Swordsman Archive

Thread: EMAIL TO THE DEVS (Draft) 08/17/03

Ksyick
Sun Aug 17, 2003 4:26 pm
#14

Gorecki for Emperor.... Somebody please call palpatine?



K'ysick Baenre
Retired Master Heavy Swordsman
Retired Co-Founder
Heron Order-Swordsman/Fencer/Pikeman PA
-http://heronorder.guildportal.com-
Delnok
Sun Aug 17, 2003 6:26 pm
#15

Thanks so much Gorecki -- other classes correspondents could learn from you.


I'm almost tempted to start a thread titled "Petition to make Gorecki a Dev".


It is a relief we got lucky with a good representative.




Shrend
BattleMaster, Cleaver, Master Brawler - Flurry Server
homemaker
Sun Aug 17, 2003 7:48 pm
#16

my response might be different like other!1


regarding PvP / Ranged vs Melee


i dont think we need to waste our precious question abt this, because most of the melee profession ask the same thing... so maybe drop this question...






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tiyo

mastered: Swordsmen, Brawler, Architech (Holo1), Artisan, Image Design. Entertainer, Medic, Scout, Doctor, Combat Medic, Marksmen, Squad Leader (Holo2 then Silent), Musician, Chef, Carbinier, ...
7seas
Mon Aug 18, 2003 12:44 am
#17

Gorecki you have some good suggestions, the only constructive thing I can add is about the "Don't bring a knife to a gun fight" Personally I would argue about that, having had military training on the subject I can say that at close quarters (20 feet and under) edged weapons are much more effective than firearms. The above phrase while may mirror the way the devs feel about the subject is incorrect and agreeing with them about it continues the attitude that is hindering our class. I also would pose a question to them, if firearms are so superior why is the Katana the most highly rated personal weapon, in damage and effectiveness, created by man in the last 1000 years? Been doing a bit of extra research on the subject.



Thanks much

Nagorak
Mon Aug 18, 2003 12:55 am
#18

I agree that the whole weapon thing doesn't make any sense. Right now the Curved Sword is best in terms of DPS. The only reason the Cleaver or the Power Hammer are EVER better is because of the 1 second cap on attack speed. So, eventually the Cleaver and the Power Hammer become the better weapons, which is actually cool. The thing is, I'm not sure if this is intended, or if it's just a loophole.

As for the Vibroaxe, it has no purpose whatsoever. It doesn't make sense that it's only AR1 when it is more "advanced" (not in terms of skill tree but technology) than a standard sword. Why did they even come up with the vibro technology if it doesn't make the weapon more effective than a standard sword which is currently AR2. At the very least it needs its damage increased and it needs to be AR2.


My honest feeling is they should make the Power Hammer AR3 and then it will be fine as is. They shouldn't make any changes to the Cleaver but they should nerf the Curved Sword by making it AR1 or even AR0. I hate to sayit, but the problem with our later weapons isn't that they are too weak, it's that the 2H Curved is totally overpowered. My sliced Curved has a DPS of 83 vs AR2, which is 129 vs AR0. Granted, this was an amazing slice on speed (30%), but you can't even approach that sort of damage with the other weapons as it stands now.


This is just ridiculous for a weapon we get at Expert level or even master. And, honestly, compared to other melee weapons the Curved Sword is also badly overpowered. The 2H Cleaver is more on-par, and the Power Hammer is just a little underpowered (although near master level you may end up doing more damage with it due to the swing cap, so who knows...).

Gorecki
Mon Aug 18, 2003 2:37 am
#19

Hiya homemaker....


Thanks for your feedback.


I agree....as stated in the issue it's a subject being heavily discussed across all boards and i'm sure that at least other brawler professions will come up with their ideas and issues about the subject.


Personally i'm not a PVP'er and so far i also didn't have too much of a trouble with ranged NPC's. But our mails are not supposed to reflect my personal opinion but the community's as a whole, which is not always easy. And i guess you will agree that it's alsobeing heavily discussed on our board (i've seen at least 2 other posts besides mine regardingspecifically this issue), so i can't simply ignore it.


I also guess the more people complain about it, the bigger of the chance there might be to have something changed....if there is still a chance at all.


Thing is: with such a big overall communitythere will probably always be issues being mentioned by more than a group...for example the fencers mentioned the stopping issue in their last mail to the Devs and have been toldby them that they are working on it. That's whyinstead of makin an own issue about it i embedded it into the Rangedvs Melee issue, to let them know that we are struggling with the same issue.


