Swordsman Archive
Thread: One Sad Swordsman/Doc Bad CURB
MasterTexiria
Tue Mar 29, 2005 4:31 pm
#28
The devs know that there is demand for solo content, however somethings will not be solo-able as it should be. Please stop whining that you are no longer going to be loot whores. My question is why do you want to solo everyhing in an mmo? So you can tell everyone esle that you're so leet? hmm? Grouping is a lot more fun then soloing. Ask anyone who has played since the begining of the game. I've been a MSwordswook since august of 03 so I know the highs and lows of swordsmen. I still miss hitting those prone tuskens for 15k with my non uber power hammer..and the stacking of the mind hits, having everyone think you couldn't pvp bc you were a master 2h and then slam there head in three hits with your pw.
Reevan
Mon Apr 04, 2005 3:22 am
#29
oh and btw, for the person who said weapons will be more on speed and HAM cost, speed and damage are in the same experimentation line
wyrwulf
Mon Apr 04, 2005 5:47 am
#30
In reply to the original poster, you should be able to keep Master Swords/Master Doc and your FS skills.
They are removing the crafting from Doc so you wont be able to craft and keep you current skills, the requirement for Doctor will be only 2 trees in Medic and with the added tree for Swords that still leaves skill points left over, also if you look at the new changes to Doctor we get some nice bonuses to melee and ranged defense as well.
Just have to see how it all pans out in testing.
AriasImmortal
Mon Apr 04, 2005 7:11 am
#31
Doc only takes 4040 medic. so you'll still be able to have swordsman/doc/FS skills.
wyrwulf
Mon Apr 04, 2005 7:13 am
#32
Looking at the charicter builders that have been updated for the CU and if they dont change too much.
Mastrer Swordsman + Master Doctor without BE will leave you with 38 skill points.
Plus with master doc looks like we get +50 to melee/ranged defense, dont know how or if it will stack cant wait to test it though.
Message Edited by wyrwulf on 04-04-2005 10:58 AM
wong-fei-hung
Mon Apr 04, 2005 9:05 am
#33
You can do Master Doc, Master Swordsman, the 1h line in brawler, and still have points for FS abilities - that's what my current toon in Live is (0004 Combat Prowess to be exact). That's all I need for PvE. And considering that the new weapons don't appear to have range mods, the accuracy line in Combat Prowess isn't quite as important as it used to be.
For PvP, I'd do something different, but that's not the point of this toon anyways 
Don_T_Shoot
Mon Apr 04, 2005 10:11 am
#34
The only skill I see being possibly worth it at Master Doc is the ability to Rez.
The way I see it, as far as skills are concerned, they have basically chopped off the top of all the master combat and medical professions, shoved the novice skills into the bottom half of the elite professions. The skills that were granted with a novice box are spread out across the entire tree.
I'm all for sliding some novice box skills further up the trees but I'm not too thrilled about what is being done with the master professions.
What assumed would be a nerf of the unbalancing aspects (overpowered sub stat buffs, the way armor currently works, DOTS, etc) has turned out to be well beyond what I would call a nerf and is firmly in the realm of nuking.
The way I see it, as far as skills are concerned, they have basically chopped off the top of all the master combat and medical professions, shoved the novice skills into the bottom half of the elite professions. The skills that were granted with a novice box are spread out across the entire tree.
I'm all for sliding some novice box skills further up the trees but I'm not too thrilled about what is being done with the master professions.
What assumed would be a nerf of the unbalancing aspects (overpowered sub stat buffs, the way armor currently works, DOTS, etc) has turned out to be well beyond what I would call a nerf and is firmly in the realm of nuking.
Message Edited by Don_T_Shoot on 04-04-2005 01:13 PM
Fingerofthrawn
Mon Apr 04, 2005 12:19 pm
#35
Panther5150 wrote:
The interesting part of this is that I believe it will encourage those that have jedi, to play that toon more often. With all the fights about looting, rights, who gets what, etc, the old group days fell apart in constant squabbling. It appears that the current movement is to development more group interaction yet the "end game" for many players is jedi which is largely a social leper until its final manisfestation. For my part, if the combat aspect is seriously derailed, my solution is to play my jedi, and develop my other toon into a crafter - 2 solo occupations. Once you get your jedi worked up to knight level, it will potentially handle more than the other combat profs based on the loose information received so far. I know that a lot is speculation but we do have a glimmer from the devs as to the goals of the CU. I enjoy stretching my legs with my sword/doc as a way to interract with the rest of my guild socially when I get tired of the jedi grind. But it seems like I will be pigeon holded into a more solo existence if I want to keep my enjoyment of the game at its current levels.
