Swordsman Archive
Thread: Top Issues Brainstorm
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
- 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.
Message Edited by OnlyMaestro on 03-30-2004 12:34 AM
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
Swordsman specific issues:
- 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.
- 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.
- Increase in toughness or defense. The other option would be to give the none TKA meleers something similar to the meditation skill tree.
- Lack of AP3 weapon. I think we should get some huge, high damage, AP3 weapon that is speed 10 to use.
- Lack of accuracy and high HAM costs on weapons.
General Combat issue:
- 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?
- 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?
- 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?
- AOE bugs still allow targets to recieve way too much damage.
- Armor hole still exists
- Mind pole is still the limiting factor in all forms of combat.
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