Swordsman Archive

Thread: Heavy Swordsman Attacks need to be fixed

KaNViC240Sx
Thu Jul 31, 2003 2:47 pm
#1

Hi, I'm a Master Heavy Swordsman on Bria. I believe I'm the first on that server as well. Have any of you other swordsman noticed how our defensive column is completly useless? Area3 seems to do everything that they do but more. Also, is your Area3 attack working properly? Mine seems to be only doing the Area2 attack, but with higher ham costs and a different attack name. But it's the same, no blind, no dmg increase nothing.


I have created a thread on the development forum to show developers what is wrong with our profession and made some suggestions as to what the defensive column attacks should really be. They aren't cheap, they are what I feel this profession needs for defensive attacks.


Spin2: Area+dizzy+lower posture (little or no dmg increase)


Sweep2: Single+knockdown (little or no dmg increase)


Those are my ideas on what our defensive attacks should be. Please PLEASE, make suggestions to my thread so the developers will read it.


The thread name is "Heavy Swordsman Defensive attacks"




Euri Amadaki - First master swordsman of bria.
Gorecki
Thu Jul 31, 2003 3:24 pm
#2

Hi there...and gratz first of all....


so are you Euri ? ...i bought my new 2 handed curved from your vendor last night...nice one!..for Bria at least


As you might have noticed, or not, the Devs have introduced so called Profession Correspondents who collect the top 5 issues of a profession per week and report them to the devs. Which would be me for the time being


I read your post and am going to modify point 4 of our next mail to the devs, which i just posted on this board, accordingly to let them have a deeper look into those specials to see if everything works as intended.


Thanks for the input...a masters help is always welcome


Greetings


Gorecki




Master Swordsman / Master Smuggler
KaNViC240Sx
Thu Jul 31, 2003 7:38 pm
#3

wow cool. Yeah I think my ideas on what our defensive attacks should be are quite reasonable. I also feel that Knockdown should be changed a little bit for pvp purposes. Today I was raiding with a few rebels, and a TKA kept using knockdown on us. I couldn't get up at all. I mean, knockdown is very good, and he used the right attack for sure. But, I think for pvp purposes (Not creature purposes), after being knocked down, the player should have some sort of growing immunity to it more knockdowns are used. That way it would give the defending player a chance to get back up. I mean, if somebody uses knockdown, the next time they use it, the chance of knockdown should be cut in half. That sort of growing immunity. This immunity should last about 30 seconds I'd say, that would be a good lenght for most of the pvp battles I've seen.



Euri Amadaki - First master swordsman of bria.
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