Swordsman Archive

Thread: A Swordsmans' Fear of the 'Revamp'

APEist_theReb
Tue Sep 28, 2004 10:39 am
#14






Noc-turnal wrote:





Fallsguy wrote:





Takami-Kos wrote:





-Dax wrote:

i didnt read all of that, but honestly swordsman could only benifit from a revamp i'm thinking. i mean unless you're dabbled into other profs, swordsman isnt too effective in pvp. easy to kd and keep down. yea they have mind hits, but that's about it.





Note that swordsman isn't a pvp profession. Swordman ARE PvP profession and not only that we own rifleman if we're in thier face. with player skill you can be in thier face very easily. (also refer back to swordman PvP guide as you will see that only a CM or DoT users can actualy own us)


... there is more to the game than pvp,,, swordsman has by far the best dmg output in PvE......


That's the purpose of swordsman, go fencer if ya wanna PWN in pvp


fencer are weak without acklay baton, which can be lighten down with PSG. if you can afford acklay bone for the baton you certainly can afford one for the power hammer. i never got "pwn" by a fencer who dont have DoT weapons ever. If they can own DoT weapons so can you







Don't forget master rifleman - with their speed they can easily outdamage a swordsman. Add FS enhancements and skill tapes - fuh get a bout it. They are also extremely tough in PVP. This is the profession thats about to get a wake up call in the combat revamp.


Well rifleman can get speed ehancement from FS and so can swordman funnily enough, more than you need to speed cap the scythe, and dont even say the scythe is weak at cap speed with out damage multiplier it isnt and it does more damage on rifleman than they would ever like. Rifleman are not extremely tough, they can shoot you at long range thats thier abilty, swordman can fight at close range thats our ability. if we catch them thier screwed. (again see swordman pvp guide for more referance)


Swordman has never been weak infact it was very strong till mitigation shows up, but even know we are the most consistance, we havent had many nerfs and we wont be getting them because we got none to nerf. swordman has always been asolid profession and it still is. Combat revemap should give us a define role in pvp and make swordman more fun. If you dont like swordman and think thier weak then you obviously dont know enough about them to be giving advise












true noc, but i wish neither swordsman or rifleman, especially rifleman, could hit every 1 second. its lame.



APEist

Rebel Soldier of VYRIS

If I had a penny for all the people I've damned,
I'd be a trillionaire, and btw, damn you.


+80 speed and I'll still kick your ass.

Swordsman Motto: We like our women like our enemies, hammered.

MinimeAbala
Tue Sep 28, 2004 11:26 am
#15

ACTUALLY, as a speed capped swordsman/master fencer and other things, i find that in this day and age of "uber" stun armor and psg's, if your fighting someone with them, a fencers weapon is all but nullified (unless you have a sick ackley baton)


i did some pvp'ing last night. i fought a tkm, fencer/swordsman/ fencer/rifleman and a rifleman/combatmedic i beat the tkm (of course) i beat the fencer/sworsman i almost beat the fencer/rifleman and lost to the combat medic/rifleman (go figuire)


my point is though, all of those kills except 1 battle gainst the tka (we fought several times)were done with my swordsman skills, not my fencer. so fencer isnt so hot in pvp anymore. i used fencer alot for its speed, to apply bleed/blind/intimidate/dizzy and knockdown. but after that, i switched to my sword, stacked mind bleed, cob, and head hitted away. so even though people have 80-90% armor against kinetic and blast, i was still doing more damage with swords then with fencer.



True story im bringin the team back, even Roy Jones was forced to lean back
mastered: scout/ranger/squadleader/marksman/swordsman/brawler/fencer/tka/
current template: Master Swordsman/ Master Brawler/ Master Fencer/ 4-0-0-1 tka +12 fs melee speed. speed capped 2 hand goodness.
Give in to the powers of the dark side, true strength lies within ones ability to channel hatred into a deady weapon
Noc-turnal
Wed Sep 29, 2004 5:39 am
#16






MinimeAbala wrote:

ACTUALLY, as a speed capped swordsman/master fencer and other things, i find that in this day and age of "uber" stun armor and psg's, if your fighting someone with them, a fencers weapon is all but nullified (unless you have a sick ackley baton)


i did some pvp'ing last night. i fought a tkm, fencer/swordsman/ fencer/rifleman and a rifleman/combatmedic i beat the tkm (of course) i beat the fencer/sworsman i almost beat the fencer/rifleman and lost to the combat medic/rifleman (go figuire)


my point is though, all of those kills except 1 battle gainst the tka (we fought several times)were done with my swordsman skills, not my fencer. so fencer isnt so hot in pvp anymore. i used fencer alot for its speed, to apply bleed/blind/intimidate/dizzy and knockdown. but after that, i switched to my sword, stacked mind bleed, cob, and head hitted away. so even though people have 80-90% armor against kinetic and blast, i was still doing more damage with swords then with fencer.





