Pikeman Archive
Thread: PvP DATA: Master Pikeman vs. Master TK Screenshots inside.
Rediculous, they have totally messed up Pikemen in pvp. I ran some more tests and I will present my data here for you to decide if this is how it's "meant" to be.
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Master Pikeman: Varcon
Server: Tarquinas
Armor: None
Weapon: Long Vibro Axe
Damage: 141-509
Attack Speed: 4.1
Wound: 48.9%
Range: -55 @ all ranges
HAM: 84, 56, 33
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Master Teras Kasi: Porphyria
Server: Tarquinas
Armor: None
Weapon: Vibro Knuckler
Damage 38-172
Attack Speed: 2.1
Wound: 34.4%
Range: +10 @ all ranges
HAM: 58,47,31
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First test, neither of us used any styles. The TK hit for the same damage as me but 2 seconds faster as seen here:
http://home.comcast.net/~arudius1/screen1.jpg
Second test, we each spammed our highest level 1hit attack, mine was polearm 1hit 3, his was unarmed hit 3. Again I hit for the exact same damage but much slower, hence I was incapped just after missing what would have been my second hit. As seen here:
http://home.comcast.net/~arudius1/screen2.jpg
My question and I will repeat this until it gets answered is. Why are Pikemen hitting for the EXACT same damage as TK's in pvp when we hit 3-4 times slower then them? Wheres the variance between the melee classes, why even bother being a pikeman if your going to do the exact same damage as a TK 4 times slower with way lower accuracy.
It blows my mind that a weapon whose max damage is 172 would hit for the exact same amount as a weapon whose max is 509. Does this not make sense to anyone else out there or am I just crazy? On top of hitting slower for the same damage, we miss a hell of alot more then TK's do. Dev's, please take an extensive look at what you just did and how it is effecting melee's across the board (specifically Pikemen), our damage per swing should not have been reduced to the same as TK's. If there was truly a 75% dmg reduction to pvp across the board then tk's would still be hitting for much less then us, which obviously they are not.
-Varcon- Master Pikeman - Tarquinas
Indeed, the damage is the same in most cases except that tka got some good ham reduction so they don't kill themselves to us for the same. Also I've noticed overall damage drop over the last couple of weeks and the range nerf was totaly uncalled for by all brawler. The devs need to take into account THEIR server update pause. I have to lead a target to hit it now if it moves by 0-5m. This is bogus. All melee should have gotten 10m to make up for the serverside code latency.
However it would appear that commandos are exactly what brawlers were supposed to be, high damage short range, correct me if I'm wrong.
Other notes, polearmhit3 is doing half damage now after the kd nerf patch, warcry2 is the exact same as warcry1 also in the point that it doesn't work and costs nearly 200ham average.
Again, our defense was our kd/posture moves as is evident we dont' have the toughness TKA and other melee elites get. We need brought inline with the other elite brawlers if they are going to take away our defense with silly timers that don't work anyhow.
polearmactionhit2 is doing half damge if not considerably less, what's up with this as well?
Finaly, will a dev read these topics and address them or am I wasting my time as people continue to cry about pet monsters and at-st's? Thanks and all comments welcome.
OH yeah, one more thing. If melee classes are going to stay gimped we need a 2nd char slot for the same server because I don't feel like surrendering my toon, I have all but 2 skill points spent and those are finishing up my CH training tree.
Alternatly lower our skill costs so we can take up minor ranged skills to shoot eopie or something while we wait for our fix.
Yeah I noticed the PH3 nerf when I was still master.
Khrim...
Oh well, time to work back up the ranks... ![]()