Swordsman Archive

Thread: Easy Fixes / Low Hanging Fruit

Numen
Fri Mar 19, 2004 4:07 pm
#53

This is probably not a simple fix but I'll suggest it anyway.


In the combat revamp it is stated that all professions have their own bonuses. Well I look at our skill trees and see almost 2 complete trees for knockdown specials. While that is great and all I would prefer a few more state change skills or something. Instead of knockdown make it intimdate or others. I don't really care which others, I would just like to have some of those skills become useful and not just skill point drains.



Amandil Morier - Tempest - Master Chef
Soulburner69
Fri Mar 19, 2004 4:32 pm
#54

give head hit 3 a chance to stun (a 50% chance) as it will help us hit more often.


raise the chance of dizzy in area3 and hit3


make the spin attacks an area head hit (good for a defensive attack because it can pull you out of a tightspot doing targeted damage with an area attack)


move the animation for area1 to area3 and have area1 and 2 do the same animation and have area3 have the one that finishes with a backwards thrust of your weapon.


cant really think of anything to do with the sweep attacks...


i said it before, but i figure it's worth saying again, leave bleeds as they are, and instead of them doing 20% of the initial damage, have them do 50% of the initial damage. (that way it's usefull, but nowhere near as powerfull as they were)


give the scythe schematic 4 uses instead of 2 (just to give us a better chance to get a good slice on it )


even though warcry isnt directly a swordsman ability it effects us just as much as any other melee class. i suggest make it a slowing effect, so they attack at half speed, and have half their usual attack speed. that way we can catch up to people atempting to kite. like warcry1 could be a single target slowing effect, and warcry2 (to make the skillpoints for master brawler worth it) either an area effect, or give it semicircle effect so everying in the direction your facing gets effected by it. (but that's if the slowing effect idea is liked) or leave it as it is right now, except have it as an area effect.



just some thoughts on what could possibly help



Anoreoa Lo'Bachi
Master Dancer, Master Entertainer, and Master Musician
Inrepid
*************
Thrass Frassdems
Master Swordsman: Warrior, Master Brawler
Wanderhome
APEist_theReb
Fri Mar 19, 2004 6:24 pm
#55






ViolentAngel wrote:





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.





This guy is very literal, hehe.


Not saying its a bad thing really, just literal


Message Edited by APEist_theReb on 03-19-2004 05:26 PM



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.

CorporateDan
Fri Mar 19, 2004 6:47 pm
#56

Fix our specials, so they actually do different things. Maybe something good I don't know, but I am sick of having 3 attacks that actually do anything at master swordsmen.



Shamoke=Godzilla
Godzuki=Asexual offspring ridden by Godzilla
Ohjisama
Fri Mar 19, 2004 7:04 pm
#57


Can our new weapon (scythe) be actually attainable by casual players? Right now, they average 600k-1mill and after months of playing, I only have 500k. I wouldn't mind it being around 50k a pop, but forcing the market to make the price so high because of rarity - I feel that casual gamers have been left out.



___________________________________
Takeshi - MSwordsman/TK/Fencer - Lowca
Boktu - TKM/Doc - Eclipse
Moshiro - TK/Ranger - Bria
Konishi - TKM/Ranger - Bloodfin
Henzo-Kauri
Fri Mar 19, 2004 7:27 pm
#58

AoE mind bleed would be kinda cool and not so overpowering since bleeds suck now.
Joker04136
Fri Mar 19, 2004 9:16 pm
#59

First isa KD. Sweep2 should be a knock down. we got to many posture changes. Second is that we need for status effects. like stun. Next the cleaver should be heavy armor peircing. And the damage type should be something else than kinetic, like energy. They could change the graphic to where the sharp part of the blade is glowing. This will cause use to use more uf our weps. another idea is can they change the animation for AH3 to AH1. AH1 animation seems more complex(cooler) that AH3.



Vilaka Aegis
"HEADHUNTER"
RED


Catch a breath, fore u catch a left Even worse, catch a Tef
- Fabolous
NashDarksabre
Sat Mar 20, 2004 1:06 am
#60

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

Well, warcry isn't a swordsman ability, so although it would be nice to have it fixed, it doesn't really do anything to help balance our profession. I would much rather have them give us something else, than focusing on trying to get them to fix warcry. If we want them to fix warcry, it should be done through the brawler corespondent.

It's high time they put some much needed attention on swordsmen! They gave some to carbineers last patch, so they should just as easily be able to do so for us. We've seen nothing but nerf after nerf in the last two patches, and it's really starting to cripple our class.

Our main problem in PvP, is our lack of armor piercing ability. TKA lack it as well, but they have other abilities to assist them, such as meditate and dizzy/KD. If we can't have stun damage, then perhaps they can increase the damage of our bleeds somehow? That would be one simple fix, that could make a huge difference for us. Swordsmen were always known for their powerful bleeders....perhaps that can be true once again?

Ideally, our bleeders could be increased to what they used to be, in PvP. They need to do enough damage to be worth it, plus they can't be too easy to first aid away. Our old bleeds took a few rounds even for a master doctor to first aid away.



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

"We like our women like our enemies, hammered."
WarFerret
Sat Mar 20, 2004 11:21 am
#61

The actual scythe quest for the schematic is a piece of cake provided you're willing to shell out for buffs, then just find a friendly armoursmith to build you one.



---
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
Noxferatu
Sat Mar 20, 2004 5:01 pm
#62

Don't see why you even ask this Gabriel.. Has the devs listened to anything we've said so far? I think not.



Oh yes, the ranged mods on the scythe.




Well, they kinda owed us that one, since they've nerfed away a lot of out key strategic elements. :/ AH well.


Anyhow:


I want something that dizzies .. That dizzies easier and cheaper than hit3 or areahit3.





Noxferatu Enochian - Master Heavy Swordsman - Master Brawler - Master Medic - Infinity
ViolentAngel
Sun Mar 21, 2004 1:09 am
#63






APEist_theReb wrote:






ViolentAngel wrote:





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.





This guy is very literal, hehe.


Not saying its a bad thing really, just literal



Message Edited by APEist_theReb on 03-19-2004 05:26 PM




What the hell does that mean?



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.
haun
Sun Mar 21, 2004 12:09 pm
#64

better defense



better specials - status effects



better weapons



more scythes and fix the scythe so it's worth a damn - heavy ap plz



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haun
Sun Mar 21, 2004 12:12 pm
#65






StGabriel wrote:
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.






thats a really silly way to look at things.


you can't just be all offense.



we have no status effects to change our enemies ability to strike/run - we basically have to rely on hitting them with one hit over and over.


sure we do a lot of dmg - but if we can't take any dmg it's worthless.


we'll just die due to the fact that


1. we can't absorb hits


2. we are intimidated, stunned and on our back.



swordsman will never be the profession it should be while people continue to think this way




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"Everything seems calm here..."
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