Swordsman Archive
Thread: The problems with the melee and swordsman professions:
Ok I have made Master Swordsman and am Master Brawler as well. here is what i see as the things that are the worst in the melee/swordsman professions and need fixing the most:
1. toughness: Not talked about a lot but... it reduces dammage by a percent. Currently this is only affecting melee weapons. I have no idea if this is supposed to be the way it is but it needs to be fixed. Simply put if toughness affected dammage taken on ranged hits as well we would become almost viable in pvp in my opinion. but takeing 350 a hit from a bh eye shot with no reduction just makes very little sense for the melee profession. This doesnt even make sense from a space opera or any fiction setting as the melee types are usually the ones who brawl through huge hits kill their tgt... of course soon thereafter dieing of wounds. the point is we should be resilient to debilitateing pain.
2.. melee/ ranged defense: these have almost 0 impact even at very high lvls. unless i blind a target or intimidate it i dont see a lot of difference here between low and high lvls of these abilities. if you test this on lower creatures there is a distinct effect, but the higher the mob is the less defense matters. I think personally the number you have is removed from their to hit. what this means if i am right is that a mob/player with high to hit modifiers will almost always over come this negative. it also means that haveing anything less than 50 is perty much a complete waste.
3. block/dodge/counterattack: these DO NOT WORK I have 25 counterattack 10 block and 5 dodge.... i dodge more than i counterattack and i have NEVER SEEN A BLOCK!!! I have allowed myself to be hit over 2k times in a night to test this usually for every 1k hits i see 4-5 dodges and 1-2 counterattacks. from what i read those numbers are suported by every board i read. at one time i advocated getting two-hand sword defense up... now all i can say is the entire line was a complete waste. the styles are the same as in offense but cost more and ALL the defenses are pointless.
4. Defensive mods (dizzy/blind/knockdown/position down/stun/intimidate): as far as i can see these are not working at all. I have read many othere posts that support this as well especially from the tera kazi. I did a knockdown duel against a tera kazi btw... i won hands down... and the poor guy had my defenses beat hands down for knockdown defense. this supports the fact that whoever gets the kd in first wins... although the comeing kd nerf will fix that to a certain degree, the mods need to work or why have them at all? this is one MORE defense we should have but dont. if these worked we could actually get to the battle rather than sit in the dirt ... of course this complaint is had by all.. just it affects any melee profession to a much greater extent.
5. getting kited: many different threads on this already but my view is simple. just impose a fireing arc of 260 degrees on all ranged firers. this would allow them to run at full speed to escape but would remove kiteing from the game as you cant keep an enemy at bay forever turning and twisting. if a guy shoots you down standing his ground then yes ranged had that advantage... but doubleing the advantage by eternal rear side fireing is a bit insane game or reality wise
In the end our one real asset of the melee firer should be defense not offense. if we get to the battle we can do well but currently none of the defensive modifiers are working or, if they are, they are not working so as to give a noticeable effect.
Gorecki: if we are to have any chance at all in the end game which is pvp... and after we have no more xp left to get the rebellion vrs the imperium or the search for jedi are the only 2 things left we can do for the most part... we need our defenses to work. more moves... better swords... anything outside the lack of defenses and the kiteing really are minor. the swords COULD be better but they work well enough to get many to master. the lack of choices? well almost everyone wants a cool new toy across the boards and those will come later. please bro, please look toword fixing those defenses as i beleive that with them most of our woes would be greatly diminished if not disappear.
....guess that's what we're trying here.
But in order to ask them to fix something you have to know what is broken and in order to tell what is broken you need to know how it is supposed to work.
That's what we try finding out with our last mail.
Of course if we don't get with their next set of answers what we are seeking for we will have to ask more specifically and ask THEM to do the checking and testing for most of the points you mentioned if they don't give us the necessary info to test with.
Thanks for your input
Gorecki
I believe toughness is working as intended in terms of only decreasing melee damage. They have always said that melee users will be at a disadvantage versus ranged users because of the range, I don't see why toughness should really affect ranged user's damage.
Melee and Ranged defense most definately works. I have a friend with very high scores in each (she is mostly a riflewoman but has choice trees in defenses elsewhere) and she will be hit probably one out of every four shots from ATSTs and it is very difficult to hit her in melee (I know, I duel her all the time).
The defensive mods don't work, or don't seem to do what I assume they're there for. The dizzy resist seems to make your recovery time from dizzy less but doesn't help you resist the attack itself. Knockdown resist also doesn't prevent you from being knocked down (said riflewoman has over 70 KD resist I believe and never resists being knocked down) and it doesn't shorten the delay time afterwards far as we could tell.
Getting kited is something we will always have to deal with. Learn to use your terrain and love your lunge. These two things will save your life. That and run with friends that have ranged capabilities to cover you while you charge in. Also note good surprise use of the burst run will help you out as well (don't burst off the bat, do it when they least expect it and don't ever give chase if it's just you and them unless they're running to a dead end).
The only real complaint I have from the content of your post is the special defenses and how they're supposed to work. If they're supposed to outright resist the specific attacks, they don't. If they're supposed to decrease the time you are effected by them...some do. We need an official response on what they're SUPPOSED to do and then they need to make it so.
-Shi