Swordsman Archive

Thread: Top Issues Brainstorm

Ekhvram
Mon Mar 29, 2004 8:29 pm
#14

Damage Mitigation further imbalancing brawler prof.'s

Stun damage is the real AP


Redundant specials, replace spins with passive chance to hit with a x6 or so damage modifier (a crit strike, not berserk we already have)


Power Hammer inaccuracy/Scythe wasn't our answer for PvP parity vs. brawlers


Skilled bleeds nerfed, while more emphasis placed on looted wpns' DoTs (a mistake)




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PanzerGR
Mon Mar 29, 2004 8:44 pm
#15

Personally I think we need more defenses.


And iw ould not mind having stun on the scythe ;-) lol But actually the fact we only have blast and kinetic weapons is a bit limiting.


i also agree with the issue with scyteh blades being hard to come by. I had 6 made and now im scrounging to find people with a schematic





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StGabriel
Mon Mar 29, 2004 9:34 pm
#16

Ok, so other issues I'm reading:
  • Counterattack doesn't counterattack.
  • Accuracy issues.
  • More weapons.
  • Redundant specials (really I think this is the same as variety of specials -- out with the old, in with the new)
  • Lacking defenses (I'll put it up although I see it as a hard sell -- we have the second best toughness and Swordsmen tend to say they want to concentrate on offense)


Other stuff seems to lump into what we've got so far.

Good comments so far, keep it comin'.

StGabe.



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OnlyMaestro
Mon Mar 29, 2004 10:31 pm
#17



I think we'd settle for better *melee* defenses...since we have to tank, fight in frontlines constantly as our sole objective -- it makes sense to increase melee defense only.


Swords, we need more of'em...but I think the Developers know this. They can't give new rifles every publish.


...can they?


edit: Lack of Definition is Huge Also: Why pick swordsman over, TKA? Over Rifle? Over any other class...we do great damage yes, but so do others. We can target the mind...but who knows how major that will be in the Revamp.

Message Edited by OnlyMaestro on 03-30-2004 12:34 AM



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MrChow_Sai
Mon Mar 29, 2004 11:44 pm
#18

StGabriel sound good. oh ya can u make a FAQ or something with the HAM and Damage Mods? PLEASE??
Master_P
Tue Mar 30, 2004 3:17 am
#19

1. more weapons
2. Remove sweep attack (and maby spin attack), but keep the area attack! like the Ide of critical hit insted of sweep/spin.
3. more Swordsman defence
4. Protekt us from Dmg migration (we are heavy swordsmans, we need our dmg)
5. HAM cost are to high!

sry for y bad English im from norway i just hope that St.Gabriel can understand what i wrighting hehe



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TechBoss
Tue Mar 30, 2004 5:37 am
#20

Swordsman specific issues:



  1. Spin attacks are redundant. Replace the spin attack with in some stun attacks, stun single target and AOE stun. Increase the damage on the posture down AOE attack.

  2. Lack of damage types. I think this can go for all the melee professions. There is only 1 weapon that does cold damage in the game, maybe a "frost axe" can be added for us that will be the second.

  3. Increase in toughness or defense. The other option would be to give the none TKA meleers something similar to the meditation skill tree.

  4. Lack of AP3 weapon. I think we should get some huge, high damage, AP3 weapon that is speed 10 to use.

  5. Lack of accuracy and high HAM costs on weapons.

General Combat issue:



  1. With the nerfing of warcry because "it is too much of a lock," when is knockdown / dizzy getting fixed so that it is not the same lock?

  2. Defenses seem to mean squat. I get hammered just as badly when I ama novice as when I am a master. When are defenses going to mean anything?

  3. Posture downs and knockdowns need to stop canceling each other out. These attacks are effectively eliminated as viable options in groups or while lagged because they end up canceling one another. As there is a timer, why do they have to cancel one another?

  4. AOE bugs still allow targets to recieve way too much damage.

  5. Armor hole still exists

  6. Mind pole is still the limiting factor in all forms of combat.



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LordSaibot
Tue Mar 30, 2004 5:53 am
#21

fix the counterattack, accuracy, and lack of variety issues by giving us a stun and blind move. The stun will make them easier to hit, the blind will increase the effectiveness of the counterattack, and the two together will give us more variety.




Gravis Temav
-LootTrooper-
Numen
Tue Mar 30, 2004 10:35 am
#22

Please make sure the devs realize something on new weapons.


