Swordsman Archive
Thread: Easy Fixes / Low Hanging Fruit
ccmetal555 wrote:
ccmetal555 wrote:
Please do not give us a stun weapon. They are unbalanced. Instead, nerf the stun weapons of other classes. Just do the same thing that was done to the FWG5, no Krayt Enhanced stun weapons, and make Acklay Bones unable to go into Stun Batons. Stun weapons are too powerful, so instead of overpowering new weapons we should work at making existing overpowered weapons more balanced.
I agree with this guy on the issue of stun weapons.
lmao.
ill pull a florida: recount!
So I'd ask, if you can, to try to focus not on cool perks but on true fixes.
Here are the things I've been thinking about and/or have already brought up --
- Bleeds need to be made viable once more without resulting in the prior system that required nerfing. My idea for this is to keep bleeds at minimal damage but allow them to stack. In that way a player can build up a hefty bleed over time but only through continued contact with the enemy.
- Warcry is not working well enough to be used now (at least in the vast majority of situations). I submitted suggestions for possibilities fixing this:
- Make it AE
- Make it prevent movement (making it more like traditional crowd control)
- Make it longer duration and/or stacking
- Make it a different status effect
- We still haven't found ways to get the Scythe outside of the quest in Mos Entha (to my knowledge anyway). We could really use some additional methods.
- We have 7 area attack abilities which are mostly redundant. For the short term some of these might be altered to deal something of the following:
- AE Stun
- AE Delay
- AE Mind Damage
- AE Blind
- Etc.
So maybe you guys could discuss those things or similar things. What is alreay in the game but not working well enough? What easier sorts of changes might help boost these in the short term to make them work well enough to be used?
StGabe.
Don't forget all the broken skill mod attachments that are still kicking around - 2h melee evasion, 2h melee counterattack yadda yadda, this is not a swordsman specific fix, but a lot of people are looking for these things to be cleared out.
Actually, that's at the top of my current list although I'm treating it as a bug until I'm told otherwise.
StGabe.
if we are about absorbing as we supposedly dish it out (higher counterattack, etc.than melee def.): we need a melee toughness on par with TKA
excessively poor accuracy on the Power Hammer, etc. (they can laugh off the scythe in the only good armors; composite and ubese)
defunct skilltapes still looting
'bouncing' (posture stacking bug)
Most Swordsman seem to indicate that they prefer to be damage dealers rather than damage absorbers. That's what my polling has shown anyway.
StGabe.
To clarify, the 'supposedly' is there to insuate we are not dishing out in PvP compared to TKA's, acklay Fencers, or good Pike DoT's [mind onesin particular.] If our Hit3 was a x5 damage multiplier and stunned would we qualify as 'heavy hitters.'
This class needs to be viable for PvP as well PvE, rather than just limited to blast hammering turrets as CM's basement poison+disease us orfacing off theoccasional walker, all the while watching over our shoulder for a beat-down.
Making warcry stop movement is not a viable option. Ranged classes can get it to. Imagine a rifleman using warcry on you from 20 meters and then blasting you while you can't move. It needs to be made into some other sort of status effect since it's no longer useful as a delay.