Swordsman Archive

Thread: Bleeds Discussion

XXXIceman
Wed Feb 11, 2004 9:09 pm
#40

Bleeds are junk now, and I have already removed them from my toolbar. Just last night I was dealing anywhere from 1800-5200 per tick in Mind bleed damage. Now I cap out at 440. I am using a 696dmg Powerhammer. Sweep is junk because it lowers posture. Ooooooooh, whoopty freakin' do. Our Area Attack line is still far superior. Our spin attack line is junk, because all it does is hit multiple targets. In essence our spin attack line and sweep line are completely and utterly worthless versus anything, because they are just lesser knockoffs of our area attack line. The time between ticks for a measely 200-440 bleed dmg is hideous, and the fact that I do roughly 10% (game tested) of my 'old' bleed damage is almost unforgivable.. The ONLY specials that we HAD that were worth using on a regular basis were our bleeds, followed by a healthy dose of 'concussion' attacks via our MindHit line.


We have no status attacks to speak of.


We have no defense to speak of, in comparison to the other melee classes, and our distinction was that we sacrificed our defense for a superior offense. And as it stands every other melee class is laughing at us.


Again, we have no status attacks to speak of.


All of our special attack lines are with the exception of AreaAttack and TwoHandHit3 are junk. Spin attack and sweep are a joke, and completely worthless if you have any of the Area Attack specials at your disposal.


What are we left with? Area 3, and the Hit 3 that we get at Master... everything else is junk, because they either do the same thing as Area (only weaker), or they pathetic damage tick isn't worth the effort to jab a finger at the hotkey (bleeds).


What to do about this? I can live with the current defenses, but ONLY if we become feared again as uber dmg dealers. I am a wookiee and proud of it. I don't have the luxury of hiding behind 80%-90% comp armor with full buffs to make up for my obscene lack of defense. (Yes, I do quite well with just buffs, but getting in close enough to hit any of the higher end mobs is instant death.. don't get me started on the wookiee armor problem, or the fact that we can't use over half of the SEA drops.. another thread, another day) GIVE US UBER DAMAGE to compensate (even slightly) for the fact that we have no defenses to speak of, no status attacks to hinder our opponent, no special move diversity, and now no DoT... and yes, I said no DoT. When you're fighting things with 12-52k HAM a meager 440max bleed every 20 seconds isn't worth crap.


Our only decent weapon is the Powerhammer, which is tragically inaccurate, and slow as hell.. I can actually record the time between my attacks with a sundial.


Right now we are the laughing stock of PVP, and by junking one of our primary attacks we are now the joke of PVE.


The Sweep line needs to be changed to a KD, with Sweep 2 giving them a Stun status effect, and the Spin Attack line needs to area attack AND dizzy all targets within range if successful.. hell, something, ANYTHING.


Finally, I apologize if any of this came off as sounding angry or bitter, because well.. *sigh* I'm just really let down right now. I worked really hard to get a template that I thought would be a lot of fun to play.. and after the recent Update/Nerf I only have 2 specials that are worth using. Please name off any other combat profession that, when mastered, only has 2 attacks worth using, and no status only attacks.. Seriously, rattle a few off if you can. What's that? You can't? Well then we are effectively the worst combat profession as of today.


The Spin Attack line


XXXIceman
Wed Feb 11, 2004 9:17 pm
#41

Please ignore the 'The Spin Attack line'.. there at the end of my last post. I mouseclicked up higher in my post to add something else, and then didn't see that at the end. Forgot to delete it.
Tanus
Wed Feb 11, 2004 9:30 pm
#42

Bleeds as they stand right now are totally useless. I bleed for about 25-30 damage in PvP now. What if I get hit with a health bleed? That means it will take about 4 ticks just to equal the HAM cost of one special with my Powerhammer. Doctors take more HAM damage healing themselves than they do from our bleeds. I bled a gaping spider hunter for 240 today. He is taking less damage from my bleeds than I am from my HAM costs. At keast other "Status Effects" do something helpful.




