Swordsman Archive

Thread: Melee mitigation being removed?

rgrocott
Mon Jul 12, 2004 6:12 pm
#1

Hi all,


I've seen a couple of comments in recent threads, indicating that melee mitigation is going to be removed. Is this 'official', and if so, could someone point me to the relevant threads discussing it? I've looked on the various 'In Testing', 'In Development' forums, but I didn't see anything there.


Thanks



Vertical Limit Inc
--- Shipwrights --- 12-pt Armorsmiths ---
Theed, Naboo -4566 3388

Co'hen MacBain - Master Smuggler *Cancelled*
Charidee - Master Rifleshim / Doc *Cancelled*
Zha'rik Kaath - Master Armorsmith / Master Shipwright *Cancelled*
Still praying for a pre-CU server, after all this time...

StGabriel
Mon Jul 12, 2004 6:40 pm
#2

In a thread for Jedi's, TH said that melee mitigation was going to be removed for PvP.

I think this is a good thing for us. I have always championed the cause that mitigation was bad for Swordsmen and poor in general for PvP (as it effects weapons in such an arbitrary fashion). Of course I also focused on the loss of the damage bonus against rifle and carbine wielders, but oh well.

Initially mitigation was intended primarily for PvE. When creatures were revamped, higher end creatures were given larger damage ranges and the thought was that mitigation would serve as a sort of high-end PvE tool. Tagged onto that was the idea that it could also fill the place of the damage bonus (which was changed into an accuracy bonus). Of course that's not really true in that ranged players can pick up melee mitigation as well. Furthermore, this gave ranged players an advantage against ranged weapons that we didn't have. Thus making us relatively weaker against kiting and the like.

Anyway, I'm hoping to keep TH to this promise. Power Hammers and 2h Curved swords are hit very hard by mitigation. Especially compared to TKA's who are largely immune to mitigation. I think it should be a positive for us in PvP.

But as always, lemme know if you disagree or have any comments.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Noc-turnal
Mon Jul 12, 2004 6:58 pm
#3

i always thought melee migration was a peticularly damaging in melee pvp. Toughness + migration is really whats making its completly stupid. for me the PvP issues isnt the armour or the buffs (although i do agree the buffs now days are rediculas) or chef food.


Now take in account i can happily have a duel fully buffed without armour against TKM who is exectly the same for 10 mins and we were doing stupidly low damage for that fact that we had no armour on was rediculas. really we should of died fast but myself being swordman brawler and he was TKM our toughness is huge and with melee migration we were tickeling each other


so what happens when we put armour on? well put it this way by the time i finaly beat him we both had 1000BF. thats what happen when skilled meleers fight each other its not the armour that is the issue (the buffs i agree are abit over powered) Melee migration + toughness makes melee fights rediculas. at points the mind cost of special would exceed the damage that of head hit3 it really gets rediculas.


Now if you take two unarmoured rifleman fighting each other it finishes in a fraction, and thats not necessary because they are more powerful its just that they dont have the toughness mod on top of migration. i am surpise that this very obvious issue was over looked when the migration was introduced.if we add migation + toughness + armour + personal shield generator + syn steak = damage less than the HAM cost to pull off the moves. enough said =) when swordman do a damage of a single figure on the head hit 3 you know its wrong




Noc-turnal (T-S)

AriasImmortal
Mon Jul 12, 2004 11:25 pm
#4

so is this only melee mitigation, and not ranged?

well, i suppose this will help the jedi... since, you know, melee mitigation really **edit**s them over... but since they dont have it already this is just a plus for them.

**edit** the jedi.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

StGabriel
Tue Jul 13, 2004 1:01 am
#5

so is this only melee mitigation, and not ranged?

Yeah, I'm not sure about that...

Trying to get some info.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

AriasImmortal
Tue Jul 13, 2004 1:43 am
#6

that'd be kinda wierd if ranged still worked... but who knows.



ARIAS TE'THAI
Master Swordsman|Elevator Wh0re
ECHUU|ECHUU-SHEN
Jedi Knight |Mandalorian Enforcer
Day One player/Pre-9 Jedi/PvP God. All gone. Canceled.

rgrocott
Tue Jul 13, 2004 4:07 am
#7






StGabriel wrote:
In a thread for Jedi's, TH said that melee mitigation was going to be removed for PvP.





I should have known to look there first


At leastSOE get to save money on designers now - they just wait for more than one Jedi to complain about something, then do whatever they ask for





Vertical Limit Inc
--- Shipwrights --- 12-pt Armorsmiths ---
Theed, Naboo -4566 3388

Co'hen MacBain - Master Smuggler *Cancelled*
Charidee - Master Rifleshim / Doc *Cancelled*
Zha'rik Kaath - Master Armorsmith / Master Shipwright *Cancelled*
Still praying for a pre-CU server, after all this time...

Mansun
Tue Jul 13, 2004 4:51 pm
#8

As far as i understand it both melee and ranged mitigration is being removed.. and not just for jedi... it would have been statet if it was only for jedi

i for one like it.. 30min duels can be a drag when your evenly matched




Summ - Mstr Swordsman/Mst TK/Mst Brawler



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Im a nobody -and nobody is perfect.. that must mean im perfect
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