Pikeman Archive

Thread: GTO's melee ideas 2. profession seperation, what's your fort(e)?

GTOfire
Fri Mar 05, 2004 7:43 am
#1

I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.



Part 2: Profession unique feats.


The 'problem'.

Best example for what I mean is speed. No matter how good you are, the weight of your weapon influences your speed. I can be pretty fast with my katana, but I'll always be faster still with my dagger.


In-game
Every melee profession already sort of has it's own advantage over the others, but at master level, e.g. speed is made obsolete. Every melee profession can have a weapon made/sliced to have the speed capped at 1 second and still have good damage. This makes the uniqueness of the professions and their strong points obsolete, the strong points of one profession can also be reached with another.


Alternatively:

Every profession should have all the basic aspects of battle, but one Strongest aspect that they thrive on to a point that is never reachable for the other professions, though the difference shouldn't be very high as that sentence makes it sound. My personal division puts it like this:

Fencer: speed

Swordsman: damage

Pikeman: range, area attacks

TKA:special attacks (state effects)


my motivation for speed: A TKA uses no weapon, so there is nothing to slow him down even slightly. However, TKA makes most sense as being able to blind an opponent, and therefor speed must go to another profession. If it were completely realistic, the TKA would also have most speed, but laughable damage, and that won't do for the game.

Range and AE: a staff can be used by a good wielder to hit an opponent further then with a sword, and also KEEP the enemy at a distance. Because of the nature of the weapon, it is also suitable for spinning attacks agains multiple opponents.

special attacks: Try poking at an egg with a 3 foot stick. Now do it within half a second. Good, now do it in battle... Inflicting e.g. blindness on an opponent is best done unarmed, state effect hits are best placed in the hands of a TKA.

damage: also makes sense to me, and it's already happening in-game for the most part. smashing a sword into something's skull with both hands and all your power is the most devastating thing a melee fighter can do.


Implementing this means that e.g. the Fencer speed cap is lowered to 0.8, the pikeman's to 1.4, the swordsman to 1.2. It means TKA's need to do with a small damage reduction (you just don't hit as hard with your fist as you do with a sword the way SWG currently does allow you to, mostly even harder) It means pikeman should get the swordsman area attack moves, while the swordsman gets the combination hits. It means that it should be some difficulty getting into 5m of a pikeman. And it means way too much work that will not happen, but I've got to try and be heard


Result:

All professions get one strong point that is not reachable and therefor made obsolete by other professions. Every melee profession can be extremely fast, but the swordsman will never be able to be as fast as the fencer. Every melee profession should get some state effect abilities, but only TKA will get the best ability to perform them succesfully. I believe this will result in better balance between the professions and a better ability to strategize your battles.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Fri Mar 05, 2004 7:50 am
#2

I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.

Part 2: Profession unique feats.

The 'problem'.
Best example for what I mean is speed. No matter how good you are, the weight of your weapon influences your speed. I can be pretty fast with my katana, but I'll always be faster still with my dagger.

In-game
Every melee profession already sort of has it's own advantage over the others, but at master level, e.g. speed is made obsolete. Every melee profession can have a weapon made/sliced to have the speed capped at 1 second and still have good damage. This makes the uniqueness of the professions and their strong points obsolete, the strong points of one profession can also be reached with another.


Alternatively:
Every profession should have all the basic aspects of battle, but one Strongest aspect that they thrive on to a point that is never reachable for the other professions, though the difference shouldn't be very high as that sentence makes it sound. My personal division puts it like this:
Fencer: speed
Swordsman: damage
Pikeman: range, area attacks
TKA: special attacks (state effects)

my motivation for speed: A TKA uses no weapon, so there is nothing to slow him down even slightly. However, TKA makes most sense as being able to blind an opponent, and therefor speed must go to another profession. If it were completely realistic, the TKA would also have most speed, but laughable damage, and that won't do for the game.
Range and AE: a staff can be used by a good wielder to hit an opponent further then with a sword, and also KEEP the enemy at a distance. Because of the nature of the weapon, it is also suitable for spinning attacks agains multiple opponents.
special attacks: Try poking at an egg with a 3 foot stick. Now do it within half a second. Good, now do it in battle... Inflicting e.g. blindness on an opponent is best done unarmed, state effect hits are best placed in the hands of a TKA.
damage: also makes sense to me, and it's already happening in-game for the most part. smashing a sword into something's skull with both hands and all your power is the most devastating thing a melee fighter can do.

