Swordsman Archive

Thread: Easy Fixes / Low Hanging Fruit

APEist_theReb
Fri Mar 19, 2004 6:40 am
#40






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!





APEist

Rebel Soldier of VYRIS

If I had a penny for all the people I've damned,
I'd be a trillionaire, and btw, damn you.


+80 speed and I'll still kick your ass.

Swordsman Motto: We like our women like our enemies, hammered.

Zarqon
Fri Mar 19, 2004 6:42 am
#41

Hmm, not sure what is ment by easy fixes. All the things discussed here seem quite difficult. Changing a weapons damage type may be an easy thing to do speaking of codes, but seeing how unbalanced the different damage types are right now, it requires rather serious testing and decreasing of damage to counteretc. Theseare the kind of things that are actually coming in the combat revamp.


The main dev posts about it says that the combat revamp will include several elements. One big element will be thebalancing of weapons and damages for all professions.


Anotherelement will be the HAM redesign, as you know, and I'm pretty sure I read that the new bleed values will make much more sense in the light of howthe new HAM costs will work.


I did see the suggestion of fixing the discriptionof area3 to say dizzy and not blind, now thatshould bean easy fix




--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

StGabriel
Fri Mar 19, 2004 6:59 am
#42

Really I'm looking for simple and less controversial things. I'm not sure that stun damage really applies there. Adding stun damage to Swordsman would be asking a lot and could very well come out of whatever we get in future balancing.

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.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

WarFerret
Fri Mar 19, 2004 7:07 am
#43

Those all look good to me, the bleeds idea works, but we'd need to see how many bleeds we had on a target, I notice that NPC bleeds stack "You have sustained more bleeding!" but ours don't.

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.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
WarFerret
Fri Mar 19, 2004 7:10 am
#44

Oh yes, and the double posture down bug (where hitting a kneeled target will return them to their feet instead of making them go prone), that REALLY needs addressing.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
StGabriel
Fri Mar 19, 2004 7:27 am
#45

Oh yes, and the double posture down bug (where hitting a kneeled target will return them to their feet instead of making them go prone), that REALLY needs addressing.

Actually, that's at the top of my current list although I'm treating it as a bug until I'm told otherwise.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

wyzer301
Fri Mar 19, 2004 8:06 am
#46

Don't forget about the stacking knockdown problem.



A d o l o m a y n e S y l v e r k i n
______________________________
B O U N T Y-H U N T E R-S C U M
Dirty Lowlife Forever

THON


Ekhvram
Fri Mar 19, 2004 9:19 am
#47

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)







_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
StGabriel
Fri Mar 19, 2004 9:27 am
#48

if we are about absorbing as we supposedly dish it out

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.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Ekhvram
Fri Mar 19, 2004 9:40 am
#49

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.





_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
ccmetal555
Fri Mar 19, 2004 2:48 pm
#50

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.


ViolentAngel
Fri Mar 19, 2004 3:34 pm
#51

Asswordsmen,we are lucky to have an AP2 Blast hammer. I don'timaginethat should be able to ignorethe protection afforded by state of the art RoboCop armour. Its true, The Armour Rating System needs to be fixed. The Power Hammer should have a lot more effect on someone wearing armour than a Katana (I hate to say that, I'm a katana man myself), but I don't think it should equal a Commando's Grenades or a Rifleman's T21 (modernweapons). However I hope that this Armour Rating problem will be sorted out in theCombat Revamp.



Descriptions are an urgent issue, simply for the presentation of the game. How am I supposed to get new people to play when SWG shows itself up like that? But thats not an overall issue.


Brawlers do need their Warcry as AoE, oh and it needs a status icon. At the moment, Master Brawler is not a title to be worn in public. But thats a Brawler issue, and an AoE Pacify conflicts with our Fell A Thousand Foes combat style. On that note, whileKnockdown would still needs a timer,perhaps it should not be as large/shrug? Where as Dizzy is perhaps a different matter. Personally I still believe that TKA is rightfully more holistic than theother melee techniques (becuase of the extra difficulty and background story), so I'm not too set on the idea of nerfing their KD+Dizzy dominance.


On a Swordsman note:

Counter needs to do exactly that. If you -counter- an attack, your next shot (combat que included) should hit without fail. None of this instant-auto-damage nonsense.


Sweep needs a use. Its lower damage doesn't fit our profile, and its Lower Posture ability is overshadowed by the much more useful Lunge1. by the time you're taking Sweep2, AoE3 is looking tasty. Sweep is a Pikeman's trademark, most Pikemen I know (all two of them) started Pikeman for the effect of Sweep1/2. So we can't pinch the AoE KD ability from them. AoE stun is theirs too, AoE Blind and Dizzy belongs to Fencers... sooo.... hell I don't know... If fencers had an AoE Bleed (bleeds are very Knifeman) and then Swordsmen had the Dizzy (Power Hammer, blunt side of a Cleaver)? I don't know...


On the whole, I really enjoy this proffession. I accept TKA's power (but I think it does come too easy at Novice TK), I enjoy the AoE Slaughter and I love the weapons. I think Fencers get too much out of their proffession (Health targeting and a Stun Weapon makes them lethal,but Dizzy too?) and Pikemen get too little (accuracy that is), but on the whole I'm happy.



Take the blue pill,Ô
Play SWG, never dual-wield your pistols and believe whatever you want to believe.
Take the red pill,Ô
Play MxO, and I will show you how deep the rabbit hole goes.

SWG was never the game I wanted it to be, even before the NGE. All the NGE did is take away what gameplay SWG actually did have.
MavilDune3333
Fri Mar 19, 2004 3:52 pm
#52

I don't know if this has been suggested, and I'm at work so I don't have time to read the whole post. But since bleeds are so ineffective now, the bleeds could be made to intensify with each special attack done. This wouldn't have to be an insane amount just enough to be noticed maybe 50 or so more with each special. This would seem more realistic.


I don't think we need a stun damage weapon.

Warcry is terrible now, the only thing i can use it for is to run away.


I would say a nice fix would be shorten all dizzy times. Dizzy has to be the cheapest thing in the game. Basically I could be buffed, armored and using cob, but if I get kd'd and dizzied all of that means nothing. Dizzy should last 5 seconds at most. It's pointless when all anyone has to do is pick up a profession with kd/dizzy, land that, then switch to their primary prof.


All I can think of at the moment.



Vilam Dune
Page 4 of 7