Swordsman Archive

Thread: Easy Fixes / Low Hanging Fruit

Gimperial666
Mon Mar 29, 2004 9:45 am
#79

I thought of a GREAT way to fix our bleeds. Make 1/2 of the initial damage WOUNDS.

This would make bleed viable in PVP.

So beef down the damage and give it a little sting of the black bar.

This would be a great way to fix ALL bleeders....



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kErosion
Thu Apr 01, 2004 7:14 pm
#80



Easy Fix #1: Posture Stacking

(Hitting a kneeling target results in the target returning to their feet.)


Easy Fix #2: Greater Increased Difficulty

(Advanced professions currently do not sufficiently increase ones Difficulty of available missions at a Mission Terminal. In order to obtain suitably difficulty missions, we are forced to group with multiple individuals, or with a Creature Handler.Ramping up the increase in Difficulty to a greater degree as one progresses through an advanced profession would be incredibly useful.)


Easy Fix #3: Return DoT's to Previous Strength

(Swordsman DoT's have been rendered largely unhelpful. ReturnDoT's to their previous strength. Ensure DoT-stacking of Mind Hit I and Mind Hit 2 is eliminated. Ensure there is a PvP reduction in place. Increase accessability of bleed resistance.)


Easy Fix #4: Eliminate Useless Skill-Mods from the Loot Tables

(This is a common request in multiple forums. Great post with details here: http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=7076)


Easy Fix #5: Area Attack Issue 1

(All Area Attacks I've experimented with from Brawlers Unarmed, One-Hand, Two-Hand, and Polearm linesas well as Swordsman Area Attacks suffer range-issues when fighting some creatures in the game. Specifically BIG ones.


Example: I'veobserved that Two-hand Area 3 will connect witha lairwithin a 15m radius of my character. For the majority of relatively small NPC's I come in contact with, the 15m radius also appears to apply.When I wish to hunt Tortons on Rori however, I will consistantly miss the majority of those inside my attack radius. Tortons attempt to place themselves 9m away from your character in order to attack. This should allow for them to fall inside the attack radius, yet I consistantly observe that I only tend to deal damage to the Torton I'm actively targetting. As I've seen some similar issues while hunting NPC's in uneven terrain, I believe this may be related to the actual target of large NPC's being elevated past a certain point above where the Area Attack is being generated from.)


Easy Fix #6: Area Attack Issue 2

(The timeless damage-multiplied-by-number-of-npc-around-you-directed-onto-one-npc bug from standing on the dead bodies of NPC's needs to be gone. I've heard mention that it may be dealt with, but I haven't had the time to investigate, I know I haven't seen anything in patch notes.)


Medium Fix #1: Increase Complexity of Melee Schematics for Weaponsmith

(Barrels, Power Handlers, Stocks, and Scopes. A wide array of components areavailable for all Firearm schematics, this complexity allows for a wide degree of experimentation to be possible on all aspects of Firearms. In contrast, nearly all Melee schematics consist of a single critical part like a Sword Core, and 2 or3 resources, no options. This limits the degree of experimentation/optional enhancement possible for all Melee weapons. Rehashing Melee schematics for increased complexity would allow for a richer variety of options to the Melee professions.)


Swordsmans Role#1: Redundant Ability

(While it would be nice being the ULTIMATE offense, and ULTIMATE defense, I'm comfortable with Swordsman moving towards a 75% Offense, 25% Defense role. Offense is the best Defense afterall, right?First thing that needs to happen is get rid of our redundant Area Attacks. With Posture Stacking fixed, strip the Posture Down from Area Attack.Leave the Posture Down inTwo Hand Sweep 2, with a 2.0 damage modifier and a slower delay than other Area Attacks. Focus Two Hand Area Attack's on higher, fast area damage.)


Swordsmans Role #2: Nature of Defense

(I view a 75% Offense, 25% Defense character as a berzerker-type front line assault character. A damage delivery machine. As discussed by others, Counterattack should lose the complete damage avoidance it currently offers, and gain an instant attack instead. For Counterattack to damage an enemy, some damage protection needs to be given up, but I would like to see around 50% damage taken avoided. A Swordsman should also receive increased tolerance to special attacks that impede damage delivery through higher Defense vs. Dizzy, possibly Defense vs. Intimidate, and Defense vs. Stun.)


Swordsman Role #3: Nature of Offense

(Offense of the Swordsman is currently just about perfect. Big hits, slightly slow without speed enhancers, highest Area Attack damage possible, armor busting. Power Hammer is perfect at AP2. The Riflemans T21 really needs to be lowered to AP2 as well, with AP3 reserved for Lightsaber alone, and maybe HIGH explosives. I would like to see the Swordsman given a heavy one-target attack that causes the hit to be delivered at AP+1 the AP of the weapon being used. This works with the Swordsman role as armor-buster. Two-Hand Hit 3 at Master would be perfect for this.)



kErosion Ral'Zek
wickedHangover
Fri Apr 02, 2004 1:36 am
#81

give us our bleeds back and we will almost all be happy.


They are so weak now that they are not worth using. If the creature has more than 20k of ham they do nothing and if they have less than 20k of ham we kill them faster than the bleeds kick in. I don't care that they don't stack, but a mind slam of 800 should tick at least 400 per bleed and not 80.


It was one thing to nerf bleed stacking, I agree with that, but nerfing bleeds altogether was so bad that they should have just removed all bleeds from the game...







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StGabriel
Sat Apr 03, 2004 7:48 am
#82

I passed on several issues that covered several things in this thread but I haven't received any feedback on that. Hopefully this just means that the devs are busy coding away. But no, unfortunately I don't have any terribly useful feedback right now.

StGabe.



--- 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)

Ipro
Sat Apr 03, 2004 12:38 pm
#83






NashDarksabre wrote:
Why should riflemen get one, when they already outdamage us?

Fencers get them, as well as pistoleers.

You can get 40% stun armor easily.

Also, most stun weapons have less damage than your profession's best weapon.

And most importantly, swordsmen are supposedly supposed to have the best damage of all the melee classes. Currently, that's not really the case.

It's rediculous trying to fight someone in 90% kinetic armor (which means it's 90% to blast too.). We have no way of getting around their armor, yet we should. If they're not going to give us a stun weapon, then they need to make AP actually work correctly, or up the strength of our bleeds dramatically (Perhaps reduce them to 75% of what they used to be, but then remove the 75% PvP damage reduction on them....just like poison works.).





Thats supposed to be pikes buddy



Iso Kido

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vonbraat
Sun Apr 04, 2004 1:29 am
#84

we need like a heavy vibro sword or something (i dont even know if that would work, but just think about the concept) that does electricity damage and is AP2. most layered armor has around 76% electricity special protection. for some reason AS's put an electricity damage layer to get higher eff or lower encumb or something. so we'd have an advantage over the people with 90% armor (albeit a small advantage) without making us too uber such as with a stun weapon.



and there was much rejoicing...
raider7734
Sun Apr 04, 2004 3:54 pm
#85










Ipro wrote:





NashDarksabre wrote:
And most importantly, swordsmen are supposedly supposed to have the best damage of all the melee classes. Currently, that's not really the case.






Thats supposed to be pikes buddy





link?


I'd like more info on howthe melee professions should stack up





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