Swordsman Archive

Thread: SWORDSMEN'S ROUND TABLE: The big patch

Ksyick
Wed Aug 13, 2003 11:35 am
#14

That is different thatn the quote on the TEST Center updates page that said "general pass to melee sword and pikeman HAM costs."



The weaponsmith thing is a bug that would not allow them to experiment much on HAM costs. This will be good for us since now we can get 2H swords that are slightly lower. But they did specifically state on TC that they made that "pass". It sucks it is not in the notes. So now they only way to know if there is a difference is to try your special moves. See if they seem to cost less than they did...


Has anyone tried that?




K'ysick Baenre
Retired Master Heavy Swordsman
Retired Co-Founder
Heron Order-Swordsman/Fencer/Pikeman PA
-http://heronorder.guildportal.com-
Bohswg
Wed Aug 13, 2003 3:52 pm
#15

All weapon stats are shown now.



2h curved sword Ap value Medium


type kinetic



Power Hammer AP value Medium


type blast

Khalaermol
Wed Aug 13, 2003 4:26 pm
#16

Well, I did a little running around...



Berserk 2 totally sucks now, 2hlunge is still HIGHLY effective (the action costs hasn't raised TOO much), and I have not noticed any of my styles taking less HAM.



I don't see how master brawler is useless, now, Banin. You still get the knockdown and the additional 2h stats, it's still VERY viable in my opinion.




Khal's Crap 6164, 5539 Rori just to the east of restuss Wanderhome
Master Swordsman, 3/0/3/0 scout, 0/4/4/4 doc
Master Artisan, Droid Engineer, Merchant (my alt)
Holocron said, " ...there's something oddly satisfying about running a game people pay to hate..."
http://www.gamespy.com/articles/march04/galaxies/01/
http://www.gamespy.com/articles/march04/galaxies/02/
http://www.gamespy.com/articles/march04/galaxies/03/
Nagorak
Wed Aug 13, 2003 6:47 pm
#17

Ok, basically this patch didn't do anything for us at all.


The Devs just stupidly put the Curved Sword at Expert and moved the Cleaver up to master. So, basically they just made more of our weapons useless and made leveling up 2H even easier since we get our best weapon at Expert (which is honestly pretty hillarious).


The extreme uselessness of all our weapons besides the Curved Sword needs to be brought to the Dev's attention.

Torisen
Wed Aug 13, 2003 9:27 pm
#18

Heya.


Master weaponsmith on Scylla here. I'm looking to pick up a combat profession so I was reading along. The patch change to HAM costs seems to apply only to optional components. So, it'll probably affect sword cores; I've definately seen it impact stocks and scopes. The "you can theoretically experiment it down to 0" doesn't seem to apply to stocks, which started at 29 and with "great success" every single time didn't drop below 8. Still, this is much better than the 20-25% max reduction I could get pre-patch. I was able to get a scope down to 1/1/1 costs.


So, look for an impact on swords with sword cores, but not much else.

MasterTexiria
Wed Aug 13, 2003 9:46 pm
#19

Um I believe that it was good to move the cleaver becuase right now it's bugged! The multipule component problem I believe it requires several advanced sword cores and when they fix it all those sword cores should make the weapon faster and do more dmg. The same problem effects the T21 I heard it needs 10 power handlers so therefore isn't very good due to the above mentioned bug.



-Anishor
Big Furry B-wing Pilot
RSPA
MasterTexiria
Wed Aug 13, 2003 9:48 pm
#20

Oh on another note this is in another thread but it seems our effectiveness in killing is decreased. I no longer hit average for over 1000 with a Xcorp 2hCurved 45-245 sword.... This is with 2hhit2 and headhit 2 this is very bad I now average around 700.



-Anishor
Big Furry B-wing Pilot
RSPA
Skhrahklimnakek
Wed Aug 13, 2003 10:12 pm
#21

I'm pretty unhappy with the new patch. from what I noticed our damage has been decreased against other players. I used to be able to incapp anyone with a rifle with a single blow of head hit 2 but now it takes at least 3 which is totally bogus. and against someone with a pistol? HA! like 6-10 hits and they can still kite.



"There ain't no t|ts on the radio."
Aneilym
Thu Aug 14, 2003 7:12 am
#22

Why is it that with all the patches that every list of profession fixes doesn't include anything for swordsman. I read the devs reply to the top five issues and I was pleases except for the fact i didn't see anything about the HAM issues. I just dont understand why not even one thing could have been fixed on swordsman with all the other prof. fixes they have put out already! Oh and my overall opinion on the big patch, well as far as swordsman go I didn't feel affected but overall I think it was terrible and I already have player friends who are ending their subscriptions.



To be or not to be a Jedi, that is the question!!!
Baleine
Thu Aug 14, 2003 12:11 pm
#23

ALL player to player damage dealt in PvP has been reduced by 75%. Read the notes. The whole thing.



_______________________________________________________________
Al' Hammers :: Master Heavy Swordsman, Master Creature Handler, Hunt Master
"I kick arse for Mon Mothma"
Swordmaster_VII
Fri Aug 15, 2003 12:24 am
#24

Long duels + high HAM costs = dead swordsman
Pecos
Fri Aug 15, 2003 7:45 am
#25

I think this patch really hurt us for PvP.


Pre-patch, you could get oneshotted at range, but if you could get close to the enemy (in the confusion of a big battle, for example) you could one-shot them, potentially rake a whole group of them over the coals with an AE attack.


Post-patch, they can't oneshot you from range, but if you sneak up on someone and start landing hits, your damage is slow enough that they have plenty of time to notice what's happening and start running, and once they start running, you're through. You can't land hits on a moving player in this game.


This is especially true when fighting pistoleers, because not only do they get good point blank accuracy and can kite you, but you also get almost no bonus damage when hitting them so what hits you manage to land before they start running won't amount to much.


The ultimate solution would be a /sticky command that sticks us to our target with server-side autofollow.


The next best solution would be to simply give us a meaningful amount of bonus damage vs pistols, so that if we do manage to land a hit, it will actually be worth something.


(Two episodes stand out in my mind from last night. The rebels were hiding in the med center and running by the door to shoot out. I ran in at one point, right into a group of 3 of them and started doing my AE sweep attacks. All of the rebels were pistoleers so theytook almost no bonus damage and my AE sweep and I had to run away with my tail between my legs after having done very little damage. They simply had too much time to react and start moving. Later I snuck in to land blows on a wookie that wasn't paying attention. Another pistoleer, I put a mind bleed on him and 3 head attacks and then had to run for it because he started running around and shooting me. Once again the tiny damage bonus we get vs pistols meant that I just didn't do any reasonable damage.)


When fighting pistoleers, you must have a ranged weapon of your own. Even at melee range, swinging your sword, you can't do enough damage to them before they start kiting you.


Rensadda
Fri Aug 15, 2003 7:55 am
#26

I never worked for berserk2. thought it was useless to begin with. My berserk, to me, is now useless, HAM costs going up due to using more special moves.


If SOE is looking to desuade users of this profession, I believe they have done it. I Dont understand how they can nerf us, and we are already at a disadvantage. I still cant swing at someone that is running. The reason I have started doing NPC missions is because, well, im practically worthless at hunting now, everything I used to be able to kill I now cant, or it takes me full bar of health. New swords you say, I say worthless. I would like to work through the minor problems, as, I like my character and dont want to start over!


Oh even the Lower lvl NPC missions I have a hard time with??? If it involves destroy.



Rensada:Naritus: Battlemaster




Chance favors the prepared mind-
Page 2 of 3