Swordsman Archive

Thread: Top Issues Brainstorm

wickedHangover
Tue Mar 30, 2004 2:21 pm
#27

just my opinion, it seems that pikeman have attacks that mostly target action, fencer targets health and we target mind. Then it seems that our attacks that hit "random pools" should hit the mind more than the other 2. Our sweep attacks should target the action pools more. I fully appreciate head hit 3, but I think the spins should have a percentile bonus to whack the mind over health and action.





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Lowon
Tue Mar 30, 2004 4:23 pm
#28


Un-nerf bleeds!


Counterattack needs to be changed bigtime. Last night I spent a few hours on Endor killing mereks and mantriques, while watching my combat window I hardly EVER counterattacked(maybe 1 in 25 hits if that). Even with CoB I hardly counterattacked.


We need more Defense vs XXXX mods. Ive had to take up other professions to get defense vs dizzy/KD etc...nothing sucks more than being dizzy'd and kd'd, easlily making us helpless.


We need a weapon that fills in the gap between the PH and Scythe damagewise. Also some weapon that is better than the PH as far as damage with AP3 but can only be used by a master.



Jadue
1st. Lt. Imperial Foo Corps - (Retired)
Chilastra
No more homeshows! No more GarVa! I've locked him in Q's office - the forums are mine ALL mine! - Jeassa(You know you miss her)

MavilDune3333
Wed Mar 31, 2004 1:16 am
#29

I seriously don't think we need as many area attacks as we do. We certainly don't need an area attack with a chance to dizzy. We simply need one attack with mediocre damage that dizzies. I say save the area attacks for pikeman and maybe fencer. I only say fencer because they are far more agile then we are. Maybe we sweep2 could be a single target kd. Just my thoughts. But i for one never use the spin attacks or sweep attacks.



Vilam Dune
NashDarksabre
Wed Mar 31, 2004 1:43 am
#30

I think our number 1 problem is our bleeds, which should be our main, if not all of our focus right now. Currently, swordsman lack a place in the game.

We were always known for our bleeds. After constant nerfs since beta, we always had them to fall back on...it's always been the ONE thing that made people fear us. But now that they are nerfed, we really lack a purpose. Warcry 2 and defense stacking kept us going for a little while, but now even those are gone. Our class doesn't have jack squat anymore!

If the reason why they nerfed bleeds was because they were being abused in PvE (they certainly weren't overpowered in PvP), then why nerf them in PvP? I think they should make our bleeders do 75% of the damage they did before the nerf, but remove the 75% PvP reduction on them (exactly the same way all other DoT's work).

If our bleeds are increased to what they used to be in PvP, it kills many birds with one stone. We wouldn't need more damage types or better AP, because bleeds bypass armor. Yes, better AP and more damage types may help us in PvE, but to be honest, we aren't really lacking in PvE.

I'd also like to see more weapons for our profession, especially a cool SWORD or two....or three. But that's not really a huge priority.



Nash Darksabre --- Swordsman since beta, swordsman for life.

"We like our women like our enemies, hammered."
EvilJonUk
Wed Mar 31, 2004 5:16 am
#31

I don't have a lot of problems with Swordsman, if I had to choose things that bugged me a bit then I'd go with similar things to whats been mentioned already.


1. Lack of variety in damage types, I ran into a Nightsister with 100% Blast and 100% Kinetic resistance which was pretty much the end of me.


2. Lack of variety of moves doesn't worry me too much, but 2 or 3 animations for each would be nice though.


3. Lack of variety of weapons at high levels, I imagine this will be fixed in the rebalance.


Annago


PS I know you are looking for problems rather than suggestions, but I wouldn't mind seeing a 2 Handed Berserk1 , 2 Handed Berserk 2, 2 Handed Berserk3 in Swordsman as well as, or even instead of Centre of Being. Give us an option to go into a frothing rage and forget about defence rather than getting a slightly better counterattack chance.





Evey cloud has a silver lining, except mushroom clouds, they are lined with Iridium and Strontium-90!
Lowon
Wed Mar 31, 2004 5:37 am
#32

One more thing to add. I don't want to see a ton changes made to swordsman to where it becomes the next flavor of the month profession like rifleman and CM have.

Mainly Id like to see at least one new weapon, a stun attack and a few defense vs dizzy and KD mods added.



Jadue
1st. Lt. Imperial Foo Corps - (Retired)
Chilastra
No more homeshows! No more GarVa! I've locked him in Q's office - the forums are mine ALL mine! - Jeassa(You know you miss her)

Gimperial666
Wed Mar 31, 2004 8:31 am
#33

I totally agree with some more defense Vs (insert status here) .... we are the worst brawler class when it comes to state resists.



