Swordsman Archive
Thread: WEEKLY EMAIL TO THE DEVS: __/__/03 (draft)
- 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?
...just to let you guys know that i've sent a mail outasking for a rough ETA regarding our answers.
Greetings
Gorecki
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.
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
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.