Swordsman Archive

Thread: SWORDSMEN'S ROUND TABLE: Post patch issue (2nd attempt)

Micos99
Sat Sep 06, 2003 12:55 am
#27

run few tests today ( BH shot at me), here what i get:

- warcry resisted 100% on 15 try´s, gave it up. (bad)
- intimidate has still same effect and same success chance (good)
- heavy weapon are calculated as melee weapons. Tougthness lower its damage. (bug?)

the last point was very nice. I would really like to see every damage counted against tougthness. This will give melees the time we need to catch ranged when Lunge is fixed.
MejaiDrakor
Sat Sep 06, 2003 5:09 am
#28

I know and understand where the developers were coming from when they added the timer to Knockdowns and Posture Changes, both were exploited greatly while it was available without restraint. However, i don't think that the two should be grouped and consideredas one and the same thing for several reasons:


1.) Knockdowns incurred a period of time where the victim could not perform any act (such as healing himself or special moves) save running away, whereas posture changes still allowed the player to continue attacking if kneeled (especially for ranged).


2.) a knockdown will make a player fall on hisback thus allowing a window of opportunity to attack, whereas a posture change forcing a player to kneel will incur such a small delay that in effect the ranged fighter could instantaneously stand and continue running away without the melee personhitting them. It requires TWO posture changes to get the same effect as a knockdown, yet two posture changes is impossible due to the timer. Thus the best that any melee swordsman can hope for is a chance at posture change and hope that it is enough to hit the runner once or twice.


3.) A majority of special moves in the swordsman tree involve posture change, by adding the timer it is not only limiting the number of times a swordsman can use one move, it is limiting the choice of moves a swordsman can make. If a swordsman has already used a Posture Change attack, then for thirty seconds his choices in special moves become reduced by at least 6, leaving him with a head attack, mind wound attack, and general special attack. What other profession suffers from such achoice reduction from this timer, without any type of compensation?



In my mind, i truly believed that the presence of having aposture change attack was to balance out the issue of the melee neverbeing able to attack a ranged person while running. In this way, the ranged person can run and shoot, but we could stop their running and attack. With thelimitto a single posture changeever30seconds,i believethe ranged fightersin pvp will have an unbelievably domineering and overbearing advantage over swordsman fighters.

_Outlaw_
Sat Sep 06, 2003 7:15 am
#29

HAM costs decrease?? rofl. I don't wear any armor, I used to have 87 floating over my head when doing 2 hand area, now I have 96. I barely dodge anything and I think the defense mods are a joke. Sure, I have seen myself dodge more when being kited but I have to chase mobs for 5 minutes before they stop...I feel only the nerfs and not any of the supposed fixes.
Morath360
Sat Sep 06, 2003 8:08 am
#30

I dont get some of you. How can you say we were overpowered? All range could beat us. This is really silly. The answer is simple. Give Melee the old knockdowns and nerf the ranged knockdown. They can still easily beat us but at least we would have a way of keeping them close if we got close.


Melee should destry range in melee. Also, this whole nonsense about melee only being able to hit range if he is standing still is nonsense. Range can run still and hit us. We can't hit anything on the move. Overpowered? Gosh...




----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
smacktard1
Sun Sep 07, 2003 7:14 am
#31

You know what? I would be fine with this if sword finesse 3 gave + 10 to speed. But that will never happen.
_Outlaw_
Mon Sep 08, 2003 12:44 pm
#32

Sword finesse 3? Is that the box with NOTHING in it that costs all that combat xp? Yeah, something needs to be put there...
Nagorak
Mon Sep 08, 2003 11:53 pm
#33






ZeathUnnh wrote:

First of all, area attack pre-patch, completely overpowered.


I got my final5 boxes of swordsman in a night or two (thats hundreds of thousands of combat xp, 1.2m two-hand xp or so). How? I went to master doctors, got buffs, got a good amount of muon gold, went to dathomir and using my sword, used area attack on giant baz nitches non-stop. It didn't matter if 10 of them were attacking me, they'd couldnt even hurt me because I was attacking every one of them at once, for 500-1500dmg, every second or two. I made 100-200k xp per hour. I'd call that overpowered.


