Swordsman Archive

Thread: Easy Fixes / Low Hanging Fruit

Jedika
Sun Mar 21, 2004 4:15 pm
#66

EASY FIXES... go post in my thread for the better more work kind of fixes



Kamy Kamy
~ Master Swordsman ~
~ Stop...HAMMERTIME ~
"Knockdown, Dizzy, a Swordsman craves these things not."

haun
Sun Mar 21, 2004 5:46 pm
#67

i really don't think that improving the dizzy chance on an attack or tacking stun to another takes much work.




and throwing us a bit of defense can't be hard.


it's just like wookiee armor - they can do it, they just don't want to cuz they are coding the space expansion





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"Everything seems calm here..."
Chrysahor
Sun Mar 21, 2004 8:06 pm
#68


Jedika wrote:
Im master swordsman and I cant get missions on dant paying anything higher than 10k??? This needs to be fixed, its the same for many other prof EXCEPT TKM i think





No, TKM has the same mission level than you as MHS. The sad thing is that there is two ways to get high lvl missions:

1)Have a high lvl in you profession (equip any weapons you're the best efficient with)...that works only for combat profession (tka, fencer, swordman, pikeman, rifleman, pistoleer, carbineer, bounty hunter, commando). Nor smuggler or CM.
2)Group with others ppl or pets.

Where does that lead? If you've greater combat abilities than "just" mastering an elite combat profession...you don't get any additionnal level. I'm master swordman...being master brawler doens't give me a higher level. I'm also master rifleman, and the game only see I'm either swordman or either rifleman...since it's compute based on wich weapon you have in you hand.

The guys who get the high missions are CH...because they group with their high level pets. CH is NOT a combat profession...and they get better mission than me with 3 master combat professions.
My only way to make money is mission, I can't craft or sell anything (beside loots...huhu, great deal)...combat mission were designed for combat professions. Scouts(CH), artisans and entertainers have their own missions terminal...

Message Edited by Chrysahor on 03-21-2004 07:07 PM



Stacy Whittaker - CommanDoc
Mandalorian Commando - TC-EP3 Tester
Soulburner69
Sun Mar 21, 2004 10:37 pm
#69

"artisans and entertainers have their own missions terminal..."


one thing about that there chrysahor is the highest mission an entertainer can get from the entertainer terminals no matter their skill level is 200 credits, and thus arent worth using.



Anoreoa Lo'Bachi
Master Dancer, Master Entertainer, and Master Musician
Inrepid
*************
Thrass Frassdems
Master Swordsman: Warrior, Master Brawler
Wanderhome
Aoxus
Sun Mar 21, 2004 11:02 pm
#70

i only want 2 simple things...


bleeds to be back... those where our version of the tkm/fencer dizzy skill.. how would tkm feel if they made the dizzy only work for 2 seconds... and ALWAYS miss...


ap3 weapon that has POSITIVE range mods for once


aoxus

master swords, master sharp, master brawl, tka 0-0-0-3
StGabriel
Mon Mar 22, 2004 5:53 am
#71

you can't just be all offense.

No one is saying that, but swordsman already have the second best melee toughness in the game. In a poll I did a while back the concensus was that swordsman should be about 75% damage and 25% defense. Any defensive abilities we get (beyond other profession= are going to come out of offense and I'm not sure that pushing for greater defense will help us get to where players want to see Swordsmen at right now.

warcry isn't a swordsman ability

All swordsmen have warcry 1 and I am indeed working with the brawler correspondent on this. Changes here would help a lot of swordsman and íf I can easily add lobbying assistance to professions that are tied to Swordsman I will do so.

It's high time they put some much needed attention on swordsmen

Right, I agree, but unfortunately that almost certainly won't happen until the combat rebalance. What I'm asking for here are smaller and less controversial changes that can make a difference in the meanwhile.

Imagine a rifleman using warcry on you from 20 meters and then blasting you while you can't move.

Except that warcry breaks as soon as you are attacked. The "traditional" crowd control offered in such games as Everquest and DAOC includes preventing movement and that is why I suggested this (although by no means do I think it is necessary).

I hate to be so negative but I'd like to steer you guys towards the type of stuff that is going to be useful now. It's just not going to be effective for me to ask for class redefinition right at this time (even though I agree that it is greatly needed). I just won't get useful answers about that. I -may- get useful answers back to smaller stuff though so that's what I'm concentrating on. Given feedback here I've mentioned additional or replacement status effects like stun several times and I'm trying to find out if something like that might be viable for the short term. I know that weapon changes are probably not going to happen until the revamp though (and so that means that ap3, stun damage, etc., would probably be hard or impossible sells).

StGabe.