-->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'
raider7734
Wed Mar 31, 2004 9:06 am
#34







Gimperial666 wrote:
I totally agree with some more defense Vs (insert status here) .... we are the worst brawler class when it comes to state resists.




not true,TKhas, overall, less state defenses than we do


Swordsmanhas aworkableset ofstate defenses - we get at least a little defense vs. everything,while Fencer gets no stun defense at all, andTK andPikeman lacks intimidate defense





----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Anonymous_Smuggler
Wed Mar 31, 2004 11:05 am
#35

There's too much redundancy in our specials. Area attack, spin attack and sweep all do the same things essentially.


The area attack line should have the posture change removed, but otherwise stay the same.


The Sweep line should be a single targeted attack that at level 1 forces kneel and at level 2 knocksdown.


The spin attack line should be removed and replaced with an aforementioned critical strike line that enables a higher damage output at the cost of being easier to hit while executing the special.


The scythe should be ap 3 and the schematic should be slightly more available. Rare drop off the genosians and nightsisters?





Master Swordsman
Scout 4040
Fencer 0440
TKA 4004
Medic 2000
Gimperial666
Wed Mar 31, 2004 2:02 pm
#36

I think having all of the status defense isnt as good as having high defense in one area... thats why i consider us to have the worst.



-->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'
AlonzoOdantis
Thu Apr 01, 2004 4:04 am
#37

1. Make counterattack, counterattack. This would solve the need for "real" defenses and allow us our "damage dealing" style.


2. A stun damage type would be nice and is realistically (other than electric) the only thing we should get. This isn't everquest or D&D we don't need fire swords and such.


3.We need AP 3 on hammer. I'm ok with losing toa TKA if its a big rock paper scissors game. But give us our class we dominate. I would think heavily armored opponents should be fearing us. We need AP3 for this, i'm ok being outmaneuvered by a faster class but if someone can't dodge our hammer it should be game over.


4. The specials are too redundant. As is our complaint over this lol, but come on fix it finally. We don't need 6-7 attakcs doing the same thing. I have used sweep and spin once each just to see the animation. They really have no purpose.


5. Fix Bleeds. Before nerf they were stackable, powerful, and ignored resists on armor. Instead of fixing any one of these at a time, they instead removed stacking, reduced damage by 75-80% and added armor resist against them. THey serve no purpose now. I don't like that, in addition with sweep and spin, more of my attacks are worthless (truly worthless, no point at all in any situation) than are useful.




The Viceroy
You're gonna get pwned, RP style
- I support the CURB, the Devs and the attempt to make SWG a better game! - You can too!-

AcidRaineV
Thu Apr 01, 2004 10:17 am
#38


The hammer should be feared by opponents who can't dodge it. Against melee my hammer is basically the same as a fencer's baton due to their minimum damage, only much much slower. In PvE this isn't a problem because mobs dont have mitigation but there's no way we can stand up to other melee professions damage output when mitigation is factored in. I had a pure TKM knocked down last night as a MHS and I couldn't even begin to dent his mind through his helmet with head hit 3. Then he knocked me down and threw his head hit at me so fast through an 80% kinetic helmet that he killed me before I stood up. In short, we should be the melee rifleman in pvp as far as taking out an opponents mind, but it seems to me that TKMs are much better at it than we are. With the loss of our mind bleeds, what niche does that leave us?


1.) I'd like to see the minimum on the hammer raised considerably to reflect an insured amount of damage dealt if we connect. As it stands now my hammer hurts someone just as bad as a fencer's little night stick, the only difference is the fencers stun baton swings clean through their helmet whereas our hammer has to deal with medium-high resists.


2.) Our mind bleeds need more place in PvP


3.) Variation in attacks (posture down and AoE is fun, but really.. do we need *that* many?)


4.) Maybe an issue for all professions, but fix the stupid posture change cancellation! It's rediculous that when I finally land a posture down on another Melee, if I perform one of our many posture down moves they automaticallystand up.

Message Edited by AcidRaineV on 04-01-2004 11:19 AM




hRainh
hCommander of KoNHh

Soulburner69
Thu Apr 01, 2004 10:53 am
#39

"3.We need AP 3 on hammer. I'm ok with losing toa TKA if its a big rock paper scissors game. But give us our class we dominate. I would think heavily armored opponents should be fearing us. We need AP3 for this, i'm ok being outmaneuvered by a faster class but if someone can't dodge our hammer it should be game over."


not just on our hammer, but on most all of our weapons need to be brought up one class of armor piercing. like the scythe, the hammer, the cleaver, and the two handed axe need to be heavy ap, the curved sword can stay medium, and the vibro axe can go up to medium ap.



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