N------TANUS UBRANNA------N


WolfDroid
Wed Feb 11, 2004 10:15 pm
#43

This is just upsetting.... I understand there are suppose to be changes to combat system... ham balances.... fixing/adjusting tactics. But right now this just seems to be a big kick in the pants to swordsmans.... Who else is as greatly affected by this??? I'm just wondering why such a change was put in place without other changes to atleast better slide into the transition of a new system.Right now as a swordsman I almost feel like someone cut off one of my arms as my damage has been greatly reduced and it wasnt something where I was the most uber class in the game. I wasnt a tank in pve so I needed those bleeds... I dont have the mods like a tkm/fencer and can just stand there and take more..... in pvp its not the biggest of deals cause I didnt depend on bleeds every fight, but atleast combineing mind hits and bleeds gave ppl more of a reason to atleast try to run from me. I've been a tkm and while it was great I choose swordmans cause of the damage output of being able to target a specific ham well. Right now if you want to go melee you might as well be a tkm or fencer. How about making changes that.... hmm I dont know make other classes more appealing so that everyother person is a tkm/bh/commando/cm/doc..etc... I appluad the actions of starting this post and then having devs to look at it. It gives me a feeling changes will be made... but still when?? Do I have adjust to this style for weeks, months, longer? I would atleast like to see swordmans damage increased.... and/or ham reduction forweapons or specialsso I dont also have to be a doctor to go have some fun! Let me be other thingsand deal with the advantages and disadvantages of that...As I know clearly not everything cant match up perfectly......but right now I'm starting to feel railroadedinto certain prof.



Mastered TKA, Commando, Marksman, Medic, Scout, Brawler, Image Designer, Combat Medic, Fencer....,
How many skills mastered for a holo? 1 : Image designer... then all was silent
How many skills will be done for FS now? Zero (Just to lazy to grind only for a chance it might be the fifth one)
Currently: Bladesmaster, Master Scout
*MELEE FOR LIFE*
mana333
Wed Feb 11, 2004 10:55 pm
#44

I am dropping this proffesion like a bad habit. After all the crap I pickedup from other proffesionsto actually make this proffesion playable (every other skill i picked up was purely to support my swordsman skills)they pull this weak crap.






Standards Starships and
Compos'

600m from Dantooine Mining Outpost /waypoint -1061 1925

MadDog36
Wed Feb 11, 2004 11:10 pm
#45

What is actually kinda funny is that in order to get my schematic tonight, I had to hit the Krayt and run.....only way I could have gotten it, and that was with a powered up 700 max damage PH. I think it ticked a few times, andI hit it3 times, and my ticks? Just above 100 each time.....what a joke......


I just don't know what to say anymore...I was so excited to get this schematic and play with this weapon (if you remember, I am the one that saw this on imagedump, and posted it to this forum), and now.....well now, I am just so disenfranchised it is ridiculous....maybe I will sell it to some weaponsmith, then become a Combat Medic.....





Wigea Avia
TRGA
Rebel Colonel
raider7734
Wed Feb 11, 2004 11:11 pm
#46


I have tried the new bleed.It's weak! It ticks for 20% of the initial hit.I'm still using it, but only inloooong fights where it has a chance to add up to a free headhit3 or two.It really is that lame.






Soulburner69 wrote:

up swordsman damage output so we can actually claim the title of the melee heavy damage dealers.







Well said.


Toany developers that readthis thread...


Please adjust the strength of our other attacks to make up for the bleed change.


Then, carefully calculate what our damage per second is,AND DOUBLE IT!!!TKoutdamages us against all armor levels - it's obscene!


Even if you doubled our damage, TK would still outdamage us against AR0 and AR1 stuff... we're thatfar behind!And makePikeman and Fencer do more damage too - they're in worse shape than we are.


http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=16410


Thank you





----------
IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
mana333
Wed Feb 11, 2004 11:19 pm
#47

I am dropping this proffesion like a bad habit. After all the crap I pickedup from other proffesionsto actually make this proffesion playable (every other skill i picked up was purely to support my swordsman skills as swordsman on its own wouldnt let me keep up with everybody else)they pull this weak crap to drag it down even further. Mind you, i picked up the other proffesions just to keep up with the rifleman/TKA, rifleman/CM, or any other of the uber pvp templates; a.k.a. fotm templates.


I held my own........till now. I don't understand why they decided to gimp us before they gimped everybody else. Why couldn't this crap wait for the combat rebalance? After all, isn't bleeds something you do in combat?


The message i'm getting is "everybody should be a select few proffesions if they want to be any good at pvp (or pve for that matter), However if you think any of these other proffesions are cool, feel free to roleplay them to your heart's content".


Hows aboutyou just turn this into a level treadmill game like all the other "POPULAR" mmorpggames so I can make my decision to finally cancel my account.


sorry if i came off as angry and dissatisfied but that was my intention.





Standards Starships and
Compos'

600m from Dantooine Mining Outpost /waypoint -1061 1925

Seclus
Thu Feb 12, 2004 2:09 am
#48

Bleeds? they don't exsist anymore 40k combat xp for an attack that does a random stat pool damage = to meleeattack1 with a damage to secondarys with a mere 50 tick every 15-20 seconds..... (btw devs creatures don't have secondaries towound and they sure as hell don't useHAM to do specials) PvP mindbleeds were a nice thought but honestly only range attackers ever benifited from bleeds as a hit and run tatic.


