Swordsman Archive
Thread: Swordsman Issues Designer responses
....i guess you mean the 6th personal question a correspondent can ask...i presume it's a way of saying thank you for their work.....
why ?...do you know the answer ?...hehe
I personally think there should be certificationson 'classes' of weapons; and in these classes, there should be several ranges of different weapons both made and dropped.
Hard to think that being a MASTER Heavy Swordsman I can only use what... 4 or 5 weapons? And a system with so many different cultures and planets there are only 4 or 5 to use? =/
1- A possible fix to the "Out of Range" issue could be an incrasethe decay time of style queque. I dunno if this fix can work, but surely will help us while catch a running target, actually we have to spam the style to have a good chance of hit moving target.
This issue can be addressed w/ a stick command too, but prolly (if there is a Client-server problem) the issue of "Out of Range" will be really hard to fix.
Idea for the Devs: It's possible add a "+range modifier while running" (+2/5m)? In this way we can hit a moving target i guess, addressing the problem for all the Melee classes, w/o any change in the client-server system.
2- waiting for answer but i've post my impression here (http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=2177&page=2).
I guess that the negative modifier over the powerful weapon was a Dev's choose to discourage the not-skilled Swordman (and other elite prof. too) in using elite certification, cos the +110 Two-handed Melee Accurancy (Master HS) decrese the missing rate a lot (using a "-40 range mod" weapon like Power Hammer). P.s. -40/-40/-40 is prolly a little to high.
3a- Need to fix soon as u (Devs) can the "style hole" in Expert Finesse Skill. All the other melee classes have the combat skill full of benefits and style, so we really need a Skill Mod in expert finesse.
Address this unfair situation must be at top of your fixing list. (more skill mod or style).
3b- Similar Style i'll check better today. (prolly the Area3 have a dizzy effect inside ... but often he didn't work.
4- This quest will be repeatible? Theshynte willhave condition like the other weapon?
5- I'm glad of that .. but i hope that a new sword will be upped to the novice swordman certification too ... power hammer are not the kind of weapon that i've in mind when i've started my Swordman (even if it's a very good weapon).
6- I'm not using armor
so i can't figure out if this power up can be useful.
"7"- I'll check better our defence (we have less ranged melee defence for sure, but atm i dunno if the total defence bonus areequal or similar related to the other elite melee prof)
Sorry for my Ugly English ... i hope that is all comprehensible (let me klnow if not
)
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Q-3PO i'm not a whiner or a nerfer but u have to check the unfair situation beetween TKA & Swordman for example.
I've created a table w/ all the Skill mod of Master TKA and Master Swordman. I'm pretty sure that a lot of TKA bonuses are OVERPOWERED atm cos prolly the starting idea of devs for the TKA was of a melee fighter that not use weapon. W/ the introduction of Vibro Knuckler u have missing the right point of wiew.
I'll expain w/ some easy example:
A good VK (vibro knuckler) can reach unslided a max dmg of 160/170, 2handed curved unsliced 230/240 (actual values checked w/ master weaponsmith weapon).
Now the data:
SKILL MODSwordman| TKA Value
+ Damage 0 90
+ Speed75115
+ Accuracy110155
+ Toughness3857
Taunt1010
Defense vs Intimidate20n/a
Defense vs Dizzy205
Defense vs Stun3015
Melee Defense2032
Ranged Defense 1530
Defense vs Posture Change 1030
Defense vs Knockdown2520
Defense vs Blind1010
Counterattack25n/a
Equilibriumn/a55
Total defence Mod175197
Speed - Accu - Tough - Damage223417
Is obvous that there is a BIG UNFAIR situation ... the most important difference was in the Speed - Accu - Tough - Damage skill mod. Atm the TKA are granted w/ a huge +90dmg (+30 only in the unarmed line of brawler) skill mod, this is Insane considering that TKA can now use a good weapon (Vibro Knuckler). I'm pretty sure that TKA can deal same or more damage than aHeavy Swordman, only using a low level weapon (as a master prolly i can reach the same dmg rate only w/ a powerful Power Hammer).
I think Devs must address this Huge different ... give us better bonuses or grant us more dmage or by removing some bonuses from the TKA class.
I don't see any reason atm to grow up a Swordman rather than a TKA, cos at Master Level the TKA can deal more damage w/ incredible speed and accurancy. I think that Devs must check better the balancing not only by removing style (like the Knockdown --> can be bypassed using a little "exploit" --> removing vibro do knockdown put the Vibro again) but focusing effort to create different classes w/ different characteristicsand abilities. I can't figure out that a 2handed sword deal less damage (and a lot of less damage) in the comparisons of a Kung Fu Fighter. TKA could be faster, better defenced at least, but is unfair if he could use Simple Weapon that grant damage like the powerfulest 2handed weapon.
I'll waiting for an answer. And i hope that u (DEV) have focused what the Skill mod can do, and finilly understand that a modify like a weapon usability need to be adressed w/ some "nerf" in dmg-speed-accurancy bonuses.
I can't figure out cos TKA have +216 modifier than a swordman.
