Swordsman Archive

Thread: Melee professions, pvp, Combat Medic, blinding powder

Vitruvian22
Mon Jul 11, 2005 10:44 am
#1

I posted the following on the General Discussoin board but since I am a Master Swordsman, wanted to post it here as well:





I wasn't sure which forum to post this in so it has ended up here by default. It basically applies to all the melee professions and combat medic. After being defeated in a number of duels and pvp battles by ranged players, I intently sought a solution for the problems posed to any melee player in this sort of combat situation.


Minor point: (It would be nice if...)


First of all, one solution would be to make the highest damage dealing melee profession (Swordsman), at least slightly more powerful (deal more damage) than the highest damage dealing ranged profession (Rifleman). I say this for two reasons: 1) The huge advantage that ranged professions have over melee professoins by having the obvious advantage of being able to attack us for 55m before we are even able to deliver our first blow, not to mention their ability to do this repeatedly by using root and snare and then running out of range again. Letting a Master Swordsman, afterclosing on his opponent,hit for more damage than a Master Rifleman (I will use Master Swordsman and Master Rifleman for arguments sake since they are the two highest damage dealing professions)would help to compensate for thisinnate advantage of the ranged players. This would help to balance the playing field in combat. And 2) If you would like to have a more pragmatic discussion about the damage that should be assigned to these professions, think of it like this. Yes, if you were shot in the head by a high powered riffle, you would receive a great deal of damage and almost 100% certainly be dead. However, if one was to be decapitated by a sword (which was common occurance during the course of battle when melee weapons were used in combat) you would receive even more damage and would absolutely 100% certainly be dead, as you cannot be alive without a head. So on those two fronts, it would seem to me, that Swordsmen should be given, at least slightly, higher damage dealing capabilities than Riflemen.


Major point: (But this is what I'd really like...)


The other solution (which could also be used in conjunction with the previous) is this: Give the melee professions something to combat the ranged professions' ability to snare/root/etc. Wait.. I found one! You can get Combat Medic and paralyze your opponents, hit them with diseases and poisons while you are rooted, and... ohh wait, yeah that's right, you have to have Novice Marksman plus the 4th ranged column to go that route. So in other words, if you have a melee profession you have to cough up an addtional 15 skill pts (and thats just for the Novice box) to get this medic profession that the ranged guys don't have to.


So, is it just me or does it seem like the melee professions are getting the shaft evey where we turn. Why can't the devs make it so you could supplement the 2nd Medic column with either a Marksman tree or a Brawler tree as the prerequisites for training Combat Medic? If not, then keep all the prerequisites under Medic, and not require ranged boxes. If not, at least give us melee guys/gals some sort of poison or blinding powder, or throwing weapon (which was commonly used by melee combatants) to help mitigate this advantage that the ranged professions have. I wouldn't think it would be too difficult to add 'blinding powder' (would have the same affect as blind attack/strike/hit etc.) with around a 30m range to, as an additional abbility given to all the melee professions at the novice level, with an improved or advanced version at the master level. Or possibly some sort of throwing weapon with a 'bleed' or some other DOT affect. I don't think this is too much to ask for.


Food for thought anyway.


Thanks for listening.


p.s. Someone please let me know if this post should be move to the Combat Medic forum and/or all of the melee forums, leave it here, or move it somewhere else all together.
Tymothi
Mon Jul 11, 2005 7:32 pm
#2

Well, right now aswordsman does less damage than a rifleman even though their offense is supposed to be the same. If swordsman were at least on par with rifleman then that would be good enough. As it is now, though, melee is still pretty good but kiting imo is ruining the game. We have high-end mobs that are being taken out very very easily by all ranged groups b/c they can just chain root the mob and blast away. It doesn't seem very fair at all b/c an all melee group or just a group with any melee people won't be nearly as successful b/c these mobs, I'm talking about Krayts and N-K Necrosis, can tear anyone up with just a few hits. You'll need a jedi if you want to succeed without chain rooting. It also doesn't seem fair to me that ranged gets a root and a snare but melee only gets a snare. Not to mention the fact that none of the hybrid professions include melee skills. I totally agree that combat medics should be able to have brawler or marksman. That way it lessens the HUGE advantage that ranged has. i.e. more professions, skills that gimp melee, and better weapons.