Fencer was a surprise eliment hitting people pass thier defense, we all got wised up and gear for it. Anyone that do pvp in frequency will know what's the new crazed and how to counter it or minimize it's risk


I also have fencer in my template and i never use it for offense, i dont need to, swordman got the moves i need and i make it very dangerious. If you know swordman well enough you wont need to use the other profession the switch weapon time is not worth the hassle.


Apeist; i dont think swordman or rifleman hitting at 1 a secound is lame, not with the mitigation in place at least. when it is remove i would agree to perhaps 1.5 at max speed. that might not sound alot of different but if you think in term of fencer/tkm can hit you 10 times whiles you only just pulled off 6 (and swinging 7) then it is alot, any bigger different than that then we'd be on the floor before we even hit them, again and again

Message Edited by Noc-turnal on 09-29-2004 01:40 PM




Noc-turnal (T-S)

APEist_theReb
Wed Sep 29, 2004 7:26 pm
#17

in the current cirumstances i dont think its lame either noc.


after combat revamp i sure hope we dont though.


anyways, you know what i mean.



APEist

Rebel Soldier of VYRIS

If I had a penny for all the people I've damned,
I'd be a trillionaire, and btw, damn you.


+80 speed and I'll still kick your ass.

Swordsman Motto: We like our women like our enemies, hammered.

MinimeAbala
Wed Sep 29, 2004 8:08 pm
#18

i mainly only keep fencer around for the defenses. sometimes though i take a few good swings with the baton to check and see if he has stun armor or psg's. if he doesnt, i keep hitting fencer. if he does, i land a few states, dizzy kd (or try to) warcry and switch to swordsman



True story im bringin the team back, even Roy Jones was forced to lean back
mastered: scout/ranger/squadleader/marksman/swordsman/brawler/fencer/tka/
current template: Master Swordsman/ Master Brawler/ Master Fencer/ 4-0-0-1 tka +12 fs melee speed. speed capped 2 hand goodness.
Give in to the powers of the dark side, true strength lies within ones ability to channel hatred into a deady weapon
StGabriel
Thu Sep 30, 2004 12:18 pm
#19

I wouldn't get too worked up about the idle thoughts of other forum posters.

Gabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Fingerofthrawn
Thu Sep 30, 2004 5:09 pm
#20

APEist_theReb wrote:

true noc, but i wish neither swordsman or rifleman, especially rifleman, could hit every 1 second. its lame.

_____________________________________________________________________________________


But unfortunately for all of us, it's a reality of the game that probably will never be able to be fixed (what with speed attachments, both AAs' and CAs' available, exceptionaland legendary weapons floating around.) SOE opened a virtual Pandoras' Box with the addition of the SEAs' and they won't ever be able to fully close it again, not without risking alienating the truly hard-core gamers that have, in all likelyhood, been with them from the start. And that is what I was trying to speak of in my original post: that regardless of what nerfs they make to the rest of the professions, combat will never truly be balanced in this game. I would rather see them enhance the rest of the combat profs to somewhat even the playing field so not everyone migrates towards the few combat profs that, right now, have the fewest problems and most benefits inherit to them. Because all this leads to is substantial nerfing.

Here are a couple fixes that I believe would either stall, or potentially eliminate the need for nerfing;

1) Move more of the modifiers to the master levels (example fencer receive +12 and +15 bonuses to melee and ranged defense for the stances tree, but only +5 to each for Master, WHAT?, does this make any sense? Give +5 - +10 mods to the boxes on the tree, and give +20-25 for master-only makes sense IMHO)

2) Make the ranged profs better at close-range-especially at master- maybe giving a master of a ranged prof melee mitigation 2 or 3 a master skipping the others to eliminate dabbling to stack. After all, the master of any combat prof should know how to defend themselves, up-close or at range. And lastly, give the ranged profs, again at master, a useful 360 degree attack (not the cone attacks that they are stuck with now).

