Swordsman Archive
Thread: Easy Fixes / Low Hanging Fruit
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
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
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
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
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)
raider7734 wrote:
earth to devs: falling down dizzy over and overdoes not make for fun gameplay)
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.
I don't think it's a polearm, so I expect it should be one of ours (down there with the vibro axe).
Message Edited by Obi007 on 03-26-2004 08:27 AM