Swordsman Archive

Thread: Rating today's changes

Solaera
Thu Sep 04, 2003 10:28 am
#1

I pulled some things out of today's patch message (http://starwarsgalaxies.station.sony.com/recent_updates.jsp?page=Recent%20Updates) that I thought were important to swordsmen.

I'm at work so haven't had a chance to look into these. If anyone who's had a chance to check could post their observations that would be cool. Here we go...


1. Decreased two handed melee move costs.

Ok, so they didn't lower the weapon HAM costs, but did this instead. I'm curious to see how much of a difference this makes, but it's obviously a good change.


2. Added the reinforcement core as a required component to gaderiffi baton, stun baton, two-handed axe, and power hammer. The addition of the component will enable the armorsmith to impart component bonuses on these items (making them more in line with other weapons).

This sounds like a positive change for our power hammers. I'm not sure if weaponsmiths were always using this and now it's just required, or if the components weren't adding bonuses before. Weaponsmiths...have any insight?

3. Slightly reduced the HAM costs on the gaderiffi baton, stun baton, two-handed axe, and power hammer to compensate for the extra HAM cost given by using the reinforcement core.

Again, what effect does this translate into for power hammers?

4. Reduced the encumbrance penalty on armor layers and segments. The encumbrance costs of wearing armor were a bit too high.

This is a plus for armor wearing swordsmen, to be sure. I'd love to hear how much of a change this really is. Perhaps armor will need a second look? (I don't normally wear armor).

5. Fixed issues with state defense modifiers. They didn't work, now they do.

Finally. Huge plus for all melee. Big positive here.

6. Increased movement accuracy penalties/defensive bonuses. The "Run and Gun" technique has a bigger penalty, but gives greater ranged defense.

Mixed here. Pro, we might survive longer being kited. Con, we can still be kited. Another con is that this surely will affect us too as we go chasing after people/mobs. I think this is a positive change overall, however.


7. Decreased cost of all knockdown moves. When we added the 30 second timer, the costs and damage needed adjustment.

I'm really not sure about this one. The cost reduction is fine, but the timer will be interesting to see. My main beef about a 30 second timer is that our knockdown lasts about 2-3 seconds, so the usefulness is massively reduced for things like area attack 3. However, I haven't tried it, so I shouldn't speculate/compalain...yet.

Any thoughts about today's changes? I think for the most part they have really helped us.

Ivy
Master Heavy Swordsman
Master Doctor
Muon Gold addict
Flurry Galaxy
foulbane
Thu Sep 04, 2003 11:05 am
#2

Your assessment looks accurate to me.

RocketM
Thu Sep 04, 2003 11:21 am
#3

This signals the end of any ability of melee to compete in PvP and the end of the ability of melees to tank in pve, most especially swordsmen. A 30 second timer on a posture down that doesn't even last2 seconds is ridiculous. Basically the only decent melee classes, swordsman and tka, are now destroyed.


Way to go Sony!


Perhaps we should change the name of the game from Star Wars Galaxies to Creature Handler Galaxies sincepetsare now mandatory for fighting.Since there's no wayto heal mind in battle, the only way for a player to tank for any period of time is to knock down or otherwise disable a creature's attack so that it doesn't do any random hits that may hit your mind pool. Now with that ability gone, no playercan tank at all.

PKNecron
Thu Sep 04, 2003 2:37 pm
#4

I am WS and Swordsman, and HAM cost are up, not down after the patch. My unexperimented P hammer went from 107 health to 111 health after the patch. They just wrecked our class the 30 Second timer should be PVP only, and HAM cost need to be drasticly reduced to bring them in line with other combat classes.



Shix - Master Weaponsmith - Master Artisan - Slicer 4 - Bria
SX Weapons Inc. Leader: Galactic Trade Federation, Corellia.

Nycon - 4/0/0/0 Brawler - 4/4/4/0 Medic - 2/2/1/2 TKA - 0/4/0/0 Marksman - Novice Pistoleer - 0/2/1/0 Smuggler - Bria

Jirukai - Master Artisan - Master Architect - Bria
Shimond
Thu Sep 04, 2003 2:46 pm
#5

The way they worded it was the HAM cost of the STYLES was reduced, not the weapons.


See if when you use a special attack if the costs seems similar to how it was or less.


It should be less.


-Shi

Tsion
Thu Sep 04, 2003 3:14 pm
#6

Shi has it right, the styles were reduced specifically because they (the devs) knew that the weapon HAM cost would increase.



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zedekah
Thu Sep 04, 2003 4:11 pm
#7

lets rate how cool 5 skills that do the exact fkn thing is ... anybody
IamDaniel
Thu Sep 04, 2003 4:36 pm
#8

The stats ofthe new power hammers on Eclipse are:


132-156 damage, 5.5 speed, 117/36/25 HAM.

