Swordsman Archive

Thread: Swordsman Issues Designer responses

Moryeka
Tue Oct 07, 2003 1:54 pm
#40

Reason #1 why Swordsman can not match TKS in PVP =====> KNOCKDOWN!


PLEASE...do something to offer the Swordsman a knockdown move, because as someone else said, " Whats the point of our Posture change? It lasts less than 5 seconds" ====> I get my butt kicked daily in PVP against TKA...NOT because they deal more damage...but simply because once they use KNOCKDOWN(which is the first move any TKA uses...thus you die virtually every time).



DEVS===> Either give Swordsman KNOCKDOWN (or extend the posture-down time)or nerf the KNOCKDOWN of the other players like TKA and BH !!!! PLEASE !!!!


~M

Moryeka
Tue Oct 07, 2003 1:56 pm
#41

And people wonder why everyone and their dog is becoming a TKA....and Swordsman are virtually extinct !!!


~M

Trayus
Wed Oct 08, 2003 11:12 am
#42

True Swordsman are always hard to find.. There are very few... But 1 day we will be feared... the way i have found to beat a TKA i sto mind bleed them right away and run.. its cheap i know.. i dont liek doing it but if they get lippy and want to play games.. just bleed them. also if u want a fair fight make rules.. like u wont bleed them and run if they dont knockdown.. i fight with rules.. and most peopel i fight like to fight me becasue i make it as fair as it can be.. try it.. it makes it a lot more fun and a lot harder.. try jstu berserk attacks.. as the rules.. see who really is the stronger fighter.
PaloBloodfin
Thu Oct 09, 2003 7:43 am
#43

Uhm hows about instead of giving us knockdown just up our resistance to knockdown substantially? With the new swords coming maybe if we can just stay on our feet and deliver, it would be a closer match. Of course if we just get another variant of the 2handed curved we'll just get out damaged.



Citadel
Dark Jedi Enforcer
Nytes
radops
Fri Oct 10, 2003 7:06 am
#44

Is it me or did they not even touch the empty finesse box question?



Rad op'uo
Retired Grinder (32 Profs)
Force Sensitive Slot Unlocked 04-31-04
Nabutoo
Wed Oct 15, 2003 4:54 am
#45

Ok, it's been 2 months since the original post. Are we getting more weapons. I don't know about you guys, but I have been carrying this same 2 handed sword since I was able to use it. There is still no scythe, even though we have certification for it and I don't want to carry around a freaking hammer or axe. I am a swordsman, I will bend on scythe, only because I grew up on a farm and know what kind of damage one of them can do, but we need some variety here. There are a lot of pistols and rifles out there, and the weapon crafters seem to have the schematics for practically all of them. I can get a cleaver made for me if I can find this imaginary ore that is required for one, but the programmers/developers are just making it hard for both them and us. So far, it's all about unarmed/pistol/rifle users, swords are not worth the time to work on for them I guess. I don't even know why I am complaining about this, it won't get any type of response I am sure.


To be honest, I am starting to feel like a chef.




Vina Winterfel

Moving target since beta.
APEist_theReb
Thu Oct 16, 2003 12:32 am
#46

i dont care how you fix it, but fix it. i want to be able to hit a ranged kiting me if i get within 3 meters. even when i am literally in them i cannot hit them, bull. increase our range to 10 meters or so, i think its around 6 meters now, correct me if im wrong.


well, actually i like the idea of giving us a +4 meter range while moving. this will force us to fight close, but be able to hit a running target while moving.


Another major problem, melee being unable to hit while swimming. comon, a ranged can hit us 80% of the time while theyre SWIMMING, wihle we cant even punc/swing a sword/swing a pike in water. i know it would be tough but not as tough as shooting while swimming. or maybe just make all players unable to attack while swimming, i wouldnt mind that.


lower our hams. it doesnt effect me personally (doctor), but anyone who cant buff themselves has a seriously hard time with ham.


ill copy my other post on what id like to see happen to swordsman:


1. area attack 1switchedwith spin attack because spin attack does more damage, hence its more of an attack and should go into the attack line. and area attack 1 gives a 3 second delay, plus lower damage, more of a defensive move.


