Swordsman Archive

Thread: All swordsman list your ideas in here, we can make a list for the developers to consider changin

Chrysahor
Sun Mar 21, 2004 4:00 pm
#1

If they give +xx -insert weapon type- damages in any tree, they'd better remove damage mitigation.
They should fix the skill mods (something like 1-250 for tka instead as plain 250 like now)

Jedika> I believe tkm have 61 "only" with master brawler (we've 48 with MB)...just to give a comparison.

Message Edited by Chrysahor on 03-21-2004 03:03 PM

Message Edited by Chrysahor on 03-21-2004 03:03 PM



Stacy Whittaker - CommanDoc
Mandalorian Commando - TC-EP3 Tester
Jedika
Sun Mar 21, 2004 4:07 pm
#2






Chrysahor wrote:
If they give +xx -insert weapon type- damages in any tree, they'd better remove damage mitigation.
They should fix the skill mods (something like 1-250 for tka instead as plain 250 like now)

Jedika> I believe tkm have 61 "only" with master brawler (we've 48 with MB)...just to give a comparison.





no its still 43 at master brawler. The damaga skills shouldnt really be added because we should be relying on our weapons which do damage in the thousands, If they decide to make damage a skill we earn then it should be in the hundreds.



Kamy Kamy
~ Master Swordsman ~
~ Stop...HAMMERTIME ~
"Knockdown, Dizzy, a Swordsman craves these things not."

Chrysahor
Sun Mar 21, 2004 4:19 pm
#3

Wrong. MHS has 43 toughness and MHS + master brawler has 48. I've this template.



Stacy Whittaker - CommanDoc
Mandalorian Commando - TC-EP3 Tester
EastSideStreetz
Sun Mar 21, 2004 5:41 pm
#4






Jedika wrote:

We need to make a list of the things we would like to see improved in our profession, list your ideas and we can put them into one thread and let the devs read that. Hopefully by making it easier for the developers to see what we would like improved in our profession we can get the changes we all like. I know theres a thread that is stickied to thetop of the swordsman board, but it is not as organized as it can be. Also a list of some things that you wouldnt mind being nerfed in the profession.


Improvements List

1) Different kinds of damage types, like Cold, Stun, Energy, Electricity and another dmg type that does not exist yet.

2) New weapons with Ap3.

3) More two-handed toughness.

4) Remove the Two Hand Sweeps and replace them with a stun effect or dizzy.

5) Change the name of counterattack unless we are actually going to start returning damage to the target when we are hit.

6) Dual bladed sword(great accuracy, Very high dmg, Mildly slow), Long swords(slower speed), Short Swords(faster speeds), Katana(veryfast, low dmg, low ham).

Iwas thinking that the dual bladed sword should be the Ultimate sword, something that can only be equipped by a master swordsman, kind of like the jedi, and you can only get 1 schematic at a time, such as when you get master swordsman you go toan npc trainer and he gives you a schematic for the sword and when the sword schematicreaches 0uses you can go to the trainer and give theschematic to him in exchange for another schematic, the schematic should only have 2 uses, You should be able to get the schematic as much as you ike to, or maybe limit it to 2 schematics a week.

7) More Accuracy.

8) Knockdown would be nice.

9) Melee Defense or Range defense or even both, feel free to take out conterattack.

10) Power hammerdoing stundmg, that would be cool but not a priority.

11) New kind of intimidate to make your opponent go off guard for a second, make all his def divided by 4 for 30 seconds.

12) More def vs states, we are tanks we shouldnt be very easily kd/dizzied or stunned.

13) All melee prof should get some type of meditate and power boost, I think that the tks should be able to heal their primary wounds and bf, Fencers Enhance theiraccuracy and dodge, Pikeman Enhance their dmg and speed, Swordsman enhance their toughness and mind, or state defenses instead of mind.



Nerf List

1) Our speed would be ok to nerf, we are heavy swordsman its not very easy to swing a 100lbs hammer left and right. But we should see way more dmg if this happens.

2) Counterattack can be a little less, Doesnt seem right that a power hammer can just counter attack a fencer, if the counterattack goes we should have much more dmg.