I will probrally not use bleeds cause it hurts me far greater than it hurts my enemies wether its a creature or player... I will most likly end up droping swordsman cause I am of no value to my guild, or a group, or making myself a proffit to afford nice things like decent armor.


Meleehit3 is a joke the animation takes forever mightas well use meleehit2 samedamge aspect just you don't have the 1% dizzy possibility as meleehit3


I have never seen a damge increase from areaattack2 to areaattack3 just a higher HAM cost to me I also never seen a dizzy or a blind come from areaattack3 either making it a worthless skill in my eyes.



i know the devs didn't mean for the bleed/nerf to be so greiffing, just to make the game harder and create a more challaging game where players wouldn't go out and solo impossible creatures and promote player groups. However you caused a great greiffing to a proffession thats only stregnth was its bleeds with the 40% chance to hit with a special attack.




"Death to those who oppose the cause!" Captain Eugine Ravenwood
Gimperial666
Thu Feb 12, 2004 2:21 am
#49

OUCH. That nerf really hurt us bad. I dont think the devs play anything other that CH and TKA and BH to care if they wreck our class. nuff cryin on with fixing...

Why use the bleed as it is at all? our hit3 does much better for this so called "active" damage garbage.

Heres what i think needs to happen

1) The initial hit NEEDS to hit the mind.

2) The ticks need to happen faster to offset our DPS loss. I can see us opening with a mindhit, tick tick tick tick(dot gone) mindhit tick tick tick tick headhit3 g'nite mr big mean mob.

3) Add a RELIABLE status effect (stun, blind, dizzy...whatever)not 30% of the time, RELIABLY. Our minuses to hit add the risk factor for status efx not sticking this goes for ALL our abilities.

4) reduce the ham cost. the pitiful damage that the bleeders do now DO NOT WARENT 100+ HAM DAMAGE (yeah yeah its coming with the HAM revamp...whatever)

5) Soloing our staying power in a fight RELY on being able to hit MULTIPLE things with bleeders and finishing them off with headhits... Um we cant last the fight by doing this "active" damage junk our ham costs are WAY too high and our defenseis too low for that.

6) GIVE US OUR ROLE BACK. I grew to love doing "passive" damage...(let your riffleman and TKA friends do "active" damage) I thought that set us apart...well not anymore.

7) THE INITIAL HIT DRAWS TOO MUCH AGRO. We used to be able to slap decent dots on mutiple mobs VERY FAST without taking AGRO away from our headhitting TKA pal.

8) thanks for giving us the sythe... It looks neat and its fun to get! too bad its just another terribly inaccurate peice of junk. Hitting our speed cap with this only HASTENS our massive HAM costs killing us. (yeah yeah revamp..whatever)

9) and lastly...!!!DONT WAIT FOR THE COMBAT REVAMP TO FIX THIS!!! they know they broke it they shouldve used forsight...but dont let their HINDSIGHT watch our corpses drift into the distance after running us over with their big corprate machine. theres only so much we can take before this isnt "FUN" anymore.


you never see OGAMI ITO (from lone wolf and cub comics) MISSING evrey other hit against weaker foes, no mater howmany there are. Sheesh and Im sposed to be a master swordsman here!



-->May each note i now play be a black arow of death sent straight to the heart of all those who play FALSE METAL...
EEEEEYYYYEEEEEEAAARRRGGGGHHHHHH!!!
//////The guy from MANOWAR////////

---->Slaine from ketimoor
(O..o)
' I I'
Ldwater
Thu Feb 12, 2004 2:23 am
#50

Personally im getting kinda sick of the 'Wait for the combat balance' cus it seems to be the only thing they say. It seems to give them free will to screw us over in the mean time with the hope of a long term re-vamp.


I agree that bleed & run tactics should be discouraged, so one bleed per attacker is a step in the right direction, but yes, we need the re-vamp to make our profession viable. We need all the other areas of the system fixed before we can really make any judgements on our performance.


I for one would be quite happy with one bleed if we had a much higher damage output, higher defences, better weapons and the ability to target one HAM pool (which would make us really unique).


I dont like being swept under the carpet each patch and kept quiet with 'it'll be sorted in the combat balance' because we never hear any progress about it, and we are getting to think that it'll never come, or when it does, it'll be too late for many of the faithful swordsmen.





-ldwater
StGabriel
Thu Feb 12, 2004 2:24 am
#51

1) The initial hit NEEDS to hit the mind.

There is no need to ask for this. As stated, it is already being done.



--- 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)

kozakaka
Thu Feb 12, 2004 2:56 am
#52

If it DOES hit the mind, doesnt it have the same damage modifiers, and if so it will defeat the point of HeadHit2 then.
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