If u can explain that i'll be an happy player. In the meantime i'll discourage all pll to grow up a swordman instead of a TKA (surely much better).
U have to examine better your gaming changes.
The data are taked from the SWG character creator 0.5.4
Q-3PO i'm not a whiner or a nerfer but u have to check the unfair situation beetween TKA & Swordman for example.
I've created a table w/ all the Skill mod of Master TKA and Master Swordman. I'm pretty sure that a lot of TKA bonuses are OVERPOWERED atm cos prolly the starting idea of devs for the TKA was of a melee fighter that not use weapon. W/ the introduction of Vibro Knuckler u have missing the right point of wiew.
I'll expain w/ some easy example:
A good VK (vibro knuckler) can reach unslided a max dmg of 160/170, 2handed curved unsliced 230/240 (actual values checked w/ master weaponsmith weapon).
Now the data:
SKILL MOD Swordman| TKA Value
+ Damage 0 90
+ Speed 75 115
+ Accuracy 110 155
+ Toughness 38 57
Taunt 10 10
Defense vs Intimidate 20 n/a
Defense vs Dizzy 20 5
Defense vs Stun 30 15
Melee Defense 20 32
Ranged Defense 15 30
Defense vs Posture Change 10 30
Defense vs Knockdown 25 20
Defense vs Blind 10 10
Counterattack 25 n/a
Equilibrium n/a 55
Total defence Mod175 197
Speed-Accu-Tough-Damage 223 417
Is obvous that there is a BIG UNFAIR situation ... the most important difference was in the Speed - Accu - Tough - Damage skill mod. Atm the TKA are granted w/ a huge +90dmg (+30 only in the unarmed line of brawler) skill mod, this is Insane considering that TKA can now use a good weapon (Vibro Knuckler). I'm pretty sure that TKA can deal same or more damage than aHeavy Swordman, only using a low level weapon (as a master prolly i can reach the same dmg rate only w/ a powerful Power Hammer).
I think Devs must address this Huge different ... give us better bonuses or grant us more dmage or by removing some bonuses from the TKA class.
I don't see any reason atm to grow up a Swordman rather than a TKA, cos at Master Level the TKA can deal more damage w/ incredible speed and accurancy. I think that Devs must check better the balancing not only by removing style (like the Knockdown --> can be bypassed using a little "exploit" --> removing vibro do knockdown put the Vibro again) but focusing effort to create different classes w/ different characteristicsand abilities. I can't figure out that a 2handed sword deal less damage (and a lot of less damage) in the comparisons of a Kung Fu Fighter. TKA could be faster, better defenced at least, but is unfair if he could use Simple Weapon that grant damage like the powerfulest 2handed weapon.
I'll waiting for an answer. And i hope that u (DEV) have focused what the Skill mod can do, and finilly understand that a modify like a weapon usability need to be adressed w/ some "nerf" in dmg-speed-accurancy bonuses.
I can't figure out cos TKA have +216 modifier than a swordman.
If u can explain that i'll be an happy player. In the meantime i'll discourage all pll to grow up a swordman instead of a TKA (surely much better).
U have to examine better your gaming changes.
The data are taked from the SWG character creator 0.5.4.
xls version of this data can be found at:
http://dragonlance.gamersrevolt.com/ASN/Swg_2h_tka.xls
I'm not sure it's very accurate to compare damage modifiers in a vacuum. How about you also compare the damage of the 2HC to the VK? And post-patch, most TKs won't use VKs for specials, due to the high ham costs. So we get a modifier to our very damaging sword, they get a bigger modifier to their moderately damaging fists. I don't know that this is unbalanced.
As an extension to the above, the TKs will probably never get a better weapon, but we may be seeing much better swords in the future.
W need better weapons and more variety.....The TK must have a greater speed than swordsman, but more damage ?....more acuracy ?..... i think TK habilities are to great to have this bonifiers.
Novice Swordsman.
Ok, those were all nice and all.. actually all of them were pointless to me except the new swords coming.
Rather I missed it or not many swordsman try to PvP....... .. ... Can we get some information on how pointless the swordsman skill is in real PvP? Even when I'm on top of my enemy I get (out of range) message. Whats the point of our Posture change? It lasts less than 5 seconds, then the enemy gets up and runs-n-guns.
Oh and I give the game 6 months before everyone is a BH or Commando. BH can kill humanoids faster than anything else, whats funny is they are better at a ranged weapon than the SPECIALISTS that focus on a particular ranged weapon. I'm sorry but if you are a SPECIALIST of a weapon, you should be better than some hybrid Profession (BH) that uses all of them.
Commandos.. well hell, they can destroy anything, especially pets and droids.
So, in conclusion.. unless things change its only a matter of time until people chose to be a person killer (BH) or a Droid/Pet/AT-ST killer (Commando).
Is there no love for those of us that prefer to be unique and chose a different path?
Balance quick, or there will be no variety of combat professions.
i like to have a **edit** sword :
1d10 +3 cold + 3 acid +10 against humanoid beast
protection against evil
10% wound dmg
10% knockdown
3% enemy flee