Swordsman Archive

Thread: SWORDSMEN'S ROUND TABLE: 10 questions

CorporateDan
Fri Jan 30, 2004 5:49 pm
#14

1. Will we get some specials that are umm special? (moves that reflect our damage oriented profession)

2. Will we get added defense? (most believe we should have higher two handed toughness instead of high melee/ranged defense or high counterattack)

3. Will counter attack be changed to counterattack?

4. Mitigation really effects us against other brawlers, and they are effected as well, but TKAs hardly feel the effect. Will anything be done about this?

5. Our weapon enhancing loot very very rarely actually increases the weapons stats in a positive way. The loot is pretty rare too, and the chances of looting good ehancers is next to nothing. Will we see better stats for these?

6. Accuracy for our weapons is pretty bad. Will this be changed?

7. Why are melee powerups capped at 16% damage and 16% speed?



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
CorporateDan
Sat Jan 31, 2004 10:59 am
#15

I just thought of two more...

8. Why do we have 5 specials that do the same thing?

9. Why does our AP 2 weapons have 75% of the damage absorbed by armor when figthing in PvP, when it should be at most 40%? (It is annoying doing 100 damage to a commando when it should be 400-1000.)



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
Mythor
Sun Feb 01, 2004 2:38 pm
#16

Q: Is Counterattack "working as intended"?

Currently the combat spam, even the name of the skill itself, implies that when we "counterattack" we should hit our opponent, instead of them hitting us.
At present, Counterattack is actually functioning as us "countering the attack"/"Counter Attack", an entirely different thing.

If it IS functioning as intended, please alter the "skill" name and combat spam to accurately reflect the skill.
Example:
Skill name: Counter Attack - Provides a chance to counter an enemies attack, taking no damage.
Combat spam: "John Doe attacks you and hits for 400 damage, but you counter his attack and take no damage."


Q: Is the armor piercing/vulnerability system "working as intended"?

Sometimes when attacking a target that is listed as being vulnerable to Blast, no damage bonus seems to be in effect - the combat spam will list the exact same damage as the "floating numbers" above the targets head.
Is this a display error, are we not meant to be getting a bonus at all (??), or is there an actual problem here?

Additional to that is the question of whether a target that doesn't list a certain damage type in it's armor section is vulnerable to that damage type? Again, no bonus (or malus) seems to be in effect when this is the case.

A medium AP weapon (our two main weapons are both medium AP) should be doing additional damage to anything that is light armour or lower, but this is not always the case.



Q: Can we (the non-TKA professions) have something *similar* to the TKA's ability to meditate, or is this proposal completely out of the question?

Meditate (and powerboost) is one of the most 'powerful' abilities granted to melee professions and with the perception of the TKA already being the strongest class, it seems that one way to equal this out (as well as provide a valuable skill to the classes that should be the "tanks" of the game) would be to grant us something similar to this.
It doesn't have to be *AS* powerful, mind, but something similar would be nice.

If it's just not going to happen, let us know. If it's something you could consider, let us know and we'll think about some possible ways to have it be less like stealing the TKA ability lock, stock and barrel.



Q: Can we have another weapon that does another kind of damage?

Currently we get blast and kinetic. Having 4+ other damage types as some are suggesting is an unrealistic request, but I don't think that asking for ONE more would be unfair. There are many damage types that could conceivably be incorporated into a Swordsman type weapon, and 3 damage types would provide us a little more latitude when it comes to weapon selection.



Q: Can ALL combat skills please be given more descriptive... descriptions?

Errors in the descriptions aside, it would be useful to know that currently Attack X does Y times the normal damage, has Z% chance of inflicting Status Change Q, multiplies the time between hits by G and cannot re-apply Status Change Q for S seconds.
Even if an official webpage is created, that would be fine. The current "guesswork" system is poor at best.
These descriptions should be updated in line with current "Live" server statistics, obviously.



Q: Are there any plans to allow weaponsmiths to customise melee weapon appearances, similar to the fashion in which they can customise (some) ranged weapons?

