Swordsman Archive

Thread: WEEKLY EMAIL TO THE DEVS: __/__/03 (draft)

PWT
Thu Aug 07, 2003 10:11 am
#40

- introduction of an advanced skill for all melee classes that would allow them to run faster only when they have their melee weapon equipped and including a timer which doesn't the use of any ranged weapons for 10 seconds for example after the ability's effects have ceased


-give the melee classes an ability in PvP to temporarily disappear from a ranged players sight/radar in order to be able to close in on the target.



I am a ranger, going for master and master 2 hand sword. I went master ranger because they get camo bonuses and movement bonuses that I though would be ideal for a melee character. Putting these abilities in the melee tree removes usefulness of the scout / ranger tree. I do not think we should put abilities in our tree that blur the seperation between the two. You do not learn how to hide by playing with a sword. The changes to pvp should focus on our ability to stick, or to have better ranged defense, not by making us have a little of every profession in our tree. Why don't you just add healing on to this list?




Siake Vace - BH / Master Ranger - Chilastra
Segavo Ire - Master Artisan / DE - Chilastra
PWT
Thu Aug 07, 2003 11:33 am
#41

I don't mean to attack anyone but the whole point of the profession system is to mix and match professions to get abilities you think woudl be a good combination, not to have all those abilities put in to one.



Siake Vace - BH / Master Ranger - Chilastra
Segavo Ire - Master Artisan / DE - Chilastra
mosmos
Thu Aug 07, 2003 1:03 pm
#42

Does anyone here know if there are caps on passive skills ? I am planning to get defensive line from TKA to add to my Swordsman defense. Yet I am concerned that it maybe a waste because you may only have 50 defense max...
ignorotic
Thu Aug 07, 2003 2:54 pm
#43

i was just wondering what the deal was with the empty skill modifier (i think it was in finesse, cant remember though).



Vasagi, Master Swordsman/ Master Creature Handler,Corbantis
Angerian Fishak, working towards Bounty Hunter, Bloodfin
googlekan
Thu Aug 07, 2003 6:53 pm
#44

Spin 3's description is wrong. It dizzy's but doesn't blind. Also I head that on Test Center They REDUCED HAM COSTS. This will change a lot. I also have no doubt now that Swordsman was thrown together in the last second without any thoughts. Ohh well, its fun and I have a rifle and a gurreck
Gorecki
Fri Aug 08, 2003 4:46 am
#45

...just to let you guys know that i've sent a mail outasking for a rough ETA regarding our answers.



Greetings


Gorecki




Master Swordsman / Master Smuggler
NashDarksabre
Tue Aug 12, 2003 7:22 pm
#46

I don't have time to read through all the posts, so someoone might have already brought this out.

I think that the pausing and going in and out of combat stance bug needs to be fixed, and should be at the top of the list for that very fact....it is a bug.

And I think the sword suggestion thing is not really important enough to put on the list....I'd post another issue you could maybe put, but I don't have time at the moment.



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

"We like our women like our enemies, hammered."
WhosScrufyLooking
Wed Aug 13, 2003 6:06 am
#47

Ok a suggestion that no one has made yet (well I dont think so)...What about a declared dodge/parry option? It is basically a forfeit of all attacking moves (you can only move and dodge) You select the option and your dodge skill is improved by a lot, not a +10 I am talking +50 or so it is to allow you to close. A good Rifleman will still hit you but an inexperienced marksman will not, as you reach your target this becomes a parry rather than a dodge it works the same way but blocks melee attacks (pistol whip etc..)

I know that if I had a sword and someone tried to pistol whip me I would stick the sword in the way. This may mean that gunfighters go back to shooting.

The skill would be in the master of each melee weapons tree (not master Brawler). It would make it something to obtain.

Cheers



Take a look to the sky just before you die, It's the last time you will....For whom the bell tolls, time marchs on.
PWT
Wed Aug 13, 2003 8:05 am
#48



WhosScrufyLooking wrote:
Ok a suggestion that no one has made yet (well I dont think so)...What about a declared dodge/parry option? It is basically a forfeit of all attacking moves (you can only move and dodge) You select the option and your dodge skill is improved by a lot, not a +10 I am talking +50 or so it is to allow you to close. A good Rifleman will still hit you but an inexperienced marksman will not, as you reach your target this becomes a parry rather than a dodge it works the same way but blocks melee attacks (pistol whip etc..)

I know that if I had a sword and someone tried to pistol whip me I would stick the sword in the way. This may mean that gunfighters go back to shooting.

The skill would be in the master of each melee weapons tree (not master Brawler). It would make it something to obtain.

Cheers




I think this is a GREAT idea. I even posted it on the brawlers boards after reading it, since it probably should not be swordsman specific. What we need is a "Full Defense" option. Other MMO's and pen and paper games have this option. DAoC has "Engage" where you basically block everything, D&D has something similar. This not only is a potential solution to the ranged vs. melee (we could engage full defense for the approach then attack when in range), it also would allow us to "Tank" high level mobs for the ranged people and not just be wiped in a few hits. Basically the Anti-Berserk, no damage output, significant boost to defense.



Siake Vace - BH / Master Ranger - Chilastra
Segavo Ire - Master Artisan / DE - Chilastra
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