Swordsman Archive
Thread: Some interesting upcomeing changes
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I just got done posting some stuff in various profession forums, summed up here:
Bounty Hunter:
* We made bounty hunter targets easier
* Added 5 charges to seekers
* Added 10 charges to probots.
* Fixed bounty hunter targets losing their tef when unloaded.
Rifleman:
* Fixed surprise Shot (It was broken, changed it so it doesn’t remove cover state)
Carbine:
* Fixed chargeshot2 so it works on a cone again
In addition to these, we also have the following general combat changes we're looking at. Sanity check?
* increased penalty for firing while moving
* increased defensive bonuses for moving targets
* Added 30 second timer to knockdown/posture changes
* Decreased the cost of ALL knockdown moves
* Increased the damage on all knockdown moves to compensate for 30 second timer
We still want to investigate:
* Move costs for cabineers
* Move costs for unarmed in relation to their damage
-Raph Koster, Creative Director
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Thanks Jezekiell, but it's sad to see nothing mentioned about swordsman.
...yes...they seem to have changed their approach in the past days...
In the past couple of days we could see a couple of threads from Holo asking the community for their point of view regarding some bigger issues, but also on some smaller more profession related ones...and i guess some of it is a result of looking closer into the correspondents issues. I don't really know yet what to thinkof it....
...because on the other hand there has been no word out there or by mail yet about the correspondent program itself.
I've sent a mail a couple of days ago asking about the current state of the program: who the main contact person is (Holo, Xahn, Q-3PO or the new assistant?) and if they still intend doing it on a weekly basis as Xahn mentioned something about maybe switching to monthly..............no reply
Then i sent a mail pointing out again that it would be great to get an overall vision about our profession, preferably from the designer him/herself....like the BE's got...............no reply
Then i sent in the mail with our current issues....no reply or confirmation of receipt (as i got last time)
So as you might understand i'm currently not really happy about the situation...but will remain patient a couple of days longer.
It's certainly nice to see in Holo's post that they care, listen and are willing to do stuff.....but as it seems now it's resulting in less communication with the correspondents.
Time will hopefully tell....
Gorecki
... i dont like it at the moment, dont like it at all.
Not a good change at all, though they do need to limit the high amount of knockdowns possible by all professions in one way or another.
the timer on the knockdown is a good plus for us, but knockdown stacks. So, if I'm hit by 2 people's knockdowns that's like a 30s timer, since each knockdown has like a timer of 15s where even though you're running around, you're really supposed to be knocked down so you can't attack or do anything for that time. If the timer is only 30s and I'm hit with 2 knockdowns, basically I won't be able to do anything until I'm dead since they both just need to hit me every 30s. Until the devs fix the knockdown/panic shot delay stackage, then no matter what they do with knockdown, doesn't impress me at all.
ACK! 30 sec delay on postures too? Sigh...30 seconds is long in a pve fight...will be hard to play "Crowd control" when postures are so short or resisted. Ohwell...we'll have to see how it goes..
"* increased penalty for firing while moving
* increased defensive bonuses for moving targets"
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This I like ![]()
If the posture down timer goes in I will be very upset indeed. Attacks with posture downs are the only way I have of keeping myself and other melee'ers in combat with a nasty target alive long enough for them to get healed or for the target to die. Some fights dont even LAST 30 seconds.
If they absolutely want a delay on it, they should make it a lot less than 30 seconds. 10 comes to mind...
Though I look forward to get good knockdown attacks (I am currently only 0201), I do agree that knockdowns needs to be adjusted for everyone.
My question is, what will become of all of our area attacks that also have posture lowering? Will we not be able to use them as attacks because of the timer? Or will they only provide posture lowering every 30 seconds, but still be fully usable as damage dealing attacks?
This could potentially be a huge issue, as most of the swordsman specials have secondary posture lowering effects.
Hopefully they go by way of a target immunity timer - but of course we all know they'll take the easy coding route first and just put a player timer on the move - like med skills as an example of how I see it working in the first test.
I think the problem with target immunity is that they don't track knockdowns/posture changes as 'states' - in that we see them as icons on the status bar.
If they changed knockdown and posture change to a state (with a visible icon for the players to see) I imagine it would be easier for them to code the target immunity.
A good example at the moment is blind. I toyed with unarmed blind and bone spur traps which also blind your target. If I blind the creature with unarmed blind - it gets a nice state icon, and if I then toss a bone spur trap at it, I get the message - target is enraged and ignores the effects of the trap - or some such nonsense. Now why can't everything be coded this well?
I'd really like to see them fix states in general - imagine if a TEF was a visible state in your status bar. I think it would be really helpful. Same with lowered posture and knockdown. Sure, we have the visual display of our posture - but it doesn't seem to synch up with the amount of time we are actually knocked down for or forced to kneel etc. I'd rather they added new state icons to give us a better idea of just how long these effects last.