Implementing this means that e.g. the Fencer speed cap is lowered to 0.8, the pikeman's to 1.4, the swordsman to 1.2. It means TKA's need to do with a small damage reduction (you just don't hit as hard with your fist as you do with a sword the way SWG currently does allow you to, mostly even harder) It means pikeman should get the swordsman area attack moves, while the swordsman gets the combination hits. It means that it should be some difficulty getting into 5m of a pikeman. And it means way too much work that will not happen, but I've got to try and be heard

Result:
All professions get one strong point that is not reachable and therefor made obsolete by other professions. Every melee profession can be extremely fast, but the swordsman will never be able to be as fast as the fencer. Every melee profession should get some state effect abilities, but only TKA will get the best ability to perform them succesfully. I believe this will result in better balance between the professions and a better ability to strategize your battles.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Fri Mar 05, 2004 7:53 am
#3


I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.

Part 2: Profession unique feats.

The 'problem'.
Best example for what I mean is speed. No matter how good you are, the weight of your weapon influences your speed. I can be pretty fast with my katana, but I'll always be faster still with my dagger.

In-game
Every melee profession already sort of has it's own advantage over the others, but at master level, e.g. speed is made obsolete. Every melee profession can have a weapon made/sliced to have the speed capped at 1 second and still have good damage. This makes the uniqueness of the professions and their strong points obsolete, the strong points of one profession can also be reached with another.


Alternatively:
Every profession should have all the basic aspects of battle, but one Strongest aspect that they thrive on to a point that is never reachable for the other professions, though the difference shouldn't be very high as that sentence makes it sound. My personal division puts it like this:
Fencer: speed
Swordsman: damage
Pikeman: range, area attacks
TKA: special attacks (state effects)

my motivation for speed: A TKA uses no weapon, so there is nothing to slow him down even slightly. However, TKA makes most sense as being able to blind an opponent, and therefor speed must go to another profession. If it were completely realistic, the TKA would also have most speed, but laughable damage, and that won't do for the game.
Range and AE: a staff can be used by a good wielder to hit an opponent further then with a sword, and also KEEP the enemy at a distance. Because of the nature of the weapon, it is also suitable for spinning attacks agains multiple opponents.
special attacks: Try poking at an egg with a 3 foot stick. Now do it within half a second. Good, now do it in battle... Inflicting e.g. blindness on an opponent is best done unarmed, state effect hits are best placed in the hands of a TKA.
damage: also makes sense to me, and it's already happening in-game for the most part. smashing a sword into something's skull with both hands and all your power is the most devastating thing a melee fighter can do.

Implementing this means that e.g. the Fencer speed cap is lowered to 0.8, the pikeman's to 1.4, the swordsman to 1.2. It means TKA's need to do with a small damage reduction (you just don't hit as hard with your fist as you do with a sword the way SWG currently does allow you to, mostly even harder) It means pikeman should get the swordsman area attack moves, while the swordsman gets the combination hits. It means that it should be some difficulty getting into 5m of a pikeman. And it means way too much work that will not happen, but I've got to try and be heard

Result:
All professions get one strong point that is not reachable and therefor made obsolete by other professions. Every melee profession can be extremely fast, but the swordsman will never be able to be as fast as the fencer. Every melee profession should get some state effect abilities, but only TKA will get the best ability to perform them succesfully. I believe this will result in better balance between the professions and a better ability to strategize your battles.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Fri Mar 05, 2004 7:55 am
#4

I've got some IMHO worthy ideas for the elite melee professions, but not for any one of them in particular. However, there is simply no 'SWG development discussion' forum of any kind, where one can put forward their general ideas, so I'm just going to cross-post them in all the elite prof forums, because I'm looking for input from every one of them.

