Swordsman Archive
Thread: what are you guys thinking ? here is my 2 cents.
alright guys i keep reading your posts
thier 4 types of players generally
1 gamers = we play to be the best and stay on top skill and equipment wise. Combat and winning are most important to us.
2 players = you play to socialize, do cool quests , explore and dabble in pvp combat. Game visuals , good communication set up , quests to run and endless things to do and see are important to you
3 roleplayers = just a player who plays a role with friends
4 nubs = everything is new and its all cool
this is a general statement and not sayin what you are is good or bad or if your a mixed of 2 types
reason for the above statement is that it affects how you see the games advancement and how you feel we should be structured as a class profession
this is my general thoughts about swordmen
combat
combat involves damage ,speed , cost , defensive mods and skill moves ( also armor )
damage:our baseline damage is fine with whats we have at the moment
speed: our speed is terible and is 1 of the5 combat values we are weakest at in all melee professions
cost : our cost on ham on our best weapon is insane
defence mod : below average vs other melee types
skill moves : 1 random ham dmg single target attack. 1 mind bleed single target attack. 1 mind ham dmg single target attack. 2 area posture change attacks random ham dmg. 1 area random ham dmg attack . to many random ham dmg attacks ,posture change attacks argo all npc to attacker with timer and random special affects it just a faster way to get to clone center
we all want to be improved as a whole no matter what kind of player we are. we dont want to be over powered and it not be any chalange at all .
increasing our defenive mods to greater than tka, leave our speed the slowest ,average out our ham costs for weapons and moves with all other melee ,addskill moveattacks .1 a health hamdmg single target attack no random affects. make an area posture change attack with fixed dizzy no dmg
thier now we are equal to tka and not over powered
fixxing our visuals is ok but what good is looking good being sent to the clone center
adding more weapons is nice but redundant if combat issues arnt fixed
all the melee professions should be complaining about the lack of power ups avalible to us .The broken and lack of special items we can actually use .
Great post in my opinion. Where I have notpersonally taken the time to sit and think about what modifications to our class will even us up with TKA, I agree with most all of what you said. Every PvP duel I have lost has been to a TKA. And why is that? Because the can posture change us, knock us down, and beat the hell out of us. It would be great if 2Hand Sweep actually did its job, but in my opinion of it, so far it has been worthless. AndI completely agree that having arandomhit to Health or Actionisstupid, we need the precision to hit for what we want.Our bleed and mind attack seem to be our greatest asset, and works great for creatures,but what good is getting a bleed going on a PC if we are on our back incapacitated or dead while its working while the TKA meditate it away. I love swordsman and wouldnt trade it for anything else, but I would also love to see it enhanced into the noble class that it should be. We are swordsmen in a world of blasters. Nuff Said.
Merk - Ahazi - Wandering Swordsman
what are your fingers broken folkscause i dont think center of balance is going to be the fix to heavy swordsmen problems.
nice they encreased our range to off set the player vs server vsplayer issue but this isnt a fix either.the problem is delay of personal pcvidio animation vs server real time placement of location . when pvp it worst than pvc because your dealing with a real time sever and 2 delayed pc users . range location info travels faster so here is thoughts
To fix out of rangeissue ( when your right next to taget ) thier is 2 fail safe ways.
1 targeted object highlighted is red when out of range green when in range of the weapon you are holding
2 color code and highlight skills in hot key boxs. red highlight for out of range for this skill . green highlight for within range for this skill . this methed would be applied and helpfull to all professions and game play too.
What power ups would be better? just curious... I know there is a crap load of useless ones, I have had great success with the action reduction/speed or Damage combo's and the Health reduction/Speed or damage combo's...
would these be more useful if the primary stats and secondary stats were reverseable? like a 33%damage/16% Speed incearse/Health reduction combo?