***does anyone else feel that the cu is a desperate attempt to keep customers or stem the tide of those leaving? While we will never know the turnover numbers, why completely alter the fabric of a successful game. You don't. You revamp the entire system when it fails. If it was a failure, I would have left a year ago. So the real question is, what is the actual failure that is precipitating this "massive" change? Especially, when every profession has organized its top 5 issues into a simple format to improve gameplay? Where is the FRS revamp? Where is the smuggler slicing revamp? Where is the merchant restock all button? Simple things, asked for by all, for a long time, remain unanswered. Instead we get a new game instead of fixing the one we love. I know, I am on a pedestal at this point, but the reality does not sit well. All our correspondants apeear to be at gunpoint being cheerleaders for an unwanted change. Next time, fix the game, or make a new one, but don't try to do both.
**** This quite possibly could be the ramblings of a madman...
To the first point: LOL- couldn't hit the nail on the head more than that. Once people knew that there was loot to be had, grouping fell apart, and I really believe that will be the case even more so with the CU- now that everyone will be pretty much forced into grouping the entire time they're logged on.
All the pro-CUers seem to think this is an old-school type revival of the "good ole days"- ain't gonna be nothing of the kind. In the CU, they've grouped all the testers onto one server, trapped them all at noob-ish levels and most started at around the same time= instant grouping access. Guess what? This ain't gonna be the case on the live servers. Everyone goes back to one of 25 (some of which are downright desolate) servers, to their established toons, playing in their own guilds, with their own friends, in their own little cliques, and fighting for loot they will actually be keeping on their main character- you really think all these people are gonna want to hunt with strangers? When for all we know Krayts/ NS and all the major loot-spots are going to be harder than ever- more time involved to get decent loot= more desire to keep it "in the family".
H3ll, I think the CU might turn into a HUGE step back, no need for buffs anymore= no need for a well equipped group with time on their hands to ever leave a static loot spot- yep, great idea. Not only that, all they really did was trade one time-sink for another: instead of having to take the time trolling around the galaxy looking for buffs (for which using a buff-bot was occasionally nice- until I took up master doc
), now we're going to have to roam the galaxy trolling for a group, that also happens to want to hunt what we want to hunt, and is the right "level" to do so- now there was a good trade-off.
*sigh*Like you said....I wish they had just bothered to read the Top 5 issues that every profession has, they could have made the game a lot of us knew and loved better, without making it unrecognizable.
***** for you!!!
wong-fei-hung
Mon Apr 04, 2005 2:51 pm
#36
Implementor wrote:
Rapidwolf wrote:
Im glad all you master docs/swordmen are going, gives other people a chance for once, like me and my poor master pistoleer...
Im sorry your templetes will be changed but you wil see the lighter side of it once everyone is in groups and actually scared of something big, will make the game far more fun
no it won't
If you think God-Mode is fun, more power to you.
Placebian
Mon Apr 04, 2005 4:17 pm
#37
Well I have a big dilemma. I am currently Master Swords, Master BE with business 4 to sell my BE wares. To retain this template, I will be -6 skill points. I havent been a BE long enough to want to give it up as of yet, but I need my vendors to sell what I make. If I drop some swords, it will make me less able to kill for my creature resources in a respectable time as I would loose almost 1 tree, and which tree to decide upon also. I will be less accurate, slower, therefore making me harvest less and manufacture less also.
I resent the fact that I am being forced into changing something that suited me just fine. I can understand the point of the CU, and for the shift in skill requirements to reduce the amount of Elite combat professions a person can obtain, but forcing others like me to make a major decision about what they are going to do with their character. If I was a looter, then fine, I would drop BE, but at the same time, I do not wish to be stuck in the role of a crafter. They are trying to force us into groups, which is a good thing as they can be fun, like I remember from the early days. The thing is though, not everyone wants to join a group all the time, some people prefer to go it alone almost all the time. Other times you may be ina group, and there might be an annoying soul, as there frequently isthese days, boasting about this or that, or just being a pain in general. I may want to do something, but none of my guild or anyone else is doing, but due to the lack of a full combat profession, I feel as though many areas of the game will be off limits to me due the fact that I will be unable to acheive what I set out to do. For example, I could go out and kill X amount of creatures for X amount of meat, but with low combat skills I may kill X amount less and harvest X amount less.
I feel sad, angry and confused. Whats next for me....
Don_T_Shoot
Mon Apr 04, 2005 10:40 pm
#38
Your frustration is understood. I was all for the CU when I read the version before this one, when it didnt' involve the complete decimation of professions and the nuking of 75% of the skills granted by those professions.
Well, erm, even if you could keep all the skills, you'll be much less able to kill for your creature resources from what it seems so far.
"If I drop some swords, it will make me less able to kill for my creature resources"
Well, erm, even if you could keep all the skills, you'll be much less able to kill for your creature resources from what it seems so far.
ZeroK0ol
Tue Apr 05, 2005 12:18 am
#39
u can have swords/doc and FS speed with the allottted skill points bro.
you just cant pick up your scouting and you wont be crafting your own so much. but from what i see there wont be much to craft anyways.