Part 2: Profession unique feats.

The 'problem'.
Best example for what I mean is speed. No matter how good you are, the weight of your weapon influences your speed. I can be pretty fast with my katana, but I'll always be faster still with my dagger.

In-game
Every melee profession already sort of has it's own advantage over the others, but at master level, e.g. speed is made obsolete. Every melee profession can have a weapon made/sliced to have the speed capped at 1 second and still have good damage. This makes the uniqueness of the professions and their strong points obsolete, the strong points of one profession can also be reached with another.


Alternatively:
Every profession should have all the basic aspects of battle, but one Strongest aspect that they thrive on to a point that is never reachable for the other professions, though the difference shouldn't be very high as that sentence makes it sound. My personal division puts it like this:
Fencer: speed
Swordsman: damage
Pikeman: range, area attacks
TKA: special attacks (state effects)

my motivation for speed: A TKA uses no weapon, so there is nothing to slow him down even slightly. However, TKA makes most sense as being able to blind an opponent, and therefor speed must go to another profession. If it were completely realistic, the TKA would also have most speed, but laughable damage, and that won't do for the game.
Range and AE: a staff can be used by a good wielder to hit an opponent further then with a sword, and also KEEP the enemy at a distance. Because of the nature of the weapon, it is also suitable for spinning attacks agains multiple opponents.
special attacks: Try poking at an egg with a 3 foot stick. Now do it within half a second. Good, now do it in battle... Inflicting e.g. blindness on an opponent is best done unarmed, state effect hits are best placed in the hands of a TKA.
damage: also makes sense to me, and it's already happening in-game for the most part. smashing a sword into something's skull with both hands and all your power is the most devastating thing a melee fighter can do.

Implementing this means that e.g. the Fencer speed cap is lowered to 0.8, the pikeman's to 1.4, the swordsman to 1.2. It means TKA's need to do with a small damage reduction (you just don't hit as hard with your fist as you do with a sword the way SWG currently does allow you to, mostly even harder) It means pikeman should get the swordsman area attack moves, while the swordsman gets the combination hits. It means that it should be some difficulty getting into 5m of a pikeman. And it means way too much work that will not happen, but I've got to try and be heard

Result:
All professions get one strong point that is not reachable and therefor made obsolete by other professions. Every melee profession can be extremely fast, but the swordsman will never be able to be as fast as the fencer. Every melee profession should get some state effect abilities, but only TKA will get the best ability to perform them succesfully. I believe this will result in better balance between the professions and a better ability to strategize your battles.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
Siyja_Derahldr
Fri Mar 05, 2004 9:13 am
#5

I have to disagree with the "the TKA would also have most speed, but laughable damage..."


We already have laughable damage in serious PvP against someone in full compo/full buff


krazilac
Fri Mar 05, 2004 9:32 am
#6

After reading all 4 of your posts im getting:


pikeman, heavy sword and TKM get fencer defensive abilities


once KD'd die in 2-3 hits (which prof is the best at KD'ing...TKM)


we take all the staus changes from fencer and give them to TKM/Pikeman


for this we get a .4 - .6 increase in speed over the other professions while doing less damage, no state effects, and having all other melee professions dodge like we do?


im trying to be constructive here but all this is coming from a TKM.


---


How about...every melee prof get a good KD, FOW and meditate?