And would it be too much to ask, to just let us make our own **edit** Scythes? LOL like a wookie can make a bowcaster, why not let us quest for our own resources and make our own "special" weapon I think looking for the best resources and making our own sword would be far more "fun" then doing a quest...
power up's reflect the sword and situation your in
i like to use a dmg power up when i used a bleed shot
but most of the time minimum damage and speed are most important when using melee weapons
reason why is
power hammer with a dmg of 120 to 450 4.0 speed does 120 - 450 dmg then delay of 4 seconds
2 handed curved sword with a dmg64 to 260 2.0 speedcan do 128 - 520 in 4.0 second of delay
use a minimum dmg / speed power up on curved sword dmg 75 - 260 1.8 speed damage will be 150-520 in a 3.6 second delay
but thier isnt a minimum dmg / speed power up it cant be made they dont give artisans the ability to decide what types thier are un like the ranged power upsand thier are no special items that can be added like nym feeders or vibro units we can use . rancor teeth are useless and do little to nothing to improve weapons and cant be used with most of our weapons we tend to use. advanced sword core didnt help us either so lets see what comes out after this update.
i havent figured out how damage is adjusted acording to accuracy and skill lvl but for standard rule of thumb for begining combat skill to advanced skilled is minimum damage and speed are the most important attributed to a weapon's attack. this is why you see such low dmg on minimum damage attributes for weapons.
I happen to be real good friends of bent of and merk, and im a master heavy swordsman, out BEST attacks are the bleeds and mind attacks, NONE of the other attacks we get are worth a S---. Our damage is great, however we fail to compare to the other melee classes in defence and hit %. How is it i can hit a ewok for over 10k damage and do over 6k bleeds and yet it takes one or two shots from another player and we are dead. I cant kill another person in 2 hits, our HAM costs cause us to do more damage to ourselvesthan almost ANY creature in the game, and the simple fact that we are melee means that we are going to get hurt, our only help is full comp armor to soak up the damage (which also increases our HAM costs when using specials). Every time i fight another player im NEVER worried if they are gonna get the first hit in (i KNOW they will) im worried weather or not im gonna do enough damage for the HAM i use. Something needs to be done withour ham costs, im tired of fighting giant dune kimogilla and rancor and landing these huge damage attacks and getting incapped and slain because of my ham costs.We are melee, we dont have the benefit of standing 10-40m away and shooting it out, we are going to take damage, our only hope is that we dish out more damage and faster than what we are fighting. Like what i have said or not, its my 2 cents.
-Fitzfield
Master Heavy Swordsman
Cleric
Ahazi
in the october prerelease notes of that months patch, it did say they were gonna lower the cost of the 2h's, and when it went live, the post patch notes had no mention of it...
anyone know whatever became of this idea? is it still on TC?
LOl while i'm thinking about it, anyone have the low down on the RIS armor? the fridays notes say "higher impact armor that is useful for melee combatants" lol is that for us or against us? LMAO
Sheesh I have seen Bent and his armor, and I don't know how he does it, fitz, if your wearing a full set of comp,I wanna know where ya got it at LMAO....
If the Fencer defensive modifiers worked like they were supposed to, then I can kinda see where you're coming from. Otherwise, I will stand by my opinion that the Heavy Swordsman is the second best melee profession in the game. Granted, this isn't saying too much when compared to TKs, but surely you cannot think that Fencers or (heaven forbid) Pikemen are better off than we are now.
well you see this is the swordsmen board and this is what we talk about here.
we are not here to compare vs other melee style we are here to balance out the swordsmens profession
we do this by trial and error in combat in player vs player , player vs creature and player vs non player character.
it is a proven fact that swordsmen ham cost durning combat is enough that a swordsmen will incap himself faster than the one creature he is fighting
taken into the mix put that one swordsmen vs multiple targets and the multitude of random ham dmg area attactsyou will havemultiple target attacking you. with our ham cost for the move to handle this situation and with the low defence mods we have it is relitively imposible to win this situation .
now put this situation with fighting multiple targeted npc and 2 of the four you hit with a area posture change attack. one or two enemys will actually change posture but then get up and runn off to range attack you while you handle the 2 still in range of your weapon.
i consider all our posture change attack to be clasified as defence move because they prevent the target from causing you dmg ( note : posture change still has no affect on creatures )
i consider all bleed and direct ham damage attack as being offencive
i have and do not think that in the offencive field of combat we are weakest i consider swordsmen skill to be the best offensive melee profession thier is.
we will all see what happens after patch is applied but i seriously dont think center of ballance is a fix it just the devs tring to give all of melee type one fix to solve all our problems
it appears that tka is what the swg team considers to be the base line melee skill that we all will be balanced against sountill they finally get tka where they like it the balance all other melee skill will be mudane.