Message Edited by StGabriel on 03-22-2004 08:12 AM



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

WarFerret
Mon Mar 22, 2004 7:03 am
#72

Warcry being changed to a root is a great idea, it would give us an ability to close on ranged fighters, so how about peppering a few warcry (and/or warcry resistance)bonuses through the swordsman tree ? It makes no sense that a master rifleman would be as effective at warcry as a master swordsman - certainly the range we get should be higher than the range a ranged fighter would get.



---
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
raider7734
Mon Mar 22, 2004 10:42 am
#73







Gabe, if you can get us a good single target stun move,you will be my hero.Our bag of tricks is so limited, we need something else. A stun move would begreat for ussincea stunned enemy is easier to hit(unless I'm mistaken, we areless accurate than pikes:130 accuracy vs. 150). It would also help even things out in the classic contest of pure Swordsman vs. pure TKM.


I don't think we need any more toughness or ranged / melee defense. Our state defenses are adequate, too, unless they seefit togive us a bit moredizzy or kd defense. Alternatively, they could make a global fix where you are never dizzy + kd for more than 5-10 seconds or so... earth to devs: falling down dizzy over and overdoes not make for fun gameplay)





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IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
MavilDune3333
Mon Mar 22, 2004 3:56 pm
#74






raider7734 wrote:







earth to devs: falling down dizzy over and overdoes not make for fun gameplay)







Kd/dizzy is terribly abused. I don't think because tk have a background in star wars that they should be any more powerful then the others. Every single other melee profession gets a dizzy move and uses it in almost every single fight unless stated otherwise. WHY DON"T WE GET ONE? If we aren't going to get one make it last only 5-10 sec so I don't waste all my money on buffs and armor repair because some tk or fencer knocked me down on the first hit and landed dizzy. It's super cheap and something needs to be done about it.



Vilam Dune
Chaed_Arelk
Mon Mar 22, 2004 11:36 pm
#75

Well, you can deal with a dizzy/kd by not spamming stand, it does check and such between the actions, so if you wait a few seconds between each try (1 one thousand, 2 one thousand 3 *press*) and you'll be okay. And if some how thats enough to kill you, you should take up a medical profession, even novice will allow you to use stim-b's.


Ideas, I would think an AP3 weapon would be sweet, regardless of damage type. Even with the resistance factors. The AP vs Armor level matters a whole heck of a bunch. I've used my stun-batons of nice levels on bolle bols, and can't do nearly as much damage as I can with a 2-handed curved sword against their 50% resists. But more than anything I would want more weapons, if not weapon types.


I for one would like to see the bleeds back, as well as more variance in the swordman's moves. We have 3 aoes. 2 are stance down types, one is just simple damage output. The sweeps serve little purpose when you can do an Area attack and get the same, if not better effects.





Eain Rathair
~ Master of Melee ~
~ Warrior, Guardian, Friend ~
Peace is a lie, there is only Passion. Through Passion, I gain Strength.
Through Strength, I gain Victory. Through Victory, my chains are broken.

The Force shall set me free.


MavilDune3333
Tue Mar 23, 2004 9:02 am
#76

well i have 2000 in medic. I'm not a noob but for a fencer or tka to be able to keep my down long enough to kill me with buffs and armor is just plain dumb.



Vilam Dune
WarFerret
Tue Mar 23, 2004 10:54 am
#77

I don't believe there's any certification for the Gamorrean battle axe by the way, I can certainly equip it and I don't get the "you are not certified to use this weapon" but when I examine it it says "Certified: No", like the republic blaster used to.

I don't think it's a polearm, so I expect it should be one of ours (down there with the vibro axe).



---
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
Obi007
Fri Mar 26, 2004 9:13 am
#78


We really need more useful specials replace sweeps with something we've got FAR too many specials that lower posture.


Perhaps a stunned state 1 and stunned state 2 attack. I'd like it to be a beefed up version of the normal stun that sticks easier on high end mobs. Or just turn sweep into a knockdown attack this wouldn't be over powering because we don't have a 100% way to apply dizzy.


Make bleeds tick a little faster but last a lot lessand boost power ofbleeds by 33-50% they still would be less effective compared to when we had them before. But right now they aren't worth using.


Make war cry AOE instead of cone it's too hard to use right now.


I can't justify any of the current weapons doing a different damage type and I don't think we need a new weapon as much as new specials and our mind bleed being fixed.


It might be nice though to make power hammer and scythe do heavy armor piercing though.



The devs owe us something though for nerfing our bleeds and knocking off 75% of our power and a large part of the character of our profession and I don't think we should wait until the fabled combat balance they didn't wait to nerf our bleeds afterall.




Edited to say : Also make it so bleeds don't unstick warcry this just takes some strategy out of the game. Another thing it might work better for us if we ask for our sweeps to do knockdown. We're not going to get any new animations I doubt and that way it wouldn't be such a hard thing to fix because the sweep animation would suit a knockdown attack, although adding a stun attack with the mind hit animation would work too.

Message Edited by Obi007 on 03-26-2004 08:27 AM

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