Swordsman Archive
Thread: Please with sugar on top a Stun weapon!
the problem people have atm is that you see another professions Strenght, in this case a fencer/rifleman with Stun weapons, and so naturally we are like, oh, we should get one, its unfair. and sometimes they give in and once again make the professions more identical and give no 'character' to a profession.
yes if u are a dedictaed PvPer, u will have stun armour/slicedPSG/Synth stake, but not everyone does, and so thats why u see SO many rifleman using Jawas and fencers using StunBatons.
i personally would like to see brawler skills like intimidate and warcry removed, and only given to certain elite profs, for example give Intimidate to swordsman, and maybe Area Intimate to master swordsman, afterwall, we are meant to be the big, strong but clumsy fighters, they should also make us slow and cumbersome.
Fencers should be accurate and agile fighters, with alot of defense, accurate strikes able to dizzy/blind/stun sum1, but shouldnt be able to intimidate and warcry aswell.
this way, if more implications and varieties in profs like this were made, you would need a range of professions in a fight scenario to make your group effective, sum1 for defnese, sum1 for offense, support roles etc etc,
ReCurve
Message Edited by ReCurve on 08-24-2004 07:24 PM
For one, the T21 is energy damage. Most mobs have high energy resists. The devs can't just add something to PvP cause it will also affect PvE and vice versa. Their stun weapons are the worst. Pistoleer has the geo and fencer can enhance stun batons with acklay bones so they get to be by far better then your average jawa, even with krayt tissues.
Keuller wrote:
Offsets the balance? Riflemen have both AP3 and Stun weapons...and can hit the mind pool.
I'd like an AP3 weapon over a stun weapon personally.
Make the Power hammer AP1 and the Cleaver AP3 and keep the rest of the stats the same.
Okin_Sin wrote:"All melee professions have at most two types of damage. What would make Swordsman so special as to have three?"What about Pikeman they have Kinetic, Energy and Electric
Not sure if Energy should really be counted. The NS Energy Lance is probably more rare than Legendary 2handed weapons. My only problem is armor doesnt vary much. I think armor should have 5 resists, each type of armor focusing on different types of resists, including stun.
That's the long term view anyway.
TreindTyde wrote:
For one, the T21 is energy damage. Most mobs have high energy resists. The devs can't just add something to PvP cause it will also affect PvE and vice versa. Their stun weapons are the worst. Pistoleer has the geo and fencer can enhance stun batons with acklay bones so they get to be by far better then your average jawa, even with krayt tissues.
This little statement is just riddled with vague words. "Most"? "High"? Give numbers. 85% of all mobs have 90% energy resists? No, they don't.
The jawa is AP 1, something no other stun weapon has. It can be enhanced with krayt tissues, same as the geo pistol. The base stun baton has lower damage than a base jawa rifle. The geo pistol is about on-par with the jawa, except that it's AP0. An acklay stun baton needs to do 2x the damage of a jawa to be on par if the target is wearing any sort of stun armor. Since a well-sliced jawa can easily break 300dmg, we're talking about 600dmg stun batons...I know of 1 stun baton over 600 and it's not even on my galaxy. Don't try to tell me rifleman have anything bad. They no longer take 2.5x melee damage like they used to even. They're right behind jedi as far as dev-love goes.
As for swordsmen weapons: They can just go ahead and add AP3 to the Hack and PH as far as I'm concerned. We're the big damage dealers in the melee world, we ought to be doing AP3 damage. Pikemen have their big collections of NS weapons with massive damage or DoT's. Fencers have stun damage as you already pointed out. TKA's have mega-toughness and that uber meditate line. What does swordsman have? 4 area attacks that are clones of each other, 2 damage types and AP 2. Let's make that AP 3 and I'll be much happier.
I do not log information on the game so I can't give you exact information. When you do look at a mob though, blast is generally one of the lower resits/vunerabilities while energy is the opposite. Turrets are vunerable to blast. There are exceptions though, I'm not saying there aren't, but I seem to notice higher energy resists than blast. The way it looks with the jawa ion is that is probably had AP1 while they took 2.5x melee damage so that was one of their strengths. This is terrible work on the devs behalf yes, but I would much rather riflemen be nerfed then swordsman get beefed up, we get 10 minutes of glory and then get nerfed back even worse. It's not like we do terrible with what we have. I don't see any other professions with a majority of people using it happily soloing elders. Atleast are novice weapon cert is useable, look at the elite carbine, DX2(it's ok if you are up the person's ass but I rarely see it used), they are boths jokes. I'm glad for what I have.
Keuller wrote:
This little statement is just riddled with vague words. "Most"? "High"? Give numbers. 85% of all mobs have 90% energy resists? No, they don't.
The jawa is AP 1, something no other stun weapon has. It can be enhanced with krayt tissues, same as the geo pistol. The base stun baton has lower damage than a base jawa rifle. The geo pistol is about on-par with the jawa, except that it's AP0. An acklay stun baton needs to do 2x the damage of a jawa to be on par if the target is wearing any sort of stun armor. Since a well-sliced jawa can easily break 300dmg, we're talking about 600dmg stun batons...I know of 1 stun baton over 600 and it's not even on my galaxy. Don't try to tell me rifleman have anything bad. They no longer take 2.5x melee damage like they used to even. They're right behind jedi as far as dev-love goes.
As for swordsmen weapons: They can just go ahead and add AP3 to the Hack and PH as far as I'm concerned. We're the big damage dealers in the melee world, we ought to be doing AP3 damage. Pikemen have their big collections of NS weapons with massive damage or DoT's. Fencers have stun damage as you already pointed out. TKA's have mega-toughness and that uber meditate line. What does swordsman have? 4 area attacks that are clones of each other, 2 damage types and AP 2. Let's make that AP 3 and I'll be much happier.
CapricornONE wrote:
Jedi69cathat wrote:
I know I know some will say it will never happen but if they make the stun weap with no armor rating and keep the max damage low why not?
Hell I would settle for Electri weapon if not stun.
I hope no one in the office heard me laugh.. cause it was loud after reading this
=P
Laugh now but devs have been known to do some crazy stuff.
Keuller wrote:
No no no. I refuse to call for a nerf on another profession. We've been down that path before, and it only leads to pain, suffering, and the dark side. Carbineers have it bad I admit. They should get buffed up. Pistoleers, with heat, 2(!!!) stun weapons, energy, kinetic, and acid (and even blast if they grab that commando pistol) get no sympathy from me. So some of them are not-so-accuracte, they also get +50 to-hit bonuses when using specials :/
So we have 1 mob we're good against: Elders...Riflemen can kill them faster, because (omg) they have both low energy and low blast resists. Kind of odd when most mobs have high energy resists eh?
At any rate, let's get some AP3 love here the hack and Power hammer should both be AP3.
I love Swordsman but I think an AP3 Power hammer is a bit much. Besides its a blunt object.
I think if\when they get rid of Mitigation our PvP abilities will be greatly increased. Imagine the damage on a KDed target without mitigation. Almost certian death.