Swordsman Archive

Thread: Top Issues Brainstorm

EastSideStreetz
Sat Apr 24, 2004 3:46 pm
#92

More Swords
Better Axes

Maybe cold or electric damage or even stun



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Bolto
Sat Apr 24, 2004 4:03 pm
#93

1) Fix our speed SOME. Not a ton, but maybe like +10. And for you who don't understand why, go grab a 2 foot metal rod and a 3.5 foot metal rod and start swingin' them arround with one/two hands, respectively. This will also show why we should never get more defense, because of the recovery of hte position of the weapon is not as quick as a one handed.


2) We need some variety in our specials. I can do the same damn attack with several animations. Oh joy.


3) Improve our accuracy some. When usin' both hands, though the weapon is heavier, you have a lot more control than you would with one hand. This could be accomplilshed by improvin' the accuracy on the swords, which would be better, or an overall addition to accuracy. And I say just to the swords because the hammer has a strange balance of weight and shouldn't be as accurate.


4) The damage range on most of our weapons is ridiculous. Give us something to get past mitigation, because we get the shaft from it. Mitigation steals away our only advantage: high max damage.


5) Counter attack should actually counter attack, not something similar to dodge.
kyratdragoneater
Wed May 12, 2004 2:00 pm
#94

The thing i have a probelm about the most is: are moves. we need something that stuns and posably KD's but keep area attackssweep and spin have got to go.i have some ideas with some moves: Persition hit1: does health dmg and lowers posture. Persition hit2 more Health dmg and KD's oppents. this would be like a well waimed charging stab at the chest takeingoff health out of the health pool. Besrek hit: a master swordsman move that blinds, stuns, and does very high dmg, but drives the user into the besrek command (the same as besrek 1) i think that would be good and the downside is the berek (at lest in pvp) who does berserk in pvp? lol. to replace sweep mabye a stun attack and the second one stuns in a area. aslo pushing for more def. from stun KD blind and dizzy cuz we get like 40+ now... mabye like 70+ instead. also somemore meele and randge def. and fix migtion thing



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Abominable-TCO
Wed May 12, 2004 11:51 pm
#95






kErosion wrote:

This was my response to the Low Hanging Fruit thread, but applies equally as well. The Low Hanging Fruit are definately the priorities, with the rest as longer-term goals.



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.)


I happen to agree with just about everything else but this, adding in extra components whilst not only making life more difficult for the WS will probably nerf your weapons in the long run. They will get components which need specific resources probably which means an awful headache of tracking and collecting for WS for no added benefit. Not only this but the prices will go up because more components means more factory runs and more storage for those components which is more hassle for less or the same thing. Take the Rocket launcher at the extreme its so hard to craft in terms of logisitics that most don't bother and others have extreme prices.


Also Whilst we have a wide range of components for ranged weapons pretty much the only thing that is ever experimiented is Damage regardless of how many parts go into a rifle/pistol/carbine etc. There are very few exceptions (melee have there own too) where dmg is not the only viable option to experiment.


You want more variety (and swordsman are lucky as adv reo cores can be range experimented for very accurate PH which are very viable weapons) then get the experimentation on range/hams to a point whereby a WS doesn't end up with a crappy weapon if all the points don't go into damage. 1 point of ham reduction/range increaseper experiment points does not give a decent return to the WS.


In all honesty trying to get a change like this through goes way beyond medium right up there with something like a combat revamp etc as crafting has this tendancy to send huge ripples through just about every aspect of the game.


Summary:

Increase components -> added trouble/headache for the WS -> increase prices -> at least a short term (2-6 months) nerf to weapos stats due to dodgy resources -> huge pre-nerf market/economy troubles etc and I could go on but you get the jist.









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Orgin
Thu May 13, 2004 2:04 am
#96

I think it all has been said here now. I agree with most. I love this profession and will stick with it no matter what. I do wish we were more PvP capable though. Oh and if we are to geta new weapon let's not make another scythe type of weapon that does less damage please. Someting new means something new. Keep all the good posts going. Btw if you want to flame can you flame on your own boards. Not to be mean but I get tired of reading people's complaints. Good luck to all


~ Orgin





~ Orgin

Master Swordsman
Master Doc


" I'm your Hucleberry"
ArkadyKaizer
Sun May 16, 2004 4:10 pm
#97

Swordsman needs more defense skill mods, more then fencer AT LEAST.


Swordsman -- Depends on plain defenses and tanking

Fencer -- relies on dodge mods for defense
Malovec
Sat May 29, 2004 9:09 pm
#98

The only think I would like to see is a weapon that look slike a hude pick axe. Like a mining pick. I think that would be cool to see. That or a very long oriental ninja-to. (basically twohanded katana.)







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Nuckman
Tue Jun 22, 2004 3:22 pm
#99

give us a sword worth using we are swordsman for god sake




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raynedog
Tue Jul 06, 2004 3:00 pm
#100

I would have to agree, the so called "rare" weapons are of little to no vale above "ooh look at that"

If you going to make something rare at least give it the stats to back it, it seems the more rare something is the better the stats. This formula isn't matching up well with the stats on the Scythe and Ex.




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