2004 11:33 AM

HurriwanShinobi
Sun Aug 01, 2004 10:26 pm
#85

anyone else find hit3 being a PD attack annoying as it causes no affect if u spam it?



--------------------
Hurri [vF] Pikeman/TKM
Hurri Level 60 Undead Priest (Blackrock)
"Computer games don't affect kids; I mean if Pac Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music" -- Kristen Wilson, Nintendo Inc. 1989
Jasper_nl
Mon Aug 02, 2004 4:08 am
#86

The posture change down does 'trigger' every know and then. The only downside to it seems to be that when I hit a creature or npc 2 times in a row with hit3 the creature stands up from the posture change immediately instead of (potentially) going prone.
This sometimes seems to happen aswell when using hit3 on a dizzy/kd'd npc.



Haruko Watanabe

"You must be the change you wish to see in the world." - Mahatma Gandhi
Knocky
Mon Aug 16, 2004 5:14 am
#87

This post saddens me a little.


This post wasmade 4 months ago...and these issues still exist?


Still though, for nowI am enjoying my newest profession.
Jasper_nl
Mon Aug 16, 2004 10:18 am
#88

Message Edited by Gunman21 on 06-10-2004 09:55 PM


Edited only 2 months ago. It's not as bad as you think



Haruko Watanabe

"You must be the change you wish to see in the world." - Mahatma Gandhi
annelid0
Mon Aug 16, 2004 10:42 am
#89

You think 4 months is sad?

Here's one from over a year ago.

Good to see they got right on top of the toughness mod and ham costs issues.



------
Ilykerrimo
Grumpy Old Pikeman
Masochistic Wookiee

Fat_Dave
Wed Aug 18, 2004 2:50 pm
#90

Man that is sad. "We're looking into it" bah. Pikeman is my favorite profession so far (i spent a year as a MCH, and ultimately dropped it to further pursue melee skills), but we are still gimped. I had to pick up master fencer so i wouldn't get owned cuz i have no defense.



Reverand Dave -- Advocates Of War
(yes we're still around)
Echo Base on Rori.
Master Pikeman/Master Fencer/TKA
The dude who can't spell Geonosian
Opes1
Tue Aug 24, 2004 2:27 pm
#91

Im a newb, yes, but here is what I have seen so far. I got up to Polearms 4, with a pretty good weapon, taking down specific mobs. I then trained in Pistols, and took down the same mobs. Low and behold, I did more damage at Pistols 2 then I did with Polearms 4. I have to agreee, speed is a issue, and If you have slow speed, then you need higher dmg output. Now I didnt do any mathmatical process to figure this out, But I can see a pretty good diffrence.
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