The knockdown timer was needed, it just so happened we lost our best move with it. I just wish that since we only get to use it once every 30 seconds, that it worked well every 30 seconds. I've had a lot of fails when I tried to use it on higher level mobs, and also misses. Considering at master swordsman we've +110 accuracy, I don't think I should be missing so often even with my power hammer.


We didn't get a lot, but we got a more powerful PH (mine is now 170-590, 5.5sp). 2handhit3 also seems to dizzy, which is nice.





Try it unbuffed. Try it without Muon Gold. What was overpowered? It wasn't swordsmen, if anything it was doctors/smugglers/chefs.
Jirimar
Tue Sep 09, 2003 6:40 am
#34

what are "buffs"?


What is "Muon Gold" i'm a master swordsman and have never used any of these?




- I support the proper use of common sense when it comes to re-developing games which are nearly two years into their tenure...evidently this sentiment is not shared by those that finance this game.
LemyDaBigHairyWookie
Tue Sep 09, 2003 8:21 am
#35

WE do destroy ranged in melee... just ask the guy i dueled the other night... we were testing something with his mind bleeds... so for fun i hit him with MY mind bleed... sure he ran around for awhile after that... was able to chase him down and head hit him once... by that time the bleed had ticked... Instant Incapacitation... helped i hit him for 500+ focus wounds but hey it was a good hit with a good power hammer



Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
Shimond
Tue Sep 09, 2003 8:44 am
#36

The only real issues I have with our profession concerns the posture change.


I think posture change should be given a much less immunity timer (10 to 15 seconds) at the current resist rates.


The biggest problem with the patch with the posture change timer was also the fixing of defensive skills. Both of these combined took an admittedly overpowered effect into an almost completely useless one. I have to burn through about 500 action to land ONE posture change, it's a **edit** good thing I'm part doctor. This is not how it should be.


The simple solutions would be to:


1 remove resistance to posture change


OR


2 reduce the immunity timer to at least half it's current value if not more.


Also on a general note I think the side effects for our elite profession skills need to be looked at. Too many do the posture change (which was a problem even when posture change was overpowered - no incentive to use sweep 2 over area attack 3 whatsoever). I think giving us other effects for some of these things (sweeps in my opinion should be knockdowns) would go a long way to making the class more fun and enjoyable and most of all unique.


-Shi

Morath360
Tue Sep 09, 2003 9:06 am
#37

It would really help us if the range of our hits was increased. Due to the lag issue, I have to guess where he is going to be and that is pretty much impossible. I can't seem to lay a hit on a guy that is moving at all.


I still think that the old KD should be there for melee and nerf it for range. At least in PVP.




----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
MarahXiBoh
Tue Sep 09, 2003 10:34 am
#38

I dont post much...because it seems futile sometimes...but i would like to put down my two cents about the swordsman profession. I am a Master Swordsman and a Master TKA. I was goin up the smuggler tree for a bit...then decided it was fruitless...but while i had pistol skills i got use to the bleeding shot. Here is my concern: an energy based weapon which would instantly cauterize a wound effectively STOPPING the bleeding causes bleeding. Meanwhile, a cold, large, sharp metal object which slices and pokes and whatever adjective you can come up with can NOT cause bleeding. Why is this...i feel that melee classes should have the MOST bleeding attacks because we are slicing, bludgeoning, stabbing, etc.


Also, why cant we get weapons that do diff types of dam, i.e. heat, cold, acid, electricity...i know stun batons do stun damage, vibrolances do elec dam, and hammers do blast dam, but thats three weapons spread out accross three diff. professions...and you have to be a novice of each of these elite proffessions to even use them. Meanwhile a master marksman has a gun for EVERY type of damage possible.


Im going to repost this in a new thread so please comment on this post and let me know if I am the only melee fighter who feels this is indeed a MAJOR issue.


Cleetus McCoy


Redneck Samurai


Radiant

Bohswg
Tue Sep 09, 2003 1:55 pm
#39

All we can do is learn to play a new way.

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