They have those ther are just called polearms




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Jedika
Sun Mar 21, 2004 5:52 pm
#5

No acually a polearm is a POLE, a stick made out of wood. I would like to see a dual bladed SWORD, a dual bladed sword something like darth mauls lightsaber except the light part of it is a saber.




Kamy Kamy
~ Master Swordsman ~
~ Stop...HAMMERTIME ~
"Knockdown, Dizzy, a Swordsman craves these things not."

Jedika
Sun Mar 21, 2004 5:55 pm
#6






Jedika wrote:

No acually a polearm is a POLE, a stick made out of wood. I would like to see a dual bladed SWORD, a dual bladed sword something like darth mauls lightsaber except the light part of it is a saber.








TYPO


change of it is a saber.


to of it is a sword.




Kamy Kamy
~ Master Swordsman ~
~ Stop...HAMMERTIME ~
"Knockdown, Dizzy, a Swordsman craves these things not."

cincoalto
Sun Mar 21, 2004 7:13 pm
#7

lol. why not just make swordsmen the uber prof while at it? first off we should not get kd. that is for TKM's, we r heavy hitters, pike = area attacks, and fencer = defense, and why would u want a stun affect special? that lowers RANGE defense by 50%, wouldn't help swordsmen much would it? And ur dual sword idea while cool, is definately a pike weapon ins this game. as for toughness tkm is supposed to be more tank like than we r which is why they have more. only change i see fit is more defense vs kd and posture change down, and maybe some against blind dizzy etc



Kman / Ifrit-
Chrysahor
Sun Mar 21, 2004 7:55 pm
#8



cincoalto wrote:
first off we should not get kd. that is for TKM's



Why? Doensn't it make more sense that you can KD a target with an heavy 2-handed weapon than bare hands?


we r heavy hitters, pike = area attacks, and fencer = defense, and why would u want a stun affect special? that lowers RANGE defense by 50%, wouldn't help swordsmen much would it?



Find someone (tk or pikeman) and duel him. See how much damages you do. Then ask him to stun you and repeat...now you get the point. Stun act like intimidate, it lower your damages output. The difference is that you need to hit you target.
I fully agree that we should be heavy hitters, but that doensn't mean just raw damages for me. You should also have the "heavy" effects, I rather have stun that have higher toughness...I want my opponent to FEAR every single hit I can do to him.




And ur dual sword idea while cool, is definately a pike weapon ins this game.



Since the long vibro axe is also a pikeman's weapon, I agree. Dual swords are also considered pikes in StarWars RPG 3d edition.



as for toughness tkm is supposed to be more tank like than we r which is why they have more. only change i see fit is more defense vs kd and posture change down, and maybe some against blind dizzy etc





TKA are not supposed to be tanks. That's why there is an "in-concept" thread. Actually TKA is a nuisance in balance since it was designed to have master brawler as pre-requisite. But now, it costs the same SP as any brawler elite. IMHO, fencer should be the brawler tank (like pistoleer for range), pikeman half-way (like carbineer) and us as heavy hitter (like rifleman)...TKA should be (always IMHO) a all around jack-of-all trade. No good point (nor fast or heavy hitter...I don't mind they get more damages types if their accuracy/damages/speed is balanced according to the others), but with somes abilities like meditate, powerboost, aim any pool (that no one else should have).



Stacy Whittaker - CommanDoc
Mandalorian Commando - TC-EP3 Tester
Jedika
Sun Mar 21, 2004 8:56 pm
#9

I just checked, every prof gets an euqal +5 to toughness.



Kamy Kamy
~ Master Swordsman ~
~ Stop...HAMMERTIME ~
"Knockdown, Dizzy, a Swordsman craves these things not."

Anonymous_Smuggler
Mon Mar 22, 2004 11:34 am
#10

Remove the posture change from the Area Attack line.


Remove the area attack from Sweep 2 and make it a single target knockdown.



You know, make the moves actuallydo what their names imply instead of some rushed, "cram it in there, because the release deadline is tomorrow" thought process.