But as i said: the voices out ther are too loud for me to ignore them.


Hope this was somewhat of a help.


Regards


Gorecki





Master Swordsman / Master Smuggler
xakia
Mon Aug 18, 2003 9:28 am
#20

I'm hoping to see them change twohanded sweep to something more worthwhile. Why use sweeps when you can use area attacks? Perhaps they can put a small mind damage over time component to the sweep line. That'd be of good use to us.





(+) CS:SWG(+) Step into my awp
Bounty Hunting since July 2003
"Jedi, you've ruined your ...no no that can't be right. SOE you've ruined your own lands! You'll not ruin mine!"

raider7734
Mon Aug 18, 2003 10:44 am
#21

I think Pecos is probably right - anything much beyond a condensed list of our concernswill be glossed over and create a bigopportunity for selective responses.And really,do we want changes made,or explanationsof why we should be satisfied with the current state of our profession?If we want changes, thenlet's ask for them.


Here's what I want:


AE intimidate attack in the Expert Finesse box, asPecos suggests


Ranged fighters run at 75% of normal speedwhen doing special attacks. Why?Because to moveat top speed, your arms have to be relatively free.Think of aperson with both hands on a carbine,pulling off a specialthat is well aimed enough to have a +50 hit bonus. Theentire upper body stance is involved with controlling and aiming the weapon, and thus limits how fast they can move.





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IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Gorecki
Mon Aug 18, 2003 2:41 pm
#22

Hiya all....


....just to let you know that i just sent out the mail, after having made some requested modifications regarding the "knife/gunfight"-sentence and adding some more of your ideas you stated here, whether specifically for the swordsman finesse box or not.


To those of you who wanted to see this in the shorter version:


As i already mentioned: i agree with you and our next set of answers might confirm what you said and you can sweep and area attack me after that.


I hope you grant me though this last try of using the long version, as i haven't given up the hope yet to get a reaction from our designer,like the BE's got.


Their answers will tell....


Thanks for all your work, input and feedback


Happy wielding


Gorecki




Master Swordsman / Master Smuggler
Ksyick
Mon Aug 18, 2003 3:47 pm
#23

Could you post exactly what was sent gorecki?



K'ysick Baenre
Retired Master Heavy Swordsman
Retired Co-Founder
Heron Order-Swordsman/Fencer/Pikeman PA
-http://heronorder.guildportal.com-
Gorecki
Mon Aug 18, 2003 3:51 pm
#24

Sure


1. The big patch: Feedback, issues and questions


Eventhough we know that general combat modifications and changes for other classes (weaponsmiths for example) have affected us, the patch notes didn't mention any changes specifically for Swordsmen. We would be glad to get more info about what has been changed for our profession and why. These are our questions and observations so far:


- Repositioning of the two-handed cleaver and the two-handed curved sword certifications: was this done in the light ofintroducingnew weapons,which you mentioned in your last set ofanswers ?


- Has the HAM cost of our weapons been reduced ?


We noticed that we actually are able to survive more oftenusing our specials after the patch than before. We are aware thatit might be too earlyto give you a clear judgement about this changement, as westill have to wait for the impact of theissues having been fixed for our weaponsmiths in this patch, but if you would ask us today how we feel about it we would say that it is a step in the right direction, butwe would definetly like to see a final adjustment to our HAM cost.Please keep in mind that HAM cost has become even more importantto usnow becauseof the decrease in power of berserk, which was sofar often the only way, especially for starters, to make healthy progress and to survive, without committing suicide by using our so far high HAM costing other specials.


- The 75% reduction in PvP seems to be a loss for us.


The gap between higher damage dealing classes and lower damage dealing classes has become tighter. It's certainly good that fights last longer, but the longer it takes, the bigger the disadvantage in HAM costs get and if you add specialsthat other classes havelike pistol whip, knockdown, stopping shot to it, this changement is more a disadvantage for us.


Related links:


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2177


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2604


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2382



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2. PvP / Ranged vs Melee


This is a constant topic across the boards and we have also seen some statements from your side regarding this issue:


There are 2 points though which we think still have room for improvement without overpowering us or make things "unrealistic":


1. It is very hard to accept that a pistoleer can dominate us so much with his pistol whip at close range, which should be our strength, our "hometurf".Generally speaking, PvP'ing shouldn't be anyway a question of who gets his knockdown special ( which btw we can only achieve by using a posture-down / dizzy combo) out first, as that is unfortunately what it mostly seems to be these days. We have seen though that you are currently still testing and trying to find a balance for knockdowns, so that leaves us confident that things will change regarding this issue.