Some ranged weapons can visibly have scopes or muzzles attached to them, whereas we are all stuck with the same look to our weapons. If we could have coloured hilts or blades, that would be nice.
The change would be purely cosmetic - no gameplay would actually be changed.
But it'd look neat.



Q: Is the knockdown/posture-change/immediate-stand-up "working as intended"?

Currently if someone knocks down a target and someone then forces a posture change (down, knockdown, probably up?) on that target, it will immediately stand right back up again, regardless of anything that would normally prevent this (warcry timer, dizzy state, etc).
Was this done for a reason, or is it a bug?
(This affects swordsman who have Master Brawler's lunge2 knockdown - less of an issue if you don't have it I guess...)



Q: Are there any plans to tweak the ranges of melee combatants?

It seems a bit... odd... that we can "lunge" from 15-20m away and lower the posture or knock down a target, yet we need to be within 5-7m MAX for most any other of our attacks.
This is especially odd for Pikeman, since they have the longest weapon, and for TKAs, with what should be the shortest range.










When do you have to hand in your homework, Gorecki?
raider7734
Sun Feb 01, 2004 10:21 pm
#17




1. Our attack animations root us in placewhile they are playing. It makes it toughto reposition during battle, and slows our progress when moving from one enemy to the next (ie. finish off a tuskenwith Hit 3, then have to wait a second or twofor the animation to play outbefore I can move on to the next one). Can this be changed?



2. Can we get a sword with AP3 kinetic damage?


3. Can the developers do a quick /diagnoseon our profession and tell us how we currently compare to the "melee baseline" they have defined, in terms of damage output, defenses, etc.?


4. How about making thingsover a certain size "unmissable". We shouldn't be missing fambaas, they are as big as a house.




----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
FtB
Wed Feb 04, 2004 7:54 pm
#18

Whats the reasoning behind the 2 uses on the Scythe schematic, and will it be changed before it goes live?


btw Gore, when do we get the answers for these?



Syg Muhrr, Chilastran
MHS, MB, MCarbs
KreyMerr
Thu Feb 05, 2004 1:45 pm
#19

Only 2 questions for now, its late


1. The Scythe is nice, can we get more variety? Gunners have tons of choices when it comes to weapons, even a few more swords would add to the fun factor.


2. Would you fall down if you got hit in the head with a Power Hammer? I'm a fairly small guy in real life. If i went out and punched someone (TKA style) said person would probably not fall down. Now say i go out and get a hammer with a head the size of, well, my head. Then hit guy with it. I bet there is a greater chance he falls.



-X-____________________Cos KreyMerr
Profession:_________________________________Master Of Awesome
Server:____________________________________Chilastra
Look out! Hes got a pink duster!
Former Swordsman Correspondent and Swordsman for life.

Nymphotweety
Fri Feb 13, 2004 3:02 am
#20

Only 1 question

Can we have a disable hit that targets the action that will stop NPC/Players kiting for 10 seconds or so?, although in that time they can still attack.



RIP Veeboo - Now playing Kesaah at a server near you
FtB
Mon Feb 16, 2004 4:39 am
#21

Another couple questions:

Was the DoT nerf implemented in publish 6 intended to remove 80% of Swordsmans pvp attack power, aswell as giving us 2 more useless moves ontop of the 5 or 6 we already have?

If this was intended, WHY? and are there any plans to compensate us for the damage-dealer role we've lost? And will we have to wait another 2 months before we see any kind of fix?


PS. to Gabe/Gore - When are we sposed to be getting answers for the 10 questions?



Syg Muhrr, Chilastran
MHS, MB, MCarbs
Gimperial666
Thu Feb 19, 2004 2:41 pm
#22

Will we ever get a RELIABLE status effect?

And can we have somthing other than posteur changes?

Do you aim the nerf gun at us intentionally or does it just seem to happen that way?

Can we get higher chances of wounding? after all we are swinging HEAVY bladed weapons.

