Swordsman Archive

Thread: SWORDSMEN'S ROUND TABLE: while we're talking about it: area attack...input needed

Gorecki
Thu Sep 11, 2003 11:55 am
#1

Hiya,


i just started working on our next mail, which probably won't be ready until tomorrow...so..sorry for that.


Meanwhile i would like to collect everything around and about are attacks in this post.


I would like having them alltogether in a post which i could indicate the link to in our mail.


In case you don't feel like reposting things you might have already posted in another thread about this subject, don't worry because i will also add the links to those threads.


Questions and subjects regarding the topic can be things like:


to what extent have those specials been limited after the patch ?


what should be done about the posture timer ? shortened ? scrapped ?


what would be alternatives ? change them alltogether into something different ? and if yes: what?


or shouldn't they be touched at all ? instead maybe change sweep ?


or finally: not change anything at all ?


Thanks for your help


Gorecki





Master Swordsman / Master Smuggler
IdrisTycho
Thu Sep 11, 2003 1:05 pm
#2






Gorecki wrote:

to what extent have those specials been limited after the patch ?





Well, one on one, there is a small chance that Area3 is still effective, but it's too small. The chance of both posture change and dizzy in the same move are low. Therefor, our one knockdown is essentially gone. However, I think it was a bug to even give us dizzy in area3, so why not re-evaluate it alltogether. Give us the blind as advertised maybe.


On the whole how about giving us fewer posture change attacks, and more varied affects that we can apply to our opponents. Possiblya knockdown, possibly blind, stun...





Gorecki wrote:
what should be done about the posture timer ? shortened ? scrapped ?






The posture timer, in my mind, was a hotfix. It stopped the screaming PVPers from whining about not being as tough as another profession. Well, now we all suck, not just swordsman. The timer should be scrapped, in favor of making defenses (both innate and learned) work better. If I have a very high defense vs. knockdown, then basically it should be VERY hard to knock me down. It isn't. If these makes PVE unbalanced then make the creatures tougher, don't make us weaker. Defenses like dodge, counterattack and defense vs. X should be much more effective at higher levels than they are.






Gorecki wrote:
what would be alternatives ? change them alltogether into something different ? and if yes: what?






Ideas for the various skills:


Area1: AOE attack with a chance of applying STUN


Area2: AOE attack with chance of applying BLIND.


Area3: No change still POSTURE, DIZZY


Sweep2: AOE attack with a chance of knockdown (highest HAM use)


Spin2: AOE with no affect applied (lowest HAM use)


Hit3: Single target attackwith chance of applying STUN, BLIND, or DIZZY on each hit.


Morath360
Thu Sep 11, 2003 1:31 pm
#3

I say get rid of the timer completely for melee. Let us have what we had before. Just leave it the way it is for rangedplayers. They still have a big advantage.



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
RaZoR617
Thu Sep 11, 2003 2:22 pm
#4

I can understand having the timer on posture change,


a. Timer should be at 10-15 sec


b. Posture change should last for at very least5 seconds. "what is the point of posture change if they get right back up?????"


c. Alow posture change to be used in conjunction with other posture change attacks. example


area attack 1, 2 hand sweep 1, area attack 2, 2 hand sweep 2, tried this last night and it classified all these attacks as the same attack still did damage, but only 1 posture change. which they promptly got up from..


As it is now posture change is broke period.




Wookie Heavy swordsman, Creature handler, Medic

Razar
Slice you later
Toxotes
Thu Sep 11, 2003 2:46 pm
#5

Well, as I see it, the whole idea of area attack/area sweep was to keep multiple enemies in combat range. That certainly is not the case right now, neither will it be the case with a 10s delay/5s knockdown system. The timer has to be either removed altogether for melee (and knockdown defense implemented for PCs) or our skills have to be completely reworked to be functional.



________________________________________________
Lesko - Smuggler/Commando in training
Bohswg
Thu Sep 11, 2003 2:59 pm
#6

2hhit3 already does Dizzy. I don't want stun/blind added into a random rotation. The only thing stun/blind seem to do is keep me from sitting after a battle.

Snourra
Thu Sep 11, 2003 3:51 pm
#7

okay .. heres the deal .. pvp i don't care i can stick a mind bleed and they are done anyways .. heres the big problem


NPCS! i am master swordsman .. and i tried to take out a white con npc on lok .. and got my ass kicked because it stayed standing and whooped my ass with a stun baton .. pre patch i was going into a room of tuskens in the fort and spreading out 5k of damage to the room and keeping my group and myself safe .. now i walk into that room and die in 10 seconds .. c'mon now .. we are granted these posture down attacks .. then have them ripped away .. keep the timer on pvp .. PVE is not neccisary this should be a very important suggestion in the new email





--Snourra Wookiee Master Heavy Swordsman/Master Doctor-- SOLD OUT
--Snourrababes Doc Dabbling StackerSOLD OUT
-=Gods Among Men=-
Eat,Sleep,Kill
Shimond
Fri Sep 12, 2003 12:03 am
#8

Here is what I would like to see changed concerning area attack and the posture change:


Reduce the immunity timer on posture changes to 10 or 15 seconds (and give us a different message for when it's resisted and when they're immune)


OR


Make posture changes not resistable (always works when not under the immunity timer)


AND


Change sweeps to knockdowns and lessen the damage to that of the Lunge attack (under 10 damage).


