Swordsman Archive
Thread: All swordsman list your ideas in here, we can make a list for the developers to consider changing.
Some very good ideas by GTOfire
- What offensive abilities?
Melee2hUtterDevastation1 and 2, instead of area attack 1 and 2. Leave the AE to the pikemen, their weapons are far more suitable to twirl round and hit multiple enemies. A Swordsman is best at working a single opponent to the ground and finishing him off completely in the fewest moves possible, better then any other class.
Secondly, strong combination attacks. I look at my own japanese and chinese martial arts for this one, you can do so much more with a sword then SWG is letting us right now. I think the TKA combo 1 and 2 are attacks that really belong in every melee class.
- What unique abilities?
Currently the swordsman profession has 17 moves, 7 area attacks, 5 head/mind attacks, and the general lunge1,2 and hit1-3. That's... pathetic really.. only 3 categories. Compare it to TKA, also 17 moves but divided into2 area attacks, 2 combinations, 1 body hit, 1 head hit, 1 leg hit, 3 state effects, 3 (count em) 3 knockdowns, and again the general lunge1 and hit1-3.
Swordsman definately needs more to set it apart, but because e.g. TKA has everything, you cannot set swordsman apart without taking something away from the others. I'm afraid I don't have a viable solution for this problem myself that doesn't include completely redoing the whole melee professions into making them more realistic (of equal skill, a guy with a sword beats a guy without. Just the way it works, but not viable for a game where everything must remain balanced.
Some more good ideas by Darthscin
What basic combat elements should they possess?
Get away from mind damage. That's the realm of snipers (riflemen). Instead, swordsmen should inflict fear...no, terror. Things like Stun or Knockdown should be very important, along with massive, massive damage.
What offensive abilities?
High damage, high bleeds. Knockdown and stun. Relatively slow attack speed though....we swing heavily, not rapidly.
What defensive abilities?
Not much. Swordsmen focus on hitting hard, they don't care if they're hurt.
What defensive abilities?
Not much. Swordsmen focus on hitting hard, they don't care if they're hurt.
I don't like the dual bladed thing...it sounds too "pike" to me.
but: http://www.worldhistory.com/wiki/Z/Zanbatou.htm
Any question? ^^
hmm actually its not pike because a pikeman doesnt hold the pike in the middle of the pike, he holds it at one end. A dual bladed sword sounds like a swordsman thang.
Chrysahor wrote:
If we lose some speed, we need a LOT more damages.
I don't like the dual bladed thing...it sounds too "pike" to me.
but: http://www.worldhistory.com/wiki/Z/Zanbatou.htm
Any question? ^^
I agree with the 2h dmg, they should add those in and make the tapes work. The gloves are ..... well a new idea. But the mind bleeds arent worthless they can make them a little better but I htink they arent as bad as other things.
mjolnerproject wrote:
heres an idea. how about 2 hand damage? theres skill tapes for it, i just want to gain more when i level through offense. and how about cool gloves made specifically for holding a 2 handed sword? they should have cool gloves for all professions. They don't even need to be armor, just a sign that u are a swordsman. and mind bleed should not be worthless, it's almost as worthless as the combat medic's ability to heal mind