Swordsman Archive
Thread: SWORDSMEN'S ROUND TABLE: PVP damage output...please discuss
Thanks for not mentioning carbineers
We suck ![]()
Most powerful class in the game right now is CM though, no doubt. They can single handedly take out a group of 10 easly. One area mind poison.. 2 ticks of 448 dmg and most of the group would be dead hehe.
it is nice that they are fixing the melee classes, as a swordsman i have been waiting for it to happen. but i wish they would fix the food/spice buffs, because they still are broken and screw my stats up so they are actuaually less than they actuaually are (200/800 strength for example). and sometimes i dont even have to use spice, or food, and my stats go all wonky, it is an annoying thing for everybody, and i personally think that no matter how much defense or special abilities they give us, or how damageing our attacks are, the stats not being up to par, causes anybody to loosefast.
i have been killed by a pack of mauler apprentice where i normally can kill the whole group with one spin, or sweep attack with ease. but because my strenth, constitution, stamina, and quickness are buggeddown at 200, or 150.
i know that was off topic, but still, i think this is a valid point to make.
As a Wookiee Swordsman on Bria I've made some discoveries, and some things which kind of are unsettling and can ruin some fun, though I'm trying to be better and stick through things. The Area attacks are nice, definitely, and the damage output(and I've dabbled quite a bit) is nice also, at least in PvE. I get doubly shafted due to not being able to wear armor, and no real bonus from being a Wookiee.
In all games I've played, a Race has a factor in the melee damage output(Ogre/Troll warriors in Eq/DAOC) etc...cause of a higher strength rating. On here though...my high strength rating just equates into special moves costing .000178% less, per slide point or something.(Sarcastic). It does not equate into the fact that I will hit things harder, which I consider slightly flawed.
If some Nine foot, irate critter was beating on you, you certainly should feel it. I know there is something to be said for finesse, and technique, but what seperates one Master Swordsman from another? With the way Stats are setup for player attributes, this will likely not ever be a factor. And until they get the Wookiee Regen working, or anything similar...eh. I kind of get irked at the amount I get slammed for damage wise(let alone with a Commando weapon out, we won't even go there on the 2.5x). PvE is fun until I get (1) eyeshot hit on me, which typically does about 7-900 damage on me, due to lack of armor. The fight is over faster than I even see the red dot appear and the Target box in my window. Soon as it hits 64m I am dead, dead, dead.
Not that I want this to get into a Wookiee balance rant, for there's plenty of that to go around. It's just not as bad for some people as they think, seriously. Try playing a Wookiee. Seems like every game I play I always play the 'troubled' classes. Maybe I'm a glutton for punishment.
All in all though, a Wookiee slamming you with a power hammer should hurt far worse than some little Rodian with the same thing. Otherwise, there's not much point to playing something which leaves one so highly vulnerable to gee...everything. Most fragile of all the races with nothing really to show as a bonus, unless you're a CH. (Regen and Roar do not function).
Oh well. Stick in there, maybe some day we'll all wake up, and there will be some semblence of balance and order. Some day.
i dont wear armour. i just dont really like it.
but i would agree with the strength adding a bonus to damage. because wookiee arent the onlyspecies in the game that can have high strength and constitution.
no i didnt mean it that way! lol, sorry if i was unclear. i was suggesting that there be an overall pvp damage reduction for ranged players, or, even better, more of a to hit deduction while running and SWIMMING (for christ sakes) and more ranged (and melee) defense for us melee. they have range already, and as long as they keep some distance between themselves and the melee, they are going to win, fair enough. but if the melee gets in close, the ranged should be dead in a couple seconds. its already hard too even reach that ranged player, but its a heck of a lot harder when there pumpim out 300-400 damage shots every 2 or so seconds.
and right now its even more of a problem, with the out of range issue and all.
o and to shimond, wont it be great if there comes a day you dont have to get doctor buffs to compete with another unbuffed person in pvp.
Lag do make things harder for melee and the target never is where appears to be for them, but if you use the "/follow", then it will not be YOU having to run in the direction of the target, but the server... hence no lag on the possession of the target and zero seconds reaction time to direction change.
Further more, try using burst run. If you activate it at 70 m (before anyone can shoot at you) it will not take you long to close the gap to when you attack and any lag will work for you as the range person will se you as further away then you really is.
using burst run is not a viable tactic, yes it can help if you only get into pvp encounters every ten minutes, but if your like me, its more like every two minutes. and that person has burst run too probably, so it doesnt matter if the person your facing is smart. also, what if they got a knock down, if they are smart theyll use it.
APEist_theReb wrote:
o and to shimond, wont it be great if there comes a day you dont have to get doctor buffs to compete with another unbuffed person in pvp.
Actually even if the other person has enhances you have the advantage. Mindstillcannot be enhanced nearly as much as the other two, and the longer a fight lasts (buffs extend fight lengths) the better chance you have because 1 your bleeds kick in and 2 you get 30 second immunity from the initial knockdown/posture change if used.
Remember, you hit the pool that cannot be healed, so the fight is still in your favor because you can heal the damage done to you (and if you lose to a TKA spamming head hit well...get a helmet).
-Shi
Tarnak_Archvold wrote:
OneMeanBastard try to use the "/follow" command. Pistoleer get a skill that allows then to hit their target better while moving (a reduction to the plenty for moving), so moving and shooting is NOT an exploit, but a game feature.
Lag do make things harder for melee and the target never is where appears to be for them, but if you use the "/follow", then it will not be YOU having to run in the direction of the target, but the server... hence no lag on the possession of the target and zero seconds reaction time to direction change.
The problem isn't getting close to someone.... and the suggestion of the /follow command seems reasonable but doesn't.
The fact is this: If you are chasing another player (i.e both of you moving) you might be close enough to rub their nipples and lick their ear-lobes, but you always get the out of range message. /follow actually puts you further behind than if you just ran alongside a person.
I tried this with a friend of mine, we started a duel and then ran about 1km, I was close enough to tie his shoes for him but constantly got the out of range message, even using lunge, and my ping averages 100-150 and his isn't much worse. /follow would have actually put me further behind him than i was
This is what most swordsman are talking about when they say "I can't hit things while moving"
Zakkeh,
Did you test the /follow command?
it might work even though your client shows you farther away.
BomsieBTC wrote:
I think they should leave other classes the same, but make swordsmen something to fear. If you let him get close enough to you, you're going down.
yeah. when i pvp, it's so hard finding players to get close to because of the lag and our small attack range. I'm usually one of the first to go down. In open space battles with no cover, I have no chance.
well for starters in PVP at 5M ranged is STILL better.....
PVP for melee is pointless. Ranged always ask me to duel, and I tell them to put their gun away and we'll duel because even if you're novice marksman you'll beat me if you run & gun. I've dueled a CM and lost because they poisoned me then ran away. even if i get within 5M of them i can't hit them because of server lag, so my only chance is if they stop moving which never happens.
PVP is pointless for melee unless against another melee, unless the guy is busy shooting at somebody else and you sneak up behind him and hit him over the head with a hammer. otherwise ranged have 64M to work with, and at master level they do the same damage as we do. to make matters more interesting, even if we come within 5M we are still unable to score ahit in PVP because of server lag. Unless you are master brawler/master swordsman (ranged knockdown ability)don't bother with PVP we have a disadvantage that cannot be worked around. i like swords and swordsman is a nice PVE challenge so i'm swordsman for now until i find a new game to play. im not sure why i should bother with PVP, its dominated by ranged players.