Swordsman Archive

Thread: Lets pretend we have a correspondent and list all of our issues here I will start.

Arkon_Liie
Tue Sep 23, 2003 11:20 pm
#1

1. Remove all "stopping" and "stuttering" for us. This includes initiating combat, peacing, and using specials. We have a hard enough time as it is catching up with our marks.


2. Useless specials. The posture change timer effectively "super-nerfed" the entire design behind our class. We have 3 area posture lowering specials. At master level the only one that could be considered for use is Area3 and this rarely dizzies or lowers their posture. Basically as a master swordsman the only effective specials we have (especially in PvP) are Headhit3 and Mindhit2 (and 1 for the double bleed). Having only an effective bleed and mind hit puts us out of line with most other weapons who are balanced with different kinds of specials in additionto specific HAM attacks and bleeds, or in the case of TKs, their basic ability to do everything except bleed plus heal their wounds. There are a million ideas for what to do with us but having5 generalposture loweringattacks, 3 of them area,is really a strong incentive *not* to be a swordsman. This will never be a useful class definition - area damage and non-KD posture lowering. Please give us something.


3. High HAM costs. Mind is rough in my opinion.


4. Empty Finesse Box. It looks like Mind hit 2 is supposed to go there.


5. Most swordsman do not like the powerhammer. We became swordsman to wield swords not magical Everquest/Lord of the Rings looking powerhammers. Please don't have the best weapon we can yield be a "Powerhammer."


6. From the PvPers - an increase to the mind woundingfor Mindhit2.Please don't make us wait however many months for the combat system to be complete - give us some way to slow down the "cloning-TEF-zergfest" that PvP has become. That is what the description of the special says it will do.


7. Specials! Please just look at our specials, try them out. Try and make a master swordsman and see what a let down Area Attack 1, Area Attack 2, Area Attack 3, Spin Attack 1, Spin Attack 2, Sweep, and Sweep 2 are. Nothing short of removing the posture timer will make these good ever again, and since that is not an option please give us some kind of better special definition. Wounding attacks - area bleeds or knockdown - something!





-Ketaken Liie
NekidFrog
Wed Sep 24, 2003 1:20 am
#2

all defense bonus's DON'T WORK!!


yea that nice +5 counter attack you get ? doesn't work


most of the defenses the melee classes give haven't been working which is another reason why we aren't tanks





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Henzo-Kauri
Wed Sep 24, 2003 4:14 am
#3

An AoE bleed would be awesome. We need some unique useful abilities, something like the TKA meditate line but different.


I posted this in the brawler discussion boards but if a dev checks here i wanted them to see it too so:


I would like to see more of a balancing between the four elite brawler professions. As its stands right now TKA are the hands down best brawlers out there, they have the highest defenses and arguably the highest DPSand they can achive this by only going up 3 skill trees.


Ok, TKA have 1 line completely dedicated to meditate,which is arguably one of the most useful skills in the game. It heals wounds, poison,anddisease. I've seen a mastercombat medic try topoison a master TKA several times and after killing the combat medic he just sits down and meditates off the poison (mind poison).


In their other three lines they get their toughness, melee/ranged defense, state defenses, bonus to accuracy, bonus to speed and bonuses to damage (which no other melee profession gets, added i think because of their lack of weapons).


So in other words what is usually spread out into 4 trees for all the other brawler professions is spread out into 3 for the TKA. Just by going up these 3 trees you can be as effective in combat if not more than swordsman/fencer/pikeman. You can also see how spread out and diluted the other professions skill boxes are by looking at them in game with control-s or by using the character builderI linked below. By skimming through the boxes of the other professions you see that many times they are just given either a single bonus OR an ability for that box. You can look up the swordsmans technique or finess line or look at the pikemans stances, offensive techniques or support abilities for an example of what i'm talking about. Now look at the 3 lines in TKA in every box they are given not only several skill mods but also a new ability. Even the diversity in abilities are very lacking amoung the other professions.Swordsman have 3seperate lines of specials that have the effect of posture down??? While TKA can dizzy, knockdown, blind, or target any HAM bar they like including mind.


