Swordsman Archive
Thread: Please post your issues here :)
Besides the melee 'stick' that we need, and a decent Novice Swordsman default weapon...
MurasameBlade wrote:
6. We need something to counter kiting. Its just such a dominant strategy.
As mentioned in previous posts, we have no deflection skills, which seems contrary to the job that a two-handed sword type weapon might do. A 'shot deflection' skill would be the perfectcounter-attack tokiting, by sending the same 'ranged' shot back to the sender. Granted, this is a Jedi/Light-saber skill, but it seems only logical that our two-handed swords would have this attribute to some lesser degree in the Novice Swordsman tree.
Regards,
Feliny (Novice Swordswoman)
When I'm shot at my Character stops moving, as a melee..this drives me insane. I'm going to get you Demon Marksman..here I come..oh you shot at me, hmm why did you shoot at me..let me stop and think about this.
The text for Area3 says it does more dmg than Area2 but I didn't really notice a difference. I also think it said it causes blindness, but instead it causes the dizzy effect. Dizzy is nice againts humanoids though. As a Rodian my area1 special atk animation was awesome. Area2 and 3 don't look as cool and they share an animation, but that's just me being picky.
Have the sweep line do something different.Maybe an area bleed attack? All melee should have a bleed attack.
Expert Finesse - So you just made 120,000 combat exp, what do you win? Nothing, move along. Move the skill mod from master Finesse down to this box.
Ultimate Weapon - Power Hammer, I can't even get one on Bria so I have no idea if it's any good, but Blast dmg VS Kinetic sounds good. Everything and its mother has a Kinetic reisist.
Defense - More defense vs ranged maybe?
If we could get the abilities though, even if we could just deflect a proportion of ranged fire, this would help us in PvP so much. Not only that but in PvE, it would be fantastic and cinematic as well.
Goreki, if you could pose this idea to the devs and see what they might say, or even ask them if we could brainstorm for workable ideas, that would be wonderful.
Ivy,
Flurry server
Thanks for all your input out there.
Please check my last post in the "Mail to the Devs (draft)" thread floating with this one on top of forum.
Thank you ![]()
Gorecki
fencer has none? i got KDed by a onehanded swordsman before.. don't think he switch to TKA either =/
anywayyyy
no, dont' give us KD.. just fix the **edit** thing so u can only use it once a battle.
New Bug report:
Area attack....
often my area attack would do the damage... show the number on their head... but it won't damage their HAM (it seems that this also happens with rifle at least). anyway... this is a total killer
I would be doing sweep2 and the 3 majors around me would kneel with number 1200 and stuff on top of their head..
i do it 3 times, the guy i target dies, the other two guy has full HAM... or very little damage (maybe they did skills on me)...
when i died, i checked the combat log, and lo and behold... 8 out of the 9 attacks connect (3 area attacks to 3 targets)
anyway, i'm gonna make a new topic on this. but just reporting here first.
Second thing is the defense; if you look up the skill trees, you'll notice TKA having almost twice as much defense as swordsman, and the notorious knockdown on top of it. If 2 hand swordsmen were meant not to have the best defense, but to do the most damage, then I think a 2 hand melee damage +10 would be appropriate for Novice swordsman, and damage +20 for master.
We have 2 hand area attack, but it only does posture down for like .3 seconds, so you have to continuously do it to even see the effect of posture down, and as I stated above, specials' HAM costs will kill you. At Master Heavy Swordsman, either a knockdown attack should be implemented, or a devestating blow of some sort we can use for pvp.
I'm not even going to touch on the melee vs ranged subject because that obviously needs some serious tweaking.
to sum it up:
Pikemen do lot more damage than us, fencers have much higher speed, TKA's have much higher defense, we have a ton of specials that are not very usefull and tend to kill us when we use them due to HAM costs.
Here are a few things that bug me:
1) Moving in and out of combat stance should be eliminated. Currently, when we enter and exit combat mode, we spend a couple seconds moving in and out of stance. When doing so, our character is unable to move, and will even stop if he is running, to do so. Obviously, this makes it a pain in the ass to run from an enemy, because we keep moving in and out of combat stance, there giving them time to catch up to us. But where I've found it is also rediculous, is in PvP. If you have a few ranged people attacking you, good luck trying to get to or away from any of them, because it'll make you immobile. It pisses me off to no end when I die simply because I can't move a bloody meter, because I keep entering and exiting combat mode for some **edit** reason. If for some stupid reason they feel we should have the combat stance thing, then at least get rid of this moving in and out of it crap!
2) HAM costs need to be reduced. I'm sure this has been mentioned plently already.
3) We need some of our special moves changed, because they are either exactly like another move we get, or are very similar.
4) We should be able to attack while running. Everyone I ever talk to agrees with this, even ranged users.
I'm sure there may be a couple more, but these are what I can think of off the top of my head.
Heh, in all honesty though, asside from these few things, I think our profession is pretty **edit** strong. Personally, having the TEF exploits eliminated, is my number 1 concern, but that has nothing to do with this proffession.
~Nash Darksabre
Starsider
75% damage reduction = bleed shot rediculously overpowered even more-so.
The third one also deals dizzy, which should keep them down plenty long enough.
I don't like the way I have to stand underneath a big creature, just to be close enough to its center of mass to be within melee range. I mean, yesterday I killed a malkloc, andI wasn't in range unless I was right under its belly...that's stupid and needs to change.Plus, it kept moving off to adistance it wanted, like 7 or 8 meters,so I had to keep repositioning under it to score any hits.
As a fix, I think each creature should have a distance modifier (for melee range calculationsonly),which would be subtracted from the distance to its center of mass.This would be a way to factor in the overall size of the beast. So for example,since a malkloc is pretty good sized,it could have a distance modifier of5 meters... now, instead of reporting a range of 7 meters whenI'm right next to it,it's modified down to2 meters and now I can hit it.If that was implemented, we could take on the big creatures without standing underneath them,looking dumb, and having to chase their center of mass just to be in range.
dfzor wrote:
We need a knockdown, not just a posture change attack. Just about every other combat class has one (with the exception of rifleman and fencer).
I was going to basically post the same thing, We REALLY need a good knockdown. By the way, exactly how effective is the posture change in a duel or PvP?
Riff Moonraker
Novice Heavy Swordsman
Novice Ranger
Starsider
I know this has been mentioned on this forum before but I'd like to say again:
1. The fact that we stop when shot while in hand to hand combat while ranged players do not is frustrating. This includes other players and creatures with ranged attacks.