Al'zul Kraz

A'l Zofo Corperation:

Flora and Medical Division - contact al'zul
Mineral Division - contact zofo

members of the BBB resource network.
Proud member of the NO for me club.
GTOfire
Fri Mar 05, 2004 10:12 am
#7

I'm not a TKM anymore, and I personally believe they're far overpowered compared to other melee classes. I duelled a TKM the other day as a 4334 swordsman and he actually did more damage then me, had more defense, had better KD moves, hada dizzy move, was basically so much better in every way. I didn't like it.


I am currently going for Fencer, but I have no specific fencer experience, so my ideas come from my experiences in real life and in-game as an ex-TKM and a swordsman. I want to give every melee prof sensible defenses because.. it's sensible. A boxer only takes and blocks hits because there are rules as to what he can't do. If you see two martial artists fight, you'll notice they don't take hits, they evade and counter-attack any way they can. It's ridiculous to be a top martial artist in this game and still not be able to defend yourself properly.


I want fencer to be balanced wth the other professions, Im sorry if my inexperience with it makes it sound differently. swordsman/pikeman/tka don't get fencers defenses, they get proper defenses, the fencer's are still going to be better, as is their speed. I don't mean to give fencer's state effects away to TKA either. Fencer gets one effect less then TKA and that's fine by me. I would prefer seeing TKA being the one with dizzy and blind 2 rather then fencer, but I believe every profession should get state effects. It might not be clear because e.g. swordsman currently has none, but I want all classes to have all aspects, just not as much across the board. I think swordsman should get stun and dizzy. fencer sounds good with blind and dizzy, I envision pikeman with stun and dizzy as well, and TKM with stun1-2 and blind1-2 and dizzy1-2. All classes get spin attacks, but pikeman should be the one with area attack 1-3. All classes have speed, but Fencer should get the advantage there. And Swordsman should be the most damaging class, at the expense of the speed, state effects and area attacks they don't specialize in.


I might have made it sound like I want professions to get exclusive rights to things, but that's not what I meant. I want em all to have the basic to advanced abilities, and each one profession to get the elite of one single unique aspect to make it unique and influence the strategy you have to use.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Fri Mar 05, 2004 10:14 am
#8

before I forget, thank you. You're showing your opinion after having read through mine in a constructive manner.I hope I merely wasn't clear and that you agree with the thought behind it, though I'm biased to my own thoughts of course



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Fri Mar 05, 2004 10:51 am
#9

First off: that was a hypothetical proposal to make it most realistic, but not the one I'm proposing mainly. Realistically, fencer isn't the fastest, TKA is. But I believe it makes more sense to give TKA the state effects specialization, and to balance it out, that means speed should go to fencer. You could give speed to TKA as well, but in order to keep it balanced in that specific case, the damage done would have to be made realistic as well compared to the others, and that's a nerf that is not feasible and would make it less fun.


Secondly, I'd like to state a few paragraphs to disagree with your statement heh.


I fought a TKM the other day as a 4334 swordsman. He had taken off his knucklers, I was using a 84-337 2h curved sword. I hit him for 28, he hit me for 30. the difference was always very little, but overall he did slightly more damage then me. we were NOT wearing any armour as I recall.


Then we did a full on duel. I'm also a Master Brawler, so I have one-handed dizzy1 and the lunge2 knockdown move. I used them both on him and bashed away with 2h hit2 and that sword. I got about 5 of those in, had done 250 damage to him and 600 to myself from HAM costs (51 action cost on my sword I believe).

Anther time I bashed away at his mind, doing 60 damage to his head per head hit 3, 120 to myself on the HAM cost.


He got up, knocked me down, finished me off in a few unarmedhit3's.

You know what, I don't think TKA has laughable damage in PvP


You must also remember that you already HAVE about 80% light armour from your unarmed toughness, resulting in the laughable damageI did in the above duel.


I used to be a Teras Kasi Master myself and remember doing more damage in my special attacksin PvPthen I do now with swordsman.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
95M3
Fri Mar 05, 2004 12:45 pm
#10

What some players may not realize is that a TKA does high damage because of 2 things.


