Swordsman Archive

Thread: SWORDSMEN'S ROUND TABLE: Post patch issue (2nd attempt)

ZeathUnnh
Tue Sep 09, 2003 4:21 pm
#40

I don't like that we fail so often at our stance changes. Besides that, i'm happy.


I went hunting with some friends tonight. The 4 of them had guns of different shapes and sizes, and they were shooting at droideka and nyms and such. I'm a combat medic too, so I was just healing them. At one stage, there were two droideka firing on them, and I was running low on stims. I ran over to one droideka, which had about 2/3 hp. In 1 hit I brought it down to maybe 100hp. The other I killed in 2 hits. These are 10k hp droids that do 300ish dmg. Whenever any enemy is looking away, we dominate them completely.


We can be completely beaten by ranged too. I've had a BH friend simply run in circles around me, and I couldn't catch him. Other times I catch people, and from there on its over, if I can hit them thats it.


We have disadvantages, but we have huge advantages too.




----------------------------------------------------------
Zeat : Swordsman : Pikeman : Combat Medic
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Silwo
Wed Sep 10, 2003 5:49 am
#41

I'm bothered by the fact that I can no longer get a mob into a prone state for the +attack bonuses. Also bothered by the fact that pretty much every single special attack we have is now redundant and half as effective. In the past, the only reason I'd use sweep moves were to lower position so I could transfer agro from myself to my pets or from a group mate to myself etc, that can't be done realibly any longer with the resist to posture changes and the timer.


Soon here I'll be making a log parser to calculate damage so we can really see where the numbers are at. I really feel out of place now with the increased ranged damage people can do and what I damage I can do. Last night, was group with a BH, commando, and master doctor / carbineer. Since getting master swords I rarely melee in hopes to spread the exp around, which gave me time to look at damage others were doing..


The commando was hitting multiple targets with a flame thrower for 4-5k damage each with a huge burn number. The Bh was hitting anywhere from 2k - 5k damage with attacks, wasn't sure what he was using. The doctor was using a decent laser rifle and often hit for 2.5k+ damage.


Granted, when I go to battle I'm using a 434 damage @ 3.3 delay power hammer sliced for speed with a powerup on speed and health and was still on top damage wise, but I'm master of the profession whereas they were maybe half way done in theirs. If damage progression is anything like swordsman, it will be scarey not to mention they can do this from a distance.


Now, I don't want them nerfed, they are fine.. but the problem is finding a place for melee people. Being a CH as well, I can safely say that if I tried tanking the mobs we were fighting, we would have been dead easily.


The developers have really got themselves into a pickle. How do you make melee a viable class without taking away from another? If we get the ability to tank mobs then pets will be diminished some. If we do more damage then commando's and BH's will complain. Honestly, I say the answer would be to make our attacks more specialized rather then useless and give us weapons that do different types of damage rather then kenetic or blast. When we are toe to toe with a creature, we should either be the best tankers or the best damage dealers.. right now we don't have either of those.




Sliwo Tal'Shen
Master Heavy Swordsman
Master Creature Handler / Medic
Bria
NashDarksabre
Wed Sep 10, 2003 10:24 am
#42

Heh, it's no suprise to me that they nerfed us yet again. We've gotten nothing but nerfs since beta, even though we are vastly underpowered in PvP.

I am happy about the KD change in some aspects, but in others, I'm not. As many have said, we need some sort of compensation. I've been saying for forever and a day, that ranged should NOT get KD, and now they basically don't...which is good. But of course, it also comes at a huge cost.

Basically now, my tactics will consist of nothing but mind bleeding, maybe getting in a mind hit or two, and then running. And thus, I will get nothing but mass tells from people trash talking me for it (As if I don't already get enough as it is.). I swear, I can't win a single fight without some God **edit** stupid rebel crying that I cheated. Heh, I guess they just can't take the shame of being beaten by a gimped class! Rebels on my server have no bloody respect!

Maybe I should just get a **edit** AT-ST and have it kill for me!



Nash Darksabre --- Swordsman since beta, swordsman for life.

"We like our women like our enemies, hammered."
Crunchi
Sun Sep 21, 2003 4:29 am
#43

Something needs to be done about PvPing ranged attack players. A ranged attack player, no matter how wussey he is, can just run away from me indefinentely and be untouched while killing me. Perhaps the devs could add a special attack for melee attackers that could temporarily slow somebody down...


Crunchi

PaloBloodfin
Fri Sep 26, 2003 5:32 am
#44

I have a suggestion. Fix the intimidated status to include speed reduction. So if we successfully intimidate the target -he gets say 30% reduction in speed? I mean we're at the point where every good swordsman gets exploration IV hoping they'll run into the one ranged guy who crawls up hill sides..


If we had a way to slow, or a speed bonus like in the combat xp tree since the bonus' are lacking there maybe it would take some of the sting out of the OWANage we've suffered at the hands of everybody who does the run and gun. I love watching people shoot t21's one handed while running away.. *laugh*. I know pistoleers get bonuses to shoot on the run but if I start getting C12 grenades thrown at me I'm guna be sick.


Oh and not being able to bleed as well as a bounty hunter shooting a scatter thats ACID based? Come on.


Blades make big bleeding wounds give them a bleed% chance. Hammers should have a knockdown %chance on the weapon. Go out rent a 1980's ninja movie like Pray for death. He does knockdowns, bleeds, runs fast. We are no threat to ranged classes. This is a problem, please fix it.


Would speed reduction as a result of being intimidated be a fix? Reduce resistance to intimidation, add speed reduction. Fix this now, we'll talk about KD nerfs and broken skill trees later. We need to catch runners. Play test it, thank me later.



Typhus -shadowfire


Fogo -wonderhome


Pa'lo -bloodfin




Citadel
Dark Jedi Enforcer
Nytes
Raawr-Bria
Fri Sep 26, 2003 5:52 pm
#45

Looks like the specials costs were significantly increased to me?


My mind cost seems to have gone up a ton, with all other things being equal.


I could be dreaming?





_________________________________________________________
"It is impossible to achieve the Aim without suffering..."
Drazzoib
Sat Sep 27, 2003 2:09 pm
#46

We have alot of empty boxes...in particualr the Finesse 3 box, we should at least get a bonus for some skill there...if not another move....60k combat xp is a grind to get to recieve nothing for.
Ehogack
Tue Sep 30, 2003 12:32 am
#47

My biggest issue is AE1-3 and both Sweeps doing the exact same thing, only with different damage mods. Yes AE3 causes dizzy. I KD'd 3 people with it last night. I used AE2 to level those last 2 boxes(AE2 on the baz hitting my poor beetle), but to have 5 attacks that do the same worthless thing(except AE3 which can cause dizzy) is ridiculous. The only attacks I ever use are AE3, hit3(rarely), the two bleeds and headhit3. That means the entire sweep line is worthless to me(spin attacks are made obsolete by AE IMHO).


Perhaps take the Posture Down out of AE and add status effects. Stun for 1, Stun+Blind for 2, Stun+Blind+Dizzy for 3. Then I'd use AE3 +Sweep2 for KD. And add +10 accuracy to the finesse box.. until they get rid of the ridiculous mods on PH.

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