2. Ranged players have the big advantage of being able to kite us and it will and should probably always be like that. We feel though that this advantage is actually too big at current state, partly because of technical bugs, partly because of missing "counter"-options for us.


Proposed possible solutions:


- have the "stopping when attacking / being attacked"-issue other professions also have being fixed


- have the "out of range"-issue mentioned in our previous mail being fixed


- possible implementation of a /stick command


- possible implementaion of an "anti"-berserk: low damage output / boost to defense to be able to close in and would also help tanking big creatures in a group situation.


- being able to hit while running


- reduce accuracy for ranged players when running...as in real life


- make ranged players stop / run slower when shooting


- an ability to dodge


- removing the double move-penalty from melee weapons



Generally we don't like to see other classes being nerfed, but in some cases (pistol whip) we don't see any other possibility if seeking some kind of balance.



Related links:


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2271


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2382


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2517


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2510



...and the links mentioned in issue 1


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3. More facts, explanations, visions regarding our profession


We would be very glad to get a statement from our designer, like the BE's got from theirs, regarding his visions, concepts, what is being worked on and what we can help with.


There have been alot of posts and opposing opinions / test results on our board regarding topics like toughness, ranged/melee defense or counterattack where we either aren't really sure how they work or they don't seem to work as described.


The same counts for our specials: besides the obvious fact that Two-hand sweep 2 and Two-hand area attack 1 have the exact same description, we are also not sure if some of the specials work as intended (2h area attack 2 and 3 seem to have the same damage, 2h area attack 3 does dizzy and not blind, without animation btw) , because often not only their descriptions don't seem to differ very much but also their actual effect in the game.


Same thing for our weapons:


How are they supposed to fit into our profession ?


Is the certification we get last also supposed to be our most powerful weaponor is there no ranking and the use of weapons should vary depending on our targets ?


If there is a ranking, is the two-handed curved sword to be our "best" weapon, as it is right now ?


What is the idea behind the Power Hammer ? (the most discussed and tested weapon on our board)


What about the cleaver and vibro-weapons ?


We know that we might be asking forquite a bithere....lots of questions. But the number of questions should also show you that it is very difficult to test and find issues, things that don't work as they should, if we have so little information about how things are thought of or intended to be.


We understand that designers are very busy people, but even if it would only be a one time statement, like the BE designer did, both sides would be helped alot.


As you told us in your answers, you are intending to give us more information regarding our specials for example. So if for some reasons you are currently not able to help us regarding the infos we need mentioned in this issue, would it be possible to get an ETA for the information you are going to release ?


Related links:


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2321


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2562


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2549


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2682


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2467


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2577



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4. Missing skill in Expert Finesse Box


Maybe we were not clear enough on this issue in our first mail, but we would like to point out again that the fact of not being rewarded with anything at all when achieving this box, is very frustrating as collecting combat xp is a very timeconsuming matter.


Proposed solutions:


- Maybe add a skill proposed in our solutions for Ranged vs Melee


- an AE intimidation skill


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5. New weapons


If there is still a possibility to influence it or in case you need more ideas we collected some ideas regarding possible new weapons:


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=1095


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2080



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Master Swordsman / Master Smuggler
Ksyick
Mon Aug 18, 2003 3:59 pm
#25

Thanks Gorecki...



/yell Gorecki for Emperor!!!! *quickly goes covert and runs away*




K'ysick Baenre
Retired Master Heavy Swordsman
Retired Co-Founder
Heron Order-Swordsman/Fencer/Pikeman PA
-http://heronorder.guildportal.com-
FrelserHelt
Tue Aug 19, 2003 6:00 am
#26

You guys should see the smuggler tree. Talk about no reward while moving up. They have about 5 levels of where they get nothing. And I beleive even when they arrive at master they dont get anything either- just to point that out.
As far as adding something in the finesse tree; great idea trying to make 'em put it. Summed up in a sentence. "All that trouble for nothing!" lol



Frelser Helt, a warrior in search of the true power within...
FH Website; Scylla:
http://www.geocities.com/frelserhelt/
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