1. Acuracy, a criticaly placed strike delivered to a vital area will cause severely more damage.


2. Inner power, a player able to channel power from within and release it in perfect form will cause phenomenally more damage.


Combine the 2 and you have the reason for the damage that a TKA can do.


When compaired to others it is not much more than a sword or much else and limited to only Kinetic wich is a BIG limitation.


It just seems like alot for a fist made out of flesh. Just take into consideration that we are able to manipulate power from within us compaired to the Jedi who manipulate it around them.


So we are not mearly a boxer or martial artist.


OutbackWookiee
Sat Mar 06, 2004 12:48 am
#11


Nah, I can't agree on this one.


The problem with this one is that you are setting your own arbitrary numbers as to what the speed cap for each profession should be.


The fact is, who is to say that, at master, I should not be as fast as a fencer or tk.





LegwandLongfellow
MasterPikeman/Brawler
TKA/Fencer/HeavySwordsman
There'sabigblackholegonnaeatmeupsomeday
Somedayfadesaway,likeamemory


GTOfire
Sat Mar 06, 2004 1:02 am
#12

what you say goes for any melee artist. A good swordsman can (for lack of better terms, it's meant with respect) 'zen' his way to a higher power as well. That brings us back to the basics, sword vs no sword (or staff or whatever melee weapon). A TKA can channel his energies so that he does more damage, that sentence is not entirely finished. It should read: more damage, then an inexperienced unarmed fighter. You don't decapitate someone with your hands, you can with a sword. You don't cut off limbs with a pinky.

I realise there is all sorts of backstory behind the TKA name, but for sake of balance they must be considered the unarmed fighters of SWG, making them as proficient at melee fighting as the other professions, but in their own way. They don't do as much damage as a sword or a staff, but they can blind you or stun you or judo you off your feet better then someone with a heavy hammer can. That makes them different but equal. The way it is now, they are the best in almost all aspects. They have Fencer speed (every melee prof caps at 1, nullifying the advantage of Fencer), Swordsman damage (shown in the above post), TKA state effects (as they should have). The one aspect TKA is not most proficient in is Area Effect, with just two spin attacks that aren't that powerful compared to e.g. unarmedhit3.


Every profession should be best in one aspect, TKA is currently best in 3, one of it's own and sharing the two others with fencer or swordsman. That's simply put not balanced and not very good fun. Every profession has a downside. Pikeman is slow, Fencer is 'weak', Swordsman has no state effects, but TKA has it all. (it doesn't have no area attacks in this analogy, because it has the same basic area attacks as fencer, so it's not the worst in that class at all)



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
GTOfire
Sat Mar 06, 2004 2:37 am
#13

the numbers in my post are merely examples of what I mean, I'm not a dev so I don't expect to be able to balance things out at my whim. It's the thought behind it that counts, that a Master Fencer with a capped weapon would be faster then a Pikeman with a capped weapon.

Who is to say so? Simple, pick up a simple bo staff. It's quite lightweight isn't it? Swing it around a little and see how it goes. You may be quite fast with it. Now cut it in two parts and swing one of them around with the same muscle excertion, you WILL be faster. Now cut a small piece off again, you will be faster still and you will now also be able to use it effectively with just one hand.


What that example shows you is the diffrence between pikeman, swordsman and fencer. It is a simple fact of life that wielding something small in one hand is always faster then wielding something with two hands and wielding something bigger.


Technically TKA should be still faster then Fencer, but since I think it makes more sense for TKA to specialize in state effects, the speed specialization should go to another profession, in this case the second in line.



--------------------------------------------------
Ysh-Hon Eeryuu
General Manager, Intergalactic Society of Megalomaniacs (ISM) Enterprises
ISM Superstore - Tatooine (outside Bestine) -1735, -4917

M Tailor, M Artisan, M Merchant
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