SS-Aramyr
Thu Sep 04, 2003 4:44 pm
#9

HAM costs haven't seemed at all lower on styles to me thus far..


~Aramyr

Baleine
Thu Sep 04, 2003 9:30 pm
#10

Aramyr: thats because they haven"t been reduced. At all.


As for the rest, here are my experiences so far:


1. Again, completely and utterly microscopic change if change there even was. Not perceptible at all.


2. Cant comment. I'm a SWORDS man. I will never, ever use an axe or a hammer.


3. See #2


4. I've heard a lot of rumors and seen very little facts about this. My usual armorsmiths haven't been on at all today so wasn't able to get a clear answer on just what changed. Guildmate of mine says composite armor now has 10% less encumberance. That is pathetically low and doesn't help much at all. Except maybe now you dont have to spice up or get buffed to equip a full suit of it. Woopdeedoo.


5. Since nobody in their right mind can pretend to know how modifiers work, this isn't too useful information. So now they work, but we dont know how they do so. Lovely...


6. Haven't been kited yet today, but since the action of kiting is still there, just not as quick a death for the melee guy chasing, what does it matter?


7. This truly is the proverbial cherry on top of the proverbial sundae. We dont have KD, and posture down shouldn't even be put in the same category as a KD, yet the KD nerf applies to it as well. KD renders the target unable to attack or do anything, and it was clearly being abused in PvP. But posture down still allows for gunfire, and while im sure the few melee'ers who ever get into PvP combat with the few other melee'ers will like that the main tactic should not revolve around who can spam posture down the fastest to prevent the other from swinging out, it completely and utterly renders the class useless in PvE. I've never heard of a monster, NPC or animal complain about posture down, so why the HELL does the 30 seconds timer apply to them? If they want there to be a timer it should be reduced by half if not more.


I am thoroughly disguested with the turn melee-related things have taken with this awful patch. Now, not only are those who bring a knife toa gunfight the pre-determineddisadvantaged partyfor doing so, but they dont have much incentive to even do so anymore. Hurray for hammering melee past the first layer of the earth's crust, you god damned twits!




_______________________________________________________________
Al' Hammers :: Master Heavy Swordsman, Master Creature Handler, Hunt Master
"I kick arse for Mon Mothma"
DarkBShadow
Thu Sep 04, 2003 9:47 pm
#11

i'm cool with all the other changes but really now 30 second time between posture down that is rediculous in pve fights but it isn' however ridiculous in pvp fights which this should have only appled to pvp not pve cuz i am now usless to anybody in a group facing any ncps i mean cncps that i used to take 4 of them on are now killing me when there are just one of them and it's pissing me of. and what's worse is i can't lvl anythig any more with this patch can't take on s because all they d is kite me and withour posture down on them like i used to i'm surely dead.


and i was really pissed of today when i realized my proffession ws now completely and utterly worthless. not to mention that both of my proffessions i'm in were nered at the same time and i lost a whole lot of pets that are stuck in my bot




[Dark-B Shadow[
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PKNecron
Thu Sep 04, 2003 11:34 pm
#12

Style cost did go down, about 1% as far as i can tell. Its just give love to pistol/commando/BH day, and screw melee day. I am not a happy camper.



Shix - Master Weaponsmith - Master Artisan - Slicer 4 - Bria
SX Weapons Inc. Leader: Galactic Trade Federation, Corellia.

Nycon - 4/0/0/0 Brawler - 4/4/4/0 Medic - 2/2/1/2 TKA - 0/4/0/0 Marksman - Novice Pistoleer - 0/2/1/0 Smuggler - Bria

Jirukai - Master Artisan - Master Architect - Bria
Nagorak
Thu Sep 04, 2003 11:51 pm
#13

Style cost may have been slightly reduced, but hardly noticeable. The problem isn't the styles it's the high costs on the WEAPONS. Hello, devs, wake up! Carbineers complain about high style costs and I look at the 40-50 action and much lower everything else their weapons have and laugh. It's nothing compared to 100+ for the PH or 55/55/30 for the Cleaver.


The changes to knockdown and posture change were horrible. Knockdown should have a timer of no more than 15 seconds since the move was also nerfed. You don't even get in an extra attack during the time of a knockdown anymore. Posture change causes a mob to go prone for half a second when not spammed. Basically it does nothing.

So, we have AEs which we can't use 75% of the time, and we have posture changes that do nothing. In exchange for that we get no state causing attacks. Fencers just became the hands down best melee overnight thanks to dizzy, posture down, fall over effect.

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