I'm not asking at all for a nerf on TKA at all, I think they are a great well rounded class, i'm just stating my observations and hoping something can be done to fill out the other professions to bring them up to this level during the re-balance.



for 85,000 combat xp:


Swordsman get


Two Handed Melee accuracy +20


Fencer get


Combat Equilibrium +10


One Handed Melee Accuracy +20


Pikemen get


Polearm Accuracy +20


TKA get


Melee Defense +10


Ranged Defense +10


Unarmed Accuracy +20


Unarmed Toughness +5


Unarmed Leg Hit 1



This comparison is an example but it isthe samewhen you compare any box of TKA (except meditate line) to the the same box in Pikeman/Swordsman/Fencer.

SonosVelkeir
Wed Sep 24, 2003 7:50 am
#4

1. Defensive Issues, counterattack/toughness/ranged/melee defenses are not high enough, or in the case of counterattack are not firing nearly enough.


2. Accuracy Issues, why do our weapons such as the powerhammer have such bad accuracy mods? Also, we need more accuracy in our finesse line, we currently get half of the accuracy TKA gets, and to my knowledge their vibroknuckles do not have bad accuracy mods.


3. HAM costs, as a swordsman I have to rely on food, which is also to some degree broken, to be able to style and not hurt myself more than other mobs/players hurt me. A great reduction is needed for the HAM costs on our weapons or in the style costs themselves.


4. Add a heavy axe cert in novice brawler, many starting swordsman(myself included when I first started) dont know what weapon to start with.


5. Scythes, I have heard the scythe like the rantok blade is a part of a quest, please implement this so that we are able to use this weapon which we have a cert for.


6. Utility, TKA gets meditation, an incredibly useful skill line that adds a tremendous amount of utility to the class. The other melee lines would greatly benefit from adding a comparable skill that adds utility to our skill. Not necessarily give us meditation, but rather give us something that is unique to each class, but greatly betters the Pikemen/Fencers/Swordsmen.


7. Swords, right now we have two swords. For a class called "Swordsman" this isnt very fitting. More swords such as a PowerSword/VibroSword and other swords that do specialized types of damage are requested. High tech swords would be a great addition to our class.


8. Damage types, right now marksmen get a wide variety of damage types, but we as Swordsmen do not. This could be easily remedied by the suggestion above, both adding more swords and making them different damage types than what we currently have.


9. Lack of a Hybrid profession, Pistol Users/Carbine users can advance to hybrid professions that both grant them new skills and moves, in ADDITION to having their carbine/pistol specific line. Something like this for melees would be great, perhaps not feasable for a while but would be something I would love the devs to consider.


10. Lack of ability to tank. As meleers we should be adept in avoiding damage from mobs, and should take less damage when hit. Increasing our toughness/defensive abilities would help greatly.


11. Arenas, I think would be a great addition to the game. Would add a bit of fun as well as possibly being a way to make money/entertain others. Money/Items/Titles/Pride could be the prizes.


12. Styles, currently we have 3-4 ae posture changes, making several styles we have as Swordsman unused. Change 1-2 of these styles to either ae/single target status effects such as blind or stun.


13. Add a mod on the powerhammer that allows it to have a 10% knockdown chance per hit, and for our edged weapons add a mod that allows a 10% random HAM pool bleed, 1/2 of the damage of the hit that caused the bleed.


14. I understand kiting is a valid tactic, but it is far too effective currently against swordsmen. Increased range/speed would greatly help swordsmen in both PvP and faction missions.



I understand that many of the issues with the class I brought up might very well not be implemented, but they are things I think would greatly flesh us out. I love the class and we can be quite effective if played right, but the class can also be quite frustrating. Since we dont currently have a correspondent (miss ya Gorecki) I am thinking of applying so we have someone stubborn who can "try" to keep in constant contact with the devs and keep them aware of our issues.


So'nos Velkeir


Master Heavy Swordsman

SonosVelkeir
Wed Sep 24, 2003 7:52 am
#5

Empty Finesse box also needs help(no edit button )
homemaker
Wed Sep 24, 2003 8:10 am
#6

1. Remove all "stopping" and "stuttering" for us >> they have been address it and all other melee address this.. no need to waste our monthly question abt this again!! and new combat rule is apply..! dont ask again!


