Swordsman Archive
Thread: Bleeds Discussion
I have already removed the bleeds from my hotkey bar. I mainly used them in PvE, but when I gave it a try today, and bleed for 250, I said what is the point? I single auto attack does twice as much damage almost every second - every two seconds. The bleed does half that once every 20 seconds.
Not only is its damage insignificant, but the HAM cost is still very harsh. (especially on my mind)
I did not actively use bleeds though unless attacking high end mobs, or when I had a half dozen bracks attacking me at once...
This maybe a side note but i think that the whole schryte thing is a joke to. With limited schematics and loot for components ill be ending up paying insane amounts of money for a weapon that doesnt do all that much. Not saying that it isnt good, but its not so good that it should qualify as a rare weapon. To get desant slices on the thing id have to have at least 10 to get 2 working and with what i imagine it will cost to make (if i dont deside to become a ws) that will make me flat broke, only to see the thing degrade in a week or so (we arent jedis you know)
Make us the Pve maschines we were and give us the weapon we were promised ages ago without making it impossible to get unless you win the lottery
Message Edited by Aynn on 02-11-2004 05:56 PM
Suggestion: Just give us a bit more dmg on 2h-Headhit3 and 2handhit3. The reducing of the dots - though it hurts - is useful.
The ability of causing dmg on mind pool is still nice, but without the strong mind bleed the unique of this profession is gone.
We are fighting close,and i thinkthe not so high defense is ok (we use 2hands for our weapon). Our special should be offense --> the highest one hitdmg on attacks- especially on big targets. Fencer should do less dmgwith higher defense and tka is the fastet and shoulddo betterdmg on npcs than on big critters.
With the decrease in damage, the HAM costs should have been reduced by the same margin. With the HAM costs remaining the same but the damage greatly reduced, there is not any reason to use a bleed rather than a plain head hit.
"What would be good solutions for making up for this damage loss?"
Better/better working defenses. Melee characters should be tilted more towards the "tank" type than the damage dealing type of ranged characters.
We should be able to dish out significant damage, too, but if we're going to have our damage dealing reduced, we deserve a defense boost.
"Assuming that our damage is brought up to make up for this loss, how do you feel about the change?"
Fine. Bleeding and running/feigning was one of the most annoying "tactics" in the game and I'm not sorry to see the back of it, even if it's not completely gone.
If our other damage is increased, that would be good. I don't always use my bleeds, since it's usually more efficient to just head hit things, since they drop before the bleed tick. But if I don't have the option to bleed the harder things, then I'm less useful as a solo fighter, and less useful in a group.
"And also, assuming these specials hit the right pools as intended, will you use them as they are?"
Probably not. The damage tick is too low to bother with against all but the hardest foes. **IF**, as reported early on, multiple bleeds of the same type can be stacked with multiple characters, then I might use it when grouped with other swordsmen. Otherwise, I'll stick to knockdown/headhit3/2handhit2 (not master yet).
The main issue I have with it is that any time anyone asks for something negative in the combat system to be looked at (the incredible sameness of our attacks, for instance) we get told to shut up and wait for the combat revamp.
Yet they continue to change the combat system by piling on the nerfs in the meantime.
It's getting extremely annoying.
Personally, I may just say forget the entire profession. I'll probably go 0-4-0-3, and try to pick something else up with my skill points.
I honestly feel we've been gimped. I mean, who thought this bright idea up? So everyone drops swordsman now for a PVP skill prof? Was that the idea? Just to get rid of the profession totally?
up swordsman damage output so we can actually claim the title of the melee heavy damage dealers.
instead of the bleed being 20% of the initial damage, make it so it does 50% of the initial damage. (as well as make it hit the proper pool, mind for swordsman, action for pikeman, and health for fencer)
if it was set that way i wouldnt mind the bleeds not stacking, as well as the devs dont have to give the bleeds a second complete overhaul, and the bleeds wouldnt be completely useless. that way swordsman wouldnt have the best bleed in the game, but would have something at least partially usefull.