3) Move the best weapons of the combat profs up to master rather than scattering them among the trees:

It should take a master rifleman to wield a T21, not a novice- move the DXR-6 (or whatever its' called) down to novice. Likewise either make the scythe OR the PH a masters' only weapon, etc, etc.

4) Even out the profs a little more by enhancing the ones needing help, NOT detracting the ones' that don't.

It seems SOE finds it easier to nerf a prof than to improve it. Why is the fencers' best weapon available at unarmed I ? At least the best PvE weapon (gaffi stick). Why do pikemen get no defensive bonuses at all? (at least from looking at their skill trees)

5) And this is more of a PvP fix- one that would probably take a little work- I don't know coding from jack so it'll probably never happen.... but put subtle alterations that are visible to other players when armor has been modified- say by use of AA's (for instance a light glow to the armor when equipped) and make legendary and exceptional weapons glow so someone knows when they're about to get crushed by that exceptional PH, or super-enhanced armor, and know why.

Beecause my greatest fear ends up being this: with all the SEAs', exceptional and legendary weaponsbought up by the uber-rich and powerful....if they choose to nerf the rest of us in solo combat (either PvP or PvE) they'll be taking most of the content that is in this game away from most of us- and literally handing it to the few, while really not fixing the game, or combat system, at all. I mean, the way this game is, it'll never truly be equal for everybody (I know I'll always be closer to have-not than have), but maybe with some fixes, rather than nerfs and so-called "revamps", it'll be a little more fun for everyone.

Sorry this post got so long, but I like the choice of being able to solo or group, if I want, and I don't want to be forced into one way of play or the other. Yes, it's an MMOrpg, but the choice should still be in the hands of the player, not mandated by the devs......................Flame on, everyone







"Not everyone believes what I believe......but my beliefs do not require them to....."



No flashy sig here, move along.... move along.
APEist_theReb
Thu Sep 30, 2004 7:40 pm
#21






Fingerofthrawn wrote:

APEist_theReb wrote:

true noc, but i wish neither swordsman or rifleman, especially rifleman, could hit every 1 second. its lame.

_____________________________________________________________________________________


But unfortunately for all of us, it's a reality of the game that probably will never be able to be fixed (what with speed attachments, both AAs' and CAs' available, exceptionaland legendary weapons floating around.) SOE opened a virtual Pandoras' Box with the addition of the SEAs' and they won't ever be able to fully close it again, not without risking alienating the truly hard-core gamers that have, in all likelyhood, been with them from the start. And that is what I was trying to speak of in my original post: that regardless of what nerfs they make to the rest of the professions, combat will never truly be balanced in this game. I would rather see them enhance the rest of the combat profs to somewhat even the playing field so not everyone migrates towards the few combat profs that, right now, have the fewest problems and most benefits inherit to them. Because all this leads to is substantial nerfing.

Here are a couple fixes that I believe would either stall, or potentially eliminate the need for nerfing;

1) Move more of the modifiers to the master levels (example fencer receive +12 and +15 bonuses to melee and ranged defense for the stances tree, but only +5 to each for Master, WHAT?, does this make any sense? Give +5 - +10 mods to the boxes on the tree, and give +20-25 for master-only makes sense IMHO)

2) Make the ranged profs better at close-range-especially at master- maybe giving a master of a ranged prof melee mitigation 2 or 3 a master skipping the others to eliminate dabbling to stack. After all, the master of any combat prof should know how to defend themselves, up-close or at range. And lastly, give the ranged profs, again at master, a useful 360 degree attack (not the cone attacks that they are stuck with now).

3) Move the best weapons of the combat profs up to master rather than scattering them among the trees:

It should take a master rifleman to wield a T21, not a novice- move the DXR-6 (or whatever its' called) down to novice. Likewise either make the scythe OR the PH a masters' only weapon, etc, etc.

4) Even out the profs a little more by enhancing the ones needing help, NOT detracting the ones' that don't.

It seems SOE finds it easier to nerf a prof than to improve it. Why is the fencers' best weapon available at unarmed I ? At least the best PvE weapon (gaffi stick). Why do pikemen get no defensive bonuses at all? (at least from looking at their skill trees)

5) And this is more of a PvP fix- one that would probably take a little work- I don't know coding from jack so it'll probably never happen.... but put subtle alterations that are visible to other players when armor has been modified- say by use of AA's (for instance a light glow to the armor when equipped) and make legendary and exceptional weapons glow so someone knows when they're about to get crushed by that exceptional PH, or super-enhanced armor, and know why.

