Pikeman Archive
Thread: GTO's melee ideas 2. profession seperation, what's your fort(e)?
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.
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.
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.
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
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.
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How about...every melee prof get a good KD, FOW and meditate?
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.
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.