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

Maystudly
Tue Jul 12, 2005 12:19 am
#3


I dunno man... I can't remember a time when a ranged profession beat me 1 on 1. I have zero terrain negotiation and I was kited up a steep steep hill and I still won... I don't see a need to for melee to be augmented.




Maystu'dly
Too legit, too legit to quit..... hey hey!
Vitruvian22
Tue Jul 12, 2005 6:10 am
#4



You say you havent been beaten by a rangened combatant in quite sometime. Just curious, have u dueled anyone with a Master Doc / Master Riffleman template?In my experience, I havefound these guysto bealmost invinceable. Especially if they have augmented their skills with one of the root/KD/snare shots.
Maystudly
Tue Jul 12, 2005 6:53 am
#5

Master Doc + anything is tough because of the speed mod. They can often out damage your heal, but their action is a big problem as well. The only way someone with that build could kill me is with + accuracy food. Master Rifleman on its own just couldn't hit me enough.



Maystu'dly
Too legit, too legit to quit..... hey hey!
fessestarsider
Tue Jul 12, 2005 8:36 am
#6






Maystudly wrote:

Master Doc + anything is tough because of the speed mod. They can often out damage your heal, but their action is a big problem as well. The only way someone with that build could kill me is with + accuracy food. Master Rifleman on its own just couldn't hit me enough.






I also beat ranged very often with my Swordsman/doc template .. burst run when their action is at their lowest. armorbreak, KD, critical, headhit, and melee hit melee strike is all i need ... oh and accuracy food IS quite important.

I don't see the trouble with ranged, but then again i'm biased since i'm a MD and i heal a lot *shrug*


Fesse
Purefear
Tue Jul 12, 2005 11:38 am
#7

The only way a rifleman can do more damage then a swordsman is if they use sniper shot. If they do not use sniper shot then the damage is the same. But one point that you are missing is that Meelee proffessions can take between 2x (without TKM) to 4x (with TKM) more damage then a ranged proffession can. So even if they have range on a meelee proffession once we get up to them and start smacking them around they are going to go down a whole lot faster.



Asylum's are for the sane. It is the insane that rule the world, this world of destruction, and in this insane world the sane seem confused. - Me

"Jedi are Keepers of the Peace not Soldiers." - Star Wars II: Attack of the Clones - Mace Windu

Aspibrii Hilesopa
Tymothi
Tue Jul 12, 2005 8:28 pm
#8


Yeah, it is odd that melee has always been the best tanks, even after the CU. Now root replaces the need for tanks, though.




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

Vitruvian22
Wed Jul 13, 2005 3:41 pm
#9


Some pretty good replies so far. Thanks to all .


I had a lil bit of trouble following this:





Maystudly wrote:
Master Doc + anything is tough because of the speed mod. They can often out damage your heal, but their action is a big problem as well. The only way someone with that build could kill me is with + accuracy food. Master Rifleman on its own just couldn't hit me enough.




I agree that Riffleman on its own is not a problem. My problem specifically has been dueling people with the Master Doc/Master Riffleman template. Especially if they happen to be a Wookie and have access to a Bowcaster, as they seem to be the most powerful riffles it the game (at least this one is). But I guess this offensive advantage comes at the expense of not having any decent armor. BTW my character is a Twi'lek so my starting HAM is gonna be way below his.


Are you saying that Master Docs get some sort of ranged speed mod or does it apply to Melee too, or are you talking about their healing eff speed? And are u saying that riffles can out damage your ability to heal yourself (sounds to me like that means u lose.) unless he just happens to run out of action first. Which when I have dueld this builds, they don't run out of action before they kill me.


They are often close battles but I still lose none the less. They kite me once with KD. And again with root or snare. I usuallydie right as I get back within striking distance.


Any help with this is greatly appreciated.


p.s. Looks like we are sort of hijacking this post, but since its my post, i guess its ok.


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