-Shi

Shrei
Fri Sep 12, 2003 12:49 am
#9

There is a big difference between a posture change and a knockdown.


Either:


A) Lower the timer on posture changes. I would also suggest changing the attacks to have a reduced chance at lowering posture, and lower it in some proportion to the decrease in the timer.


Or


B) Alternately, remove the timer for posture changes, but lower the chance of it working by a lot. I think a 20% chance at a posture change will prevent the attack from being overpowered, while still letting it remain a usefull attack.


I would prefer something like B. Those with knockdowns would probably like this as well. The biggest problem for us is PvE, where with buffs our posture down could be spammed and prevent us from taking any damage. This made encounters against high-level MOBs trivial, which is explicitly the situation Holo wanted to eliminate. For knockdowns, the same thing applied in PvE, but was even more of a problem in PvP. Knockdowns are much more crippling than posture downs, and no one likes laying on the ground defenseless while being killed.


With a decreased chance to hit (posture down chance, attack still has the same chance to hit), all of these problems can be avoided. It may still occur that if you face multiple opponents in PvP, that combined they will keep you on your face, but I don't think that is so unfair. Two or three against one should win. Of course, if they are unlucky, you will still get in some good hits.


It might make sense to scale the chance to hit to the level of the attack. Area attack 1 could be 15%, while area attack 3 is 25%.




Shrei Bastille
Ahazi - Alliance - Swordsman, Doctor
DarkBShadow
Fri Sep 12, 2003 5:15 am
#10

i think the posture change SHOULD only work in PVP. this way it's more fun in PVP and you arn't killing someone by just doing sweep one or area attack.


However in PVE i'm getting my ass handed to me by three blue cons. just because i can't posture them down to keep them there. Because two run of and i'm stuck there using an area atack on the one of them and dieing because the other two are shooting at me.


also i was taken out by a single drall and it PMO just because it coned white to me and was kitting me and the only reason he was able to do this was because i couldn't use the psture change to make him stay there swo i could fight him in stad of me getting kited.


So yes keep the timers in pvp only but in pve we shouldn't have this we can't survive out there with so many NCp's attacking us even if they ae at low levells.




[Dark-B Shadow[
Master Swordman Forever ~ Pve wh0r3
my other sig is a Corovette.
who wants to touch me...i said who wants to friggin touch me.
Chu-Gon Dar Cube Combinations Glowing Items guide
Dark-b Comics(updated 9/1/06)

Dark-b Shadow(lvl 50 Smuggler/Master Freelance Pilot Valcyn)

iLiDaN
Fri Sep 12, 2003 5:35 am
#11

This proffesion needs a change.


Area attack and Sweep, are to similar. Mind hit and head hit too.


I think that Area attack should make dizzy status and stun.


Sweep has to knockdown.


And put a new Hability, a new one. different from others.

Necro-Death
Fri Sep 12, 2003 6:56 am
#12

I agree with Shrei, but i would make the chance a bit higher, but its hard to say with out using them in game


Area Hit 1 : 25% chance to posture change


Area Hit 2 : 30% chance to posture change


Area Hit 3 : 35% chance to posture change + 30%chance todizzy


Head Hit: Same


Mind Hit : Same


Sweep 1 : 25% posture change - single target


Sweep 2 : 35% posture change - SINGLE target(Same Damage as Area Hit 3 but less Ham)


Spin Attack 1: Same


Spin Attack 2: More damaging then Area Hit 3 and Sweep 2


Two Hand Hit 3 : 30% to dizzy is current - Maybe higher chance 35%?


---------------------------------------------------------------------------


First, Take away the posture down timer. Sure we were overpowered, but now we are worthless


Second,I don't think Sweep should be KD, leave that to the TKA and Pikeman


Third,I don't think we need other status effects like stun and blind. Leave those for the fencer and TKA


With those main points out of the way we can move on to the special moves. With a 35% posture chance on Area hit 3, that means one in 3 hits we posture down. Is that too much to ask? Since we don't have stun, blind, or KD, we need someway to protect ourselfs from hits. Even PVP that wouldn't be too much. Specially since we have a 1/3 chance with out adding in there posture resists.


I would also change Sweep 2 to a single target attack. We have area hit and Spin Attack for multiple targets, why do we need another. If Sweep 2 was more damaging and single targeted it might have a use (it currently doesn't) You could use Two Hand Hit 3 to dizzy a single opponent then sweep him for a dizzy KD. that combo would be more damaging and less HAM then just spamming Area Hit 3 (on a single opponent)


Making Spin Attack 2 the most damaging multiple target attack and less ham then Area Hit 3 seems only fair since it has no other status effects... eh?


With these changes our Specials would have MUCH more balance. However, the same thing would have to all combat professions.And KD is still gonna be a problem... Im not even sure if the timer works against Dizzy KD, sometimes im down for 10+ seconds. It keeps saying i fall down. Isn't falling down and KD the same thing?

RastamonNattydread
Fri Sep 12, 2003 7:10 am
#13

What we really need:



ASLOW attack - this would solve SO many of our problems with kiters. Don't make us faster..just make us have the ability to target the tendons of our enemies and slow them down.

This is what I'm proposing: area attack (# whatever) - BLIND +SLOW (at a snail's pace..so slow that we can always be in range, even if they are running away)

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