Swordsman Archive
Thread: EMAIL TO THE DEVS (Draft) 08/17/03
gorecki:
about the ae attack doing dizzy instead of blind.....
i hope that
One thing I think you need to bring up is how unbalancing Pistol Whip is. Pistol users can kite us, and THEN even if we get into melee they'll just spam pistol whip and we can't even hit them. It's pretty sad when a pistol is a better melee weapon than a sword.
Seriously, why didn't they just make inanimate gun-shaped objects back in the medieval ages, since they seem to be so magically effective in melee combat.
Possible solution to the lacking in ranged defence ...
Devs can improve a new skill mod that work like the 2handed melee toughness (a 2handed ranged toughness). P.s. how the toughness work? It decrese the amount of damage in %, right?
Devs can put this modifier in the swordman line.
Atm the toughness situation is little strange .. u take a +20 w/ 2handed sword specialization and "only" +18 from swordman skill:
Expert 2handed sword spec (brawler) = 2handed melee toughness +10
Master2handed sword spec (brawler) = 2handed melee toughness +10
Novice swordman (swordman) = 2handed melee toughness +10
Exper Sword Offence (swordman) = 2handed melee toughness +4 ???
Master Sword Offence (swordman)= 2handed melee toughness +4 ???
Devs could be put in the Swordman (and other elite melee prof too) a +10/+10 2Handed ranged toughness.
Let me know what do u think about Goreki
Hiya Korvan....and welcome to our community.
Thanks for all your work and input you posted today.
As you might have seen in this post we sent our last mail to the Devs 2 days ago and will have to wait for their answers now.
Meanwhile i'm of course constantly following the different posts on this board to check for possible issues, solutions, ideas......for our next mail. So keep on posting.
Basically i also hope that a Dev/Des happens to find his/her way to this forum from time to time and read some posts, but unfortunately i can't tell for sure.
On a wider scale, especially after reading through last nights discussions about TKA and balancing on DevTracker, and also by reading through some discussions going on in our forum, i'm more and more getting the feeling that many of the big issues, but also the smaller ones, are basically a result of not knowing exactly what the Devs visions about many aspects of the game are/were.....how they intended things to be.
In above mentioned posts but also on our board i often see comments or discussions going something like this:
"Devs ! Why did youchange xyz ? I'm not able to do abc anymore !!!"
Answer:
"We never intended you being able to do abc"
or
"Last night i did xyz"
and a couple of posts later i read
"That's not true....xyz is not supposed to work / doesn't work for me / works different for me"
That is the reason why i really hope that we...and some of the other professions....will either get something more than 5 short answers next time and/or we will see much more detailed information regarding the game being published, preferably soon.
One can always hope......time will tell.
Gorecki
I think you should ask the devs to change the Vibro Axe to AR2, which would potentially make it useful. Alternatively change the damage to Blast. Right now the 2H Axe is AR2, yet the VibroAxe is not...what gives?
I recommend just dropping all mention of the other weapons. They all have their place due to the speed cap issues. See this thread for a DPS comparison. The only weapon that is completely useless is the Vibro Axe.
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=3092#M3092
Goreki i've tested the dizzy thing too yesterday. I'm pretty sure that is not the Area3 the "dizzy style" or at least is not the only style that cause dizzy.
I've killed some Mercenary at lok using only the ToHit3 style (w/ a power hammer) and i'm sure that tohit3 cause the dizzy effect too.
I'll test today all the style, but prolly is not the style that cause dizzy but the PH (cos w/ 2handed curved seem don't cause dizzy w/ tohit3 - not confirmed yet -).
I'll log all today using all the style separately and using a Power Hammer and a 2handed curved.
If u can try to catch from dev this info, will be a good thing.
I suppose that PH dizzy the targed, even to from weaponsmith PH Schema description, or prolly dizzy was caused by Blast Damage ... it's not so clear but i'll try to address this "issue".
I'll prolly post a report about that today or tomorrow.
Bah ![]()
Tnx for the info ...
In this way we can kill every mob ... w/ waste an area Style Vs a Single mob.
Tnx again i hope that will help all the master Swordman in their strategies (tohit3 --> Dizzy --> Posture Down --> Mob just killed).
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2707
Also my post about ranged vs melee =)
This is an issue I've encountered in the past day or so. While on Dathomir my group decided to take on some large dinosaur-style mobs. I believe they were called Malkloks or Maloks or something like that. Anyway, as usual I was up front meleeing these dinosaurs and encountered an annoying problem: they kept backing off out of range so I could not hit them. The ridiculous thing was, I was standing right by their leg, but I was getting the "out of range" message, meanwhile they were wailing away on me. Also, follow did not put me in close enough to hit them, even when stationary, I kept getting the "out of range" message.
Basically I got little or no exp from those fights because I was out of range the majority of the time, and even when I manually ran in, they kept backing off. Then, later on, I tried to take these mobs on solo to test out my problems again. Although I had no real chance of winning because they BAF, the fight was basically a nightmare. I actually think I could have taken at least one of the mobs on me down, but I couldn't get in any hits. I would move in, and it would back off, so then I was forced to keep following after it. It went up and down the side of cliffs so I had a very hard time even hitting it. If anyone was watching it would have looked to be a pretty ridiculous battle, with both of us apparently just running crazily around all over the place.
I think this must be some sort of bug, or at least an oversight. Whatever the case, it really needs to be addressed because meleeing these mobs is basically impossible, simply because you can't stay in melee range.
Too bad actually no1 saw you....would have been interesting to know if he would have seen you as close to the animal as you've seen it....
Did any1 else have the same experience ?