4. Empty Finesse Box >> they know abt this and working on it.. look at the devtracker abt their post abt this. once again.. DONT WASTE our question by asking the same issues over the month!




i agree with the useless Sweep/ AreaAttack/ Spin attack (after the 30sec timer)>> NEED to address this!!


also agree with the PH issues!! we are Swordsmen NOT a Hammermen1 o_O



my issue is:


in PvP>> TKA done MORE damage and MUCH LESS damage taken by them.. than other melee atacker!


doenst make sense when ppl with barehand can dealt more and get damage less than ppl with the blade!




thx..



tiyo





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tiyo

mastered: Swordsmen, Brawler, Architech (Holo1), Artisan, Image Design. Entertainer, Medic, Scout, Doctor, Combat Medic, Marksmen, Squad Leader (Holo2 then Silent), Musician, Chef, Carbinier, ...
Aynn
Wed Sep 24, 2003 9:23 am
#7

All my power hammers do 60% of "combat text" dmg vs lairs, where as my other weapons like 2h curved and cleaver do 100%dmg




-Expect the Unexpected.
RaZoR617
Wed Sep 24, 2003 9:53 am
#8






ninjajedi22 wrote:
just another 2c.... area bleeds should replace our posture attacks imho, single target posture down... semi useful, area posture down. useless





There is a awesome idea area bleed attack, oh the damage i could do.


Banzi, who cares if i get knocked out if i get a mind bleed on 3-8 people that are standing in a group.


Also this is the 2 handed sword - heavy sword, so althoug i would not normaly consider the hammer a sword it does fit the heavy catagory,





Wookie Heavy swordsman, Creature handler, Medic

Razar
Slice you later
ninjajedi22
Wed Sep 24, 2003 12:42 pm
#9

oh yea, have to agree with #5 all the way, powerhammer has no place as a SWORDsmans best weapon



---------------------------------------------
At the end of the day, when your all alone in the dark. The only thing that matters is the law, and you will be alone when you swear to uphold it's ideals.

Sergent 1st class, Amren Val'Drakon,
Commanding officer fire team 3 "assassins"
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ninjajedi22
Wed Sep 24, 2003 12:44 pm
#10

just another 2c.... area bleeds should replace our posture attacks imho, single target posture down... semi useful, area posture down. useless



---------------------------------------------
At the end of the day, when your all alone in the dark. The only thing that matters is the law, and you will be alone when you swear to uphold it's ideals.

Sergent 1st class, Amren Val'Drakon,
Commanding officer fire team 3 "assassins"
Proud Member of the 488th Law Enforcement Div.
IagIag
Wed Sep 24, 2003 2:16 pm
#11

I'll play along breifly:



1) New specials! some kind of trip or throw sword to stop kiting players so we can..


2) Not get the "out of range" message when we are on top of and in some cases even in front of other players. Increase range.


3) Fill expert box with some unique... preferablyserious mind wound to balance us with the flamethrower which wounds players to 1/4 to 1/2 black on health and action.


4) New weapons which help alternate races and professions customize their HAM stats better.


thats all for now.


Mystic_Squirrel
Wed Sep 24, 2003 5:56 pm
#12

The Defense and Offense lines moves are neither defensive or offensive in nature. Actually they're pretty much indentical. Perhaps a total rehaul ofboth line's specials is in order. Finesse and Technique's movesboth make sense at least.


AE attacks can be useful, however I would gladly sacrafice the posture change mod on all of our Elite AE moves to get more useful extra mods.




____________________________________________
Kuu-Laid Mann - HAKD
Master Swordsman and Doctor
Kool-Aid Mann - HAKD
Bounty Fish Extraordinaire
Althia - HAKD
Dark Jedi Knight
EasyMcRhinopants
Wed Sep 24, 2003 6:17 pm
#13

Guys, why are you asking for bigger wounding? That only helps when griefing, doesn't do any good at all in "civilized" fights or PVE!


An area bleed would be pretty cool, and stylisticly, would probably make the most sense for 2h swordsmen. It would probably have to be less powerful, like Mind hit 1 rather than 2. (and not stack with mind hit 1)

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