I think us causing more wounds would make up for our lack of DPS, Do you agree?



-->May each note i now play be a black arow of death sent straight to the heart of all those who play FALSE METAL...
EEEEEYYYYEEEEEEAAARRRGGGGHHHHHH!!!
//////The guy from MANOWAR////////

---->Slaine from ketimoor
(O..o)
' I I'
Gimperial666
Thu Feb 19, 2004 2:57 pm
#23

Two more things...

CAn you please use a broader sense of foresight when aplying "fixes" that break or nerf classes like ours? look at how these fixes will affect EVREY SINGLE COMBAT CLASS..one by one and thouroughly.

AND

What is your(the devs)veiw of our role? Are we crowd control? Big slow hitters? In between? what?!? Because none of us really see what your "vision" is or if you even have one... It changes evreytime you look at our class it seems



-->May each note i now play be a black arow of death sent straight to the heart of all those who play FALSE METAL...
EEEEEYYYYEEEEEEAAARRRGGGGHHHHHH!!!
//////The guy from MANOWAR////////

---->Slaine from ketimoor
(O..o)
' I I'
twoheadstalkin
Sun Feb 22, 2004 1:16 pm
#24

from the begaining i have never seen the devs thoughts on us either it whould be interssting to here there point of veiws on us for once

Message Edited by twoheadstalkin on 02-22-2004 02:17 AM



Idos Starwind - Master Swordsman from way back in the day....

I have chosen to support the NGE because I love SWG.
Gimperial666
Mon Mar 08, 2004 1:50 pm
#25

1)Do our skill atachments work>?
Can we get some that do?
When?


2) Focus abilities sound great dont you think so?

3) are there ever going to be any melee HYBRID classes that rely on MELEE WEAPONS?



-->May each note i now play be a black arow of death sent straight to the heart of all those who play FALSE METAL...
EEEEEYYYYEEEEEEAAARRRGGGGHHHHHH!!!
//////The guy from MANOWAR////////

---->Slaine from ketimoor
(O..o)
' I I'
Jedika
Mon Mar 15, 2004 9:11 pm
#26

1. Will swordsman ever get kd, I think every brawler prof should have a kd.

2. Will scythe get any different kind of ap or dmg type, It should get something different because kinetic doesnt describe a sword cutting through flesh, I think a sword should do much more dmg then a punch ever could.

3. How are the planning on giving our prof more weapons, in the art of combat they talk about giving all kinds of different weapons.

4. What will we get instead of mind attacks, in art of combat devs say the mind attacks wil be taken away.

5. New weapons should have dmg types, What kinds are we talking about?

6. Will the game be more realistic and let swordsman do much more dmg then we already are doing? Swords arent something that can be deflected especially when its very heavy, you have to hold it with 2 hands, and is coming towards you at a very fast speed. The power of it coming down at the target cant just be blocked by just anything.....

7. I think we should get some kind of stat such as2h speed mod or accuracy that gives us a better chance of hitting it the target with more dmg and accuracy.

8. I have seen some legendary weapons, maybe there is a certain mob we can kill that lets us get uber loot, such as the high dmg weapons Ive seen or atleast some with better mods. If they already do have these kinds of weapons then do the devs plan on making the loot easier to obtain. Maybe there could be a system as to whom loots it, say if the person was a swordsman then they should get a swordsman mod, or if they were a rifleman they should get rifleman mods, if they are both then it could be randomn.

9. Ive heard of some people talking about dual wielding, I dont think it is a good idea, but maybe we can have a sword with two ends such asdarth mauls dual-bladed lightsaber. This could be the weapon that is basically the best of any other two handed weapon. Accuracy can be up to +5 dmg with a minimum of close to 500 maximum with 1.5k or somewhere in that range.

10. Are there any plans for giving the swordsman kd? If so what about a area knockdown like the pikeman.



Kamy Kamy
~ Master Swordsman ~
~ Stop...HAMMERTIME ~
"Knockdown, Dizzy, a Swordsman craves these things not."

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