Swordsman Archive
Thread: Anyone else feel like asking for an additional move?
i like your ideas but i do not want to see a kd in swordman. i used to want it but soon realizedthat having a kd in the swordman tree itself would make us hit for way to much damage. and the kd in master brawler should be the only kd we get for it costs us more skill points to get it. but we should get a diffrent variates of attacks.
maybe like a pvp move that knocks of a random piece of armor from a foe and they can not re equip it till after we hit them for the next attack. i beileve that would give us a bit more varity in the class. and give us a way to by pass a person with high blast and kinetic armor on.
GTOfire wrote:
- and lastly, why does AA3 have the same animation as areaattack2?
I am in favor also of a stun, but not a KD, because a KD would totally cheapen swordsman. I learned alot from mastering brawler and felt very pleased with myself for getting tat KD. Also, were to get a KD and even a dizzy to go with that KD, it would just turn us into a carbon copy of every other brawler prof.
Also, in regards to stun and such, WE HIT PEOPLE IN THE HEAD, I think they would be blind, stunned, bleeding, dizzy, and/or even dead ![]()
I'll take something like an innate improved run speed (shamelessly ripped form EQ).
It gets old when you go on missions with people who stop 100 meters out to start shooting at things while you're still running up. You get to the mob at half health, get off your bike, re-aquire the now 1/4 health target and hit once to kill it. Rinse, repeat.
In PVP it's even worse. I run up to a rebel, he sees my "master heavy swordsman" tag and the power hammer i'm going to beat him with, and he takes off burst running. By this point i'm already burstrunning as i knew he'd do this. At this point i can only hope he comes to some sort of cross fire or dead end of sorts for me to catch up to him.
With ranged attacks, there isn't as pressing a need for run speed. Swordsmen (and all melee for that matter) need the ability to get in and out of a situation very quickly. Ranged professions can simply hit tab to get another target and start attacking it. If that target is 20m away, we need to run up to it before we can attack it.
I know, this has been talked about till everyone was blue in the face, but it's something that would help balance out the target acquisition problem that most melee professions have.
Message Edited by Makarish on 03-08-2004 09:41 AM