Beecause my greatest fear ends up being this: with all the SEAs', exceptional and legendary weaponsbought up by the uber-rich and powerful....if they choose to nerf the rest of us in solo combat (either PvP or PvE) they'll be taking most of the content that is in this game away from most of us- and literally handing it to the few, while really not fixing the game, or combat system, at all. I mean, the way this game is, it'll never truly be equal for everybody (I know I'll always be closer to have-not than have), but maybe with some fixes, rather than nerfs and so-called "revamps", it'll be a little more fun for everyone.

Sorry this post got so long, but I like the choice of being able to solo or group, if I want, and I don't want to be forced into one way of play or the other. Yes, it's an MMOrpg, but the choice should still be in the hands of the player, not mandated by the devs......................Flame on, everyone







"Not everyone believes what I believe......but my beliefs do not require them to....."







very very well written and thought out post.


of course i disagree with the last remark. of course we should be able to solo. we should be able to solo maybe 1 rancor or so at a time. we should NOT be able to solo a night sister elder or krayt dragon, or a bunch or enraged rancors.


you still have the choice. you can solo a large amount of the mobs still, but not the top of the top mobs, and thats the way i feel it should be.


you may look at grouping as more of a chore atm, but trust me once the swg community as a whole gets back to the way it was last summer people well realize just how fun it is to group fight, just how fun it is to struggle to stay alive, using teamwork to take down hard mobs. and also how easy it will be to find groups.


BUT, for this thing to work loot will have to be modified heavily. no more of this super-rare super-awesome crap, but more common useful/good stuff. you should never work hard to kill a tough mob and get nothing as a reward. loot should be much much more common yet no more legendary/exceptional, and more weapon/armor components (although no exceptional/legendary weapon/armor components lol) that would actually be useful.



i am still up for the revamp. bring it on. still, fingerofthrawn's post was very legit




APEist

Rebel Soldier of VYRIS

If I had a penny for all the people I've damned,
I'd be a trillionaire, and btw, damn you.


+80 speed and I'll still kick your ass.

Swordsman Motto: We like our women like our enemies, hammered.

AriasImmortal
Thu Sep 30, 2004 8:23 pm
#22



Takami-Kos wrote:


-Dax wrote:
i didnt read all of that, but honestly swordsman could only benifit from a revamp i'm thinking. i mean unless you're dabbled into other profs, swordsman isnt too effective in pvp. easy to kd and keep down. yea they have mind hits, but that's about it.


Note that swordsman isn't a pvp profession.... there is more to the game than pvp,,, swordsman has by far the best dmg output in PvE......

That's the purpose of swordsman, go fencer if ya wanna PWN in pvp






uh, what rock do you live under? on intrepid, 40% stun armor and imp PSGs have basically made fencer useless (one of my rebel friends has a very nice 500 max baton with ~300 min and he can't do damage to me) other than for their defenses.

swordsman has an insane damage output in PvE and PvP alike... ask all the TKMs I'm hitting for 400-500 damage despite their 60 toughness. All we lack are decent defenses, but fortunately unintimidated CoBd counter feels like I'm still stacked

The only meleers on intrepid that can beat me 1v1 are my friends and their 800 mind/action fire knives... and I'd still put up a hell of a fight. swordsman is a very, very good profession for pvp, but its generally underrated due to low accuracy and not enough damage against 90% helms. considering the growing number of swordsmen PvPing on intrepid, I'd be willing to guess that quite a lot of people are realizing its potential...



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

Fingerofthrawn
Fri Oct 01, 2004 10:17 pm
#23

APEist_theReb wrote:


of course i disagree with the last remark. of course we should be able to solo. we should be able to solo maybe 1 rancor or so at a time. we should NOT be able to solo a night sister elder or krayt dragon, or a bunch or enraged rancors.


you still have the choice. you can solo a large amount of the mobs still, but not the top of the top mobs, and thats the way i feel it should be.


you may look at grouping as more of a chore atm, but trust me once the swg community as a whole gets back to the way it was last summer people well realize just how fun it is to group fight, just how fun it is to struggle to stay alive, using teamwork to take down hard mobs. and also how easy it will be to find groups.


BUT, for this thing to work loot will have to be modified heavily. no more of this super-rare super-awesome crap, but more common useful/good stuff. you should never work hard to kill a tough mob and get nothing as a reward. loot should be much much more common yet no more legendary/exceptional, and more weapon/armor components (although no exceptional/legendary weapon/armor components lol) that would actually be useful.