2. area attack 2 changed into an area health bleed, bleed generally does about 500 more damage than a spin attack (id still be happy if it did the same dmg as spin attack). no posture change.


3. area attack 3 does more significantly more damage than area 1, and 80% to blind (of course this wouldnt work 80% of the time against mobs and ppl with defense against blind, more like 50% or so). no posture change.


4. sweep 2 is a single target knockdown, and applies an intimidate like effect for 10 seconds (so once the mob or person gets up after the 5 second kd, theyll be doing 50-75% of their normal damage for another 5 seconds). same damage as area attack 1. it gives a 5 second delay, and another 5 seconds of decreased damage intake, which i would call a defensive move, and since its a third tier skill, it wont get anegative damage modifier.


5. mind bleed 2 moved down to the third tier in finesse line, or some defensive mods added.


6. 2 hand hit 3 gets an 80% chance to dizzy (again, when you incorporate defense against dizzy, this wouldnt effect our target 80% of the time)


7. add more defense and toughness to the defensive skill tree.




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.

Scribelus
Sun Oct 26, 2003 1:49 am
#47

Oh designers, designers, if you can fix just one thing, fix the dizzy+knockdownexploit.


This makes PVP *so* much less fun for everyone. Even the pistoleers and TKAs are probably bored of it by now.


All that needs to be done is to reduce the probability of falling down, or of the knockdown or dizzy sticking in the first place.


If this one thing was fixed I would have virtually no complaints about SWG.

Master_P
Thu Oct 30, 2003 8:11 am
#48

YEEES! i Couldnt agree more to you Scribelus!!!!

YaY "More swords are on the way" but when?!?!



MysticoN
Chimaera-Europa
12 Pts Master Doctor
Vendor: -2322 -892 (Valhall Mall)
Vendor: -5115, 2891 (HPI Mall)
www.MysticoN.tk (SWG pics)
Master Medic, Master Swordsman and Master Doctor.
Felsspat
Thu Oct 30, 2003 9:10 am
#49

1) Attack Range – Swordsmen receive the message “target is out of range” too often.



Sounds like it’s a client/server problem. We’ll look into this for you.



2) Negative Modifier – Players are confused on where the negative modifier comes from and if there is a way to improve it.



We’ll investigate this and find an answer.



3) Special Moves – Expert Fitness needs a new skill or special, while 2h sweep and 2h area are too similar in what they do.



We need to better inform you of the benefits of all special moves in game. We'll work on that.



4) Scythe – While there is a certification for it, the players can’t seem to find anyone who can make it or drop it.



This is a quest weapon that will be coming soon.



5) Swords for Swordsmen – Swordsmen would like to see more swords offered to their profession. Right now the starting weapon for the swordsman tree is an axe.



More swords are on the way!



6) Armorsmith Power Ups – How do power ups for armor work? And can armorsmiths make them?

08-12-2003


two months now..

1. I read that the range will be improved to 15m for all melees because they don't want us to warp around like in any other mmorpg. Probably when the space expansion comes out.

2. never saw any comment to that

4. where is it ?

5. see 4.

soo.. did they forget us ? any new answers from the devs ? anyone ?
Gorecki
Thu Oct 30, 2003 10:56 am
#50

Sorry...no.


But you will get news soon about where we stand and where things are going to go. That's all i can offer from my side for now.


Have a nice day.




Master Swordsman / Master Smuggler
Felsspat
Thu Oct 30, 2003 11:36 am
#51

thanks Gorecki,

I know there are some drastic changes to the combat system planned, but it would have been nice to get at least a word of the scythe

Well I hope the devs at least talk (and listen !) to you corrospondents (sp?)
Elektraa
Thu Oct 30, 2003 12:54 pm
#52

Pushin 3 months now and nothin.....


If anything this shows the drive and the desire of verant/soeto not only make its customers happy but to also put out a working product in a timely order. Its actually humoeous to me to think that these issues were received by the devs almost 3 months and not only has nothing been fixed but now the latest news is that our bleeds are going get nerfed.....



"In order to move in the forward direction you must take the vehicle out of reverse and put it in drive"

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