Swordsman Archive
Thread: Have you guys noticed this? DEV'S please take note
I may be the only one who is upset over this but if I'm not then we need to press the DEV's to fix it , ok as for the problem in the first column from the right and either the second or third skill block from the bottom the skill block has nothing in it. No skill modifiers or specials, nothing. What gives, do you mean to tell me that I have to toil to get those combat xp's to get that block and then get nothing in return. That's ludicrous, no other prof is set up like that so why are we and while I'm at it please lower our HAM costs. I'm afraid to use my specials in fear of getting incapped or worse, the ranged prof's HAM costs are not so stringent so why us melee prof's?
Almost forgot to mention this, why are you guys nerfing berserk on us. Your telling us that it'll only be good for a added 75 to damage , are you joking? If you do this I hope you make beserk 2 in master brawler better then just a longer duration then, I hope you at least make it so it does double damage or more otherwise it'll be the worst special ability of all the master prof's?
Synkharra novice hvy. swordsman/ working on master brawler / working on getting master medic
Lowca
Every box of smuggler gives you an ability. Some may not be great, but they are there. You gain absolutely nothing for expert sword finesse. Someone point out another box from any profession that gives nothing at all.
In beta, several boxes of teras kasi had no abilities either, but they stuck in some really nice defense mods in them. I am unsure why they overlooked swordsman. It was probably because there were about 500 teras kasi artists in beta and only 10 swordsman.
The issue here is that the 2 hand mind hit 2 used to be there, but for whatever reason was detirmined too powerful to be in expert - I agree it should be moved back down to Expert from master. So that way wed get Mind1/+20 Acc/Mind2/+20 Acc.