The scythe is great and all, but at most I can get 4 of them without trading. This gives me at most a month if I were to use them all the times. To me that isn't a new weapons, that is a new temporary toy.


I'm perfectly happy with limited use schematics. I think just adding more weapons to the weaponsmith might be better, but limited use schematics are better than nothing. Limited use and very limited drop(1 in 1 quest) is horrible. When 250-500k is seen as the standard price for a weapon, this is a bonus, not a viable alternative to a power hammer or other weaponsmith weapons.



I'm not asking to change the scythe although I would like it, I just don't want new weapons to be done this way.



Lack of varity in specials is my biggest issue now. There is just no reason for me to use anything other than SA2 or HH3. I used to at least have 3 with MH2.


Bleeds do need improvements but I also agree with the devs they were too powerful before. Maybe something like a time dependent aspect could be put into them. Say the bleed lasts 60 seconds. On the first tick it would be back to the old dmg. Over time the tick would get smaller and the final one would be about the same strength as it is now. They could still be reapplied every 10 seconds or so to make them hit a lot harder.


Either that or take armor/resists into account for bleeds.



Amandil Morier - Tempest - Master Chef
MavilDune3333
Tue Mar 30, 2004 11:23 am
#23

I'd like to see more state attacks. I think we should get a dizzy since every other melee prof has one. I'd also like to see better animations for our attacks. I for one hate that stupid little kick we do after 2hand3.



Vilam Dune
raider7734
Tue Mar 30, 2004 11:35 am
#24




lack of weapons and damage types
accuracy problems
AP2 does not help us bust thru armor in pvp, unlike stun damage
redundant specials
bleeds are lame






commentary:


weapons are a big problem for us.we need many more choices, includingones with damage ranges suitable for pvp, but we also need different damage types!figuring out the best weapon to use in various situations = fun


our basic two handed melee accuracy is ok, but someweapons need to have+30range mods, like the two handed curved sword. these are blades so agile that they can be drawn and deliver a killing strike with one hand. with two hands, control is superb, thereforetheir accuracy should be phenomenal.as polar opposites, a katana should be as accurate as a hammer is inaccurate


armor piercing shouldpunchthruresists. forget the damage bonus, it just getsmostly resisted anyway.suggestion - each level of AP higher than the AR levelreduces theresists byan additional 25%. if weapon AP < AR level, the present 50% penalty for each difference in level applies



  • AP1 vs. AR0 = resists compromised by 25%

  • AP1 vs. AR1 = hit for normal damage, full resists apply

  • AP2 vs. AR0 = resists compromised by 50%

  • AP2 vs. AR1 = resists compromised by 25% (ie 80% kinetic x 75% = 60% effective resist)

  • AP2 vs. AR2 = hit for normal damage, full resists apply

  • AP3 vs. AR0 = resists compromised by 75%

  • AP3 vs. AR1 = resists compromised by 50% (ie 80% energy x 50% = 40% effective resist)

  • AP3 vs. AR2 = resists compromised by 25%

  • AP3 vs. AR3 = hit for normal damage, full resists apply

our specials need work.my suggestion is to keep the dizzy and posture down effects on different specials, so that sweep2 becomes useful again:



  • area1 = x2 area damage + 25% chance to dizzy each target

  • area2 = x2.5 area damage + 35% chance to dizzy each target

  • area3 = x3 area damage + 45% chance to dizzy each target

  • sweep2 = x2area damage + 100% area posture down effect

  • spin2 = x3 area damage only

  • spin3 =x3 area damage + 30% chance to intimidate each target (new special)

in practice, lower skilled Swordsmen would use area1 a few times to get things dizzy, then lunge each one, potentially for the KD,then spin2 or area1 for area damage


masters would use area3 a few times for the dizzy effect, then sweep2 for the area posture down, then area3for damage + dizzy or spin3 for damage + intimidate


that's all I have for now





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Gimperial666
Tue Mar 30, 2004 11:53 am
#25

Im not for more defense.... I WANT MORE DAMAGE INSTEAD.... heck you can get defense maxed from ther profesions. Cmon guys dont waste our 5wishes on more defense, its a moot point.



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MavilDune3333
Tue Mar 30, 2004 2:06 pm
#26

yea i miss bleeds too



Vilam Dune
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