Swordsman Archive
Thread: Top Issues Brainstorm
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.
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.
Mainly Id like to see at least one new weapon, a stun attack and a few defense vs dizzy and KD mods added.
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
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?
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