Swordsman Archive
Thread: Swordsman CU Top 5 Issues
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KreyMerr
Wed Apr 20, 2005 4:38 pm
#1
This is the current list I plan to present to the devs. I will be sending it to them tomorrow, so if you see anything that needs worked on you have some time to let me know.
Top 5:
• Weapons are too bland, and conversion is screwing people with the top weapons pre-conversion (powerhammers all being 1050 damage.) In general pre-cu Swordsman was an expensive profession to ‘master’. Tens of millions were spent on now standard hammers and possibly useless skill mods like counterattack.
• Area taunt doesn’t match our profile. Give it to TKA or Pike and increase the power of Berserk, that fits us better.
• Move either the 2h Sith Sword or the Scythe to our master box. Level increases to 54 making it a viable sword option and making it a Master Swordsman cert. (2h Sith seems to be favorite.) Then increase the level of the hack to fill the gap.
• Currently the highest damage ability is head hit, granted at the novice box. Most of our other skills are redundant and boring. Armor break is about our only PvP special.
• The loss of an area attack seems to hurt our ability to be a high damage dealer. Since we are offence 5 and crowd control 1 maybe a good compromise would be a cone attack (120-180 degree), given at a tier 4 or master box.
Top 5:
• Weapons are too bland, and conversion is screwing people with the top weapons pre-conversion (powerhammers all being 1050 damage.) In general pre-cu Swordsman was an expensive profession to ‘master’. Tens of millions were spent on now standard hammers and possibly useless skill mods like counterattack.
• Area taunt doesn’t match our profile. Give it to TKA or Pike and increase the power of Berserk, that fits us better.
• Move either the 2h Sith Sword or the Scythe to our master box. Level increases to 54 making it a viable sword option and making it a Master Swordsman cert. (2h Sith seems to be favorite.) Then increase the level of the hack to fill the gap.
• Currently the highest damage ability is head hit, granted at the novice box. Most of our other skills are redundant and boring. Armor break is about our only PvP special.
• The loss of an area attack seems to hurt our ability to be a high damage dealer. Since we are offence 5 and crowd control 1 maybe a good compromise would be a cone attack (120-180 degree), given at a tier 4 or master box.
Heleen
Wed Apr 20, 2005 4:41 pm
#2
wait mind hit is our best attack?? but i thought in pvp nobody can attack mind.....im gonna cry
KreyMerr
Wed Apr 20, 2005 4:43 pm
#3
Heleen wrote:wait mind hit is our best attack?? but i thought in pvp nobody can attack mind.....im gonna cry
head hit, and it does hit health. seems to be the highest average hit we have.
Heleen
Wed Apr 20, 2005 4:44 pm
#5
will pre CU acklay bones be nerfed? or will their damage remain and transfer over...or maybe get a boost?..please say boost
PhYFiI2e
Wed Apr 20, 2005 4:46 pm
#6
and that 1068 dmg power hammer cap is just plain stupid. You need about a 680 damage power hammer to hit that cap post cu, what about my 930 dmg powerhammer that i spent so much on? What about my buddy who has a 2.7k power hammer he worked so hard for? And what about that guy on the other server with the 5.6k power hammer? They could all go trade in their hammers for a 680 dmg hammer and have the same results, its just not right.
Heleen
Wed Apr 20, 2005 4:47 pm
#7
i just hope what the conversion is now is only a rough copy...and that it will be fixed
Bryced
Wed Apr 20, 2005 6:10 pm
#8
nice,,,when you bring the list in please get everyone in a headlock while you speak to them. Sometimes this helps....SAVE OUR HAMMERS!!!!!! Good to see some info though.
Bryce
Big-Stu
KreyMerr
Wed Apr 20, 2005 7:07 pm
#9
i am going this weekend to the fanfest breakfast. i will have a hard copy to hand to tiggs
DarkBShadow
Wed Apr 20, 2005 8:22 pm
#10
KreyMerr wrote:
i am going this weekend to the fanfest breakfast. i will have a hard copy to hand to tiggs
if you can get them to move the sith sword up to master cert i will be happy
Joel-Griffin
Thu Apr 21, 2005 8:26 am
#11
I would like to get a list of what mods do and dont work anymore in relation to this profession. Also if there will be any conversion of old skill mods to the new types whatever they may be.
Counterattack.
2-Hand Melee Speed.
2-Hand Melee Accuracy.
2-Hand Melee Counter Attack.
2-Hand Melee Evasion.
2-Hand Melee Damage.
I would forget saving your hammers, there's no way they are going to let someone run around with a hammer that is 2x, 3x, 4x stronger than everyone elses - that was what they saw as being the reason for inbalance in the game although they could have just left most things alone and just...
Kill buffs & balance health as they did
Change defense stacking to the new system as they did
Cap max resistance armor can give
Made DoT's not stick in PVP instead of killing them (except Combat Medic - cap power instead)
Put a hard cap on max damage a hit can do in PVP
Made PVE encounters lock for no kill stealing
Would have taken care of 99% of the balance issues, kill stealing, griefing, DoT Whores, stackers, CM Spammers without pursecuting every Vet in the game that has built themselves up over the last 18 months to 2 years.
Counterattack.
2-Hand Melee Speed.
2-Hand Melee Accuracy.
2-Hand Melee Counter Attack.
2-Hand Melee Evasion.
2-Hand Melee Damage.
I would forget saving your hammers, there's no way they are going to let someone run around with a hammer that is 2x, 3x, 4x stronger than everyone elses - that was what they saw as being the reason for inbalance in the game although they could have just left most things alone and just...
Kill buffs & balance health as they did
Change defense stacking to the new system as they did
Cap max resistance armor can give
Made DoT's not stick in PVP instead of killing them (except Combat Medic - cap power instead)
Put a hard cap on max damage a hit can do in PVP
Made PVE encounters lock for no kill stealing
Would have taken care of 99% of the balance issues, kill stealing, griefing, DoT Whores, stackers, CM Spammers without pursecuting every Vet in the game that has built themselves up over the last 18 months to 2 years.
Message Edited by Joel-Griffin on 04-21-2005 08:27 AM
TyStarr
Thu Apr 21, 2005 9:13 am
#12
That's a good list. Having the Sith sword at master makes sense. Try to convince them to make advanced verions of the Cleaver and Curved sword like they did for bowcasters and laser rifles.
KreyMerr
Thu Apr 21, 2005 1:14 pm
#13
• Currently the highest damage ability is head hit, granted at the novice box. Most of our other skills are redundant and boring. Armor break is about our only PvP special.
this seems to have been adjusted. im getting more damage out of crit now than out of head hit.
I think ill replace with this:
• Currently power attack has too low DPS. It does decent damage in one hit, but the delay is too long. This move is only doing about 100 damage more than critical strike, less if you hit a critical. Damage should be increased, or another benefit should be given.
this seems to have been adjusted. im getting more damage out of crit now than out of head hit.
I think ill replace with this:
• Currently power attack has too low DPS. It does decent damage in one hit, but the delay is too long. This move is only doing about 100 damage more than critical strike, less if you hit a critical. Damage should be increased, or another benefit should be given.
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