Master Swordsman
Scout 4040
Fencer 0440
TKA 4004
Medic 2000
Anonymous_Smuggler
Mon Mar 22, 2004 11:50 am
#11

Oh yeah, I forgot about the Spin Attack line. Its pretty redundant with having the Area Attack line, so I'd say replace it with possibly a Power Attack line that'd increase our damage output, but make us more susceptible to attacks and of course have a higher HAM cost than any of the other specials. Kind of keeping along the, "Swordsmanare offensive damage dealers, yet suffer defensively" line of thinking.



Master Swordsman
Scout 4040
Fencer 0440
TKA 4004
Medic 2000
3D4D
Mon Mar 22, 2004 2:26 pm
#12





Aoxus wrote:


umm... i personally think we shouldnt be outranged by a tka as well... lol when is the last time you have ever seen a guy with arms that extend 3 feet past what they should be and hit 20 m away







Sorry but I can't let you get away with saying that. TKs can't hit from 20m away, your mixing that up with master brawler.


You can also hit 20m away if you take the time to master brawler.




/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
Jedika
Mon Mar 22, 2004 5:22 pm
#13


So this is what We have up till now, Im gonna post this on the In Concept Boards.

My Improvements List

1) Different kinds of damage types, like Cold, Stun, Energy, Electricity and another dmg type that does not exist yet.

2) New weapons with Ap3.

3) More two-handed toughness.

4) Remove the Two Hand Sweeps and replace them with a stun effect or dizzy.

5) Change the name of counterattack unless we are actually going to start returning damage to the target when we are hit.

6) Dual bladed sword(great accuracy, Very high dmg, Mildly slow), Long swords(slower speed), Short Swords(faster speeds), Katana(veryfast, low dmg, low ham).

Iwas thinking that the dual bladed sword should be the Ultimate sword, something that can only be equipped by a master swordsman, kind of like the jedi, and you can only get 1 schematic at a time, such as when you get master swordsman you go toan npc trainer and he gives you a schematic for the sword and when the sword schematicreaches 0uses you can go to the trainer and give theschematic to him in exchange for another schematic, the schematic should only have 2 uses, You should be able to get the schematic as much as you ike to, or maybe limit it to 2 schematics a week.

7) More Accuracy.

8) Knockdown would be nice.

9) Melee Defense or Range defense or even both, feel free to take out conterattack.

10) Power hammerdoing stundmg, that would be cool but not a priority.

11) New kind of intimidate to make your opponent go off guard for a second, make all his def divided by 4 for 30 seconds.

12) More def vs states, we are tanks we shouldnt be very easily kd/dizzied or stunned.

13) All melee prof should get some type of meditate and power boost, I think that the tks should be able to heal their primary wounds and bf, Fencers Enhance theiraccuracy and dodge, Pikeman Enhance their dmg and speed, Swordsman enhance their toughness and mind, or state defenses instead of mind.


Other Player's Improvement List


14) 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.
15) 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.

15) 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.
16) 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.

17) High damage, high bleeds. Knockdown and stun. Relatively slow attack speed though....we swing heavily, not rapidly.

18) If we lose some speed, we need a LOT more damages.

19) We need a gigantic sword like Zankantou, which is an actual sword in some countris, thicker than a cleaver, yet with devastating power and size.

20) They need to give us more 2H melee toughness. We are the tanks of swg, tera kasi currently has more toughness that we do. tka toughness is 61 Swordsman toughness is 43, and at master Brawler each profession gets +5 to toughness.

21)fix the range mods on the Power Hammer.

22) We need a kd in the swordsman tree, not Master Brawler. Doensn't it make more sense that you can KD a target with an heavy 2-handed weapon than bare hands?
23) Swordsman need a stun, If my power hammer hits your head, doesnt it make sense that you would bestunned?


Nerf List

1) Our speed would be ok to nerf, we are heavy swordsman its not very easy to swing a 100lbs hammer left and right. But we should see way more dmg if this happens.

2) Counterattack can be a little less, Doesnt seem right that a power hammer can just counter attack a fencer, if the counterattack goes we should have much more dmg.



Kamy Kamy
~ Master Swordsman ~
~ Stop...HAMMERTIME ~
"Knockdown, Dizzy, a Swordsman craves these things not."

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