____________________________________________________________________________________


The funny thing is, I agree with you I don't believe even with the ultimate PvE template, that anyone should be able to solo a Krayt, Elder, DJM or the truly high-end MOBS, or even be able to walk into Rancor Valley with no fear at all of dying. I do think, though, with the right template (if you choose to be a warrior with all your SP you should be pretty capable) that soloingNS protectors (one-on-one only though) and their equivalents should be possible, just not as easy as it is now. But anything over about 100-150k HAM should be impossible to solo.


The thing is, I want SOE (and the devs in particular) to encourage us through positive re-enforcement, not negative, to group. Encourage grouping through better group mission payouts (30k for 20 people is a joke IMO, whether you have 40 missions or not) and the loot, as well as the method for getting it,should be improved to discourage ninja-looting. That's really where i got burnt on grouping (just one too many ninja-looting former guildies and groups that didn't bother to fight, but were sure there to loot


I mean, I've been around since Aug of last year (only got onto the forums when I got sick of grinding lol) as a wookie (I know, my own stupid fault), so I did have to group to do pretty much anything in the game. I mean no buffs and no armor= no fun fighting pretty much anything in the game, but I do miss the challenge. I do remember people actually waiting at the entrances to POIs unbuffed and actually asking to group with you just to do the Drall Patriot cave (never hear that anymore I'll bet), rather than flying in solo, buffed and armored to clear the place for loot.


Loot does need to be modified. And I also agree that beating an NS Elder, high-end MOB type should always yield something useful (what's an Elder doing with a broken datapad anyway???). And I know these ideaswill result in flames, but I would rather see looting be automatic (a la Final Fantasy) depending on damage dealt, with the option to keep or discard. If you discard, the option is passed to the second most damage done and so forth.This eliminates the AFK and ninja-looting which (again IMO) plagues the game and really discourages grouping. I just can't figure out a way to makethis workso the master Doc/CM or novice profession gets their share of the loot (besides fair game play on the part of their team).


The problem with eliminating the exceptional/legendary loot drops (one of the few reasons I'm still playing), is that unless you render the ones that have already dropped unusable (good only for decoration), you end up with the same problem with that master combatant with the legendary weapon still able to solo (read: camp/farm) POIs, Krayts, Elders and other spawns while the rest of us are relegated to grouping. Either that, or make the exceptional/legendary weapons unrepairable (where ANY attempt to repair results in breaking) thus at the very least, forcing those that have them to use them very wisely and sparingly. Otherwise they potentially become Rebel/Imperial killers keeping combat severly out-of-balance regardless of the rest of the combat "revamp".


It sounds from your post like you know a little about the re-vamp, and I hope my fears of having to group to hunt quenkers and huurtons, and the occasional NSIS groundless, it's just with SOEs history they seem to favor nerfing rather than improving. And with the prep time involved for even solo hunting being what it is (why can't master docs area buff if CMs can area poison and area mind heal?) makes it hard for me with my time constraints to group-hunt effectively or often, which is another reason I tend towards soloing now (waiting for 10 or 20 people to get med buffed, much less mind buffed takes all night). Sorry for another looooong post everyone, but I just want to see the devs make this game that I love (even with all its' problems) enjoyable for everyone, whether they be crafter or swordman, soloist or group (ist?). Game on



"You may not believe what I believe......but my beliefs do not require you to"




No flashy sig here, move along.... move along.
HarlequinMK19
Sat Oct 02, 2004 3:28 pm
#24

Fingerofthrawn,


Good ideas on your "fix" for the combat system. I liked most of what I read, however, here's my two cents on the issue. Since melee' people get a "to-hit" bonus against ranged professions,ranged should get the same "to-hit" bonus Vs. melee' people. Realistically, no one save for a Jedi or the most attuned martial combatant (and even that's stretching it)should be able to dodge a blaster bolt. And if you want to argue that a martial artist can dodge a bullet, that's fine. I will argue just as rationally that a gunfighter can dodge a fist. This simple fix would make me a happy camper as it would level out the playing field more. That, or as you suggested, make the ranged professions better in CQB fighting by way of damage mitigation or enhanced accuracy. So yeah, either give ranged fighters a "to-hit" Vs. melee', or get rid of the "to-hit" bonus completely. It's complete unbalanced as there's not rationale to explain it.


And yes...I'm a gunfighter Been contemplating taking up Swordsman to go with Rifleman, hence my trolling of these boards.



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
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