Swordsman Archive

Thread: To all swordsmen..

DukeHondo
Tue Sep 16, 2003 6:35 pm
#1

I highly encourage all of you to list your issues here.. Your top 5, list them in YOUR EYES the top 5 issues.


No, not KD issues =P KD timer is there to stay, I think.. Just say class-issues you think need attention. =) Tomorrow I'll make another post regarding it. (And I will also PM the correspondant for Swordsman over it first, if he's active?)




Hondo (Radiant)
Yoda - Lineage 2 (Kain)
Robinhood/Hondo - Lineage 1 (Dep/LoA)
Hondo - Guild Wars
Hondo - World War 2 On-Line
KoDashi
Tue Sep 16, 2003 7:03 pm
#2

I have noticed that the damage I inflict with my curved two handed sword (40-260, 2.7) has been decreased about 2/3. I was under the impression that our damage hade been boosted a bit to compensate for the nerfing of the rest of our abilities. I played EQ for 3 years and quit several times (I came back from time to time) because of this same thing and I'm not going to put up with this same sort of policiy when it comes to making changes to a character I put so much time in. I wish Lucas Arts had gone someone other then SOE/Verant.



Kodashi
Level 90 Elder Jedi
Master Freelance Pilot
Ahazi

Sarsix
Level 90 Bounty Hunter
Master Rebel Pilot
Ahazi
Khalaermol
Tue Sep 16, 2003 7:43 pm
#3


  • power hammer health cost

  • scythe, where is it?

  • not being able to hit a player, kiting me, that is stated as being within range of my selected weapon (powerhammer), but this is really an all inclusive meleeissue

  • little more variety in style procs (NOT their actual effect, ie: I don't want area attack being anything BUT an area attack)

  • little more variety in damage type on our weapons (kinetic and blast resists are often the exact same on most mobs)

  • one or two new weapons would be nice


Other than those issues, I'm perfectly satisfied with the class.




Khal's Crap 6164, 5539 Rori just to the east of restuss Wanderhome
Master Swordsman, 3/0/3/0 scout, 0/4/4/4 doc
Master Artisan, Droid Engineer, Merchant (my alt)
Holocron said, " ...there's something oddly satisfying about running a game people pay to hate..."
http://www.gamespy.com/articles/march04/galaxies/01/
http://www.gamespy.com/articles/march04/galaxies/02/
http://www.gamespy.com/articles/march04/galaxies/03/
BoneFrag
Tue Sep 16, 2003 7:51 pm
#4

Why do u think KD timer is here to stay? I'm hoping it's just a crappy solution until a real fix is implemented.



/BoneFrag



Wookiee Armor Screenshot: http://free.inkfrog.com/pix/poppapete/0132.jpg
-huan_the_destroyer
Khalaermol
Tue Sep 16, 2003 7:52 pm
#5

woops, just noticed I listed 6



Khal's Crap 6164, 5539 Rori just to the east of restuss Wanderhome
Master Swordsman, 3/0/3/0 scout, 0/4/4/4 doc
Master Artisan, Droid Engineer, Merchant (my alt)
Holocron said, " ...there's something oddly satisfying about running a game people pay to hate..."
http://www.gamespy.com/articles/march04/galaxies/01/
http://www.gamespy.com/articles/march04/galaxies/02/
http://www.gamespy.com/articles/march04/galaxies/03/
Hydez
Tue Sep 16, 2003 8:49 pm
#6

Our top issuesare not being to hit while on the run, as well as our target "sliding" away when we knock/posture change them (this happens alot with Lunge1 and Lunge2).


Other issues are mainly concerned with PVE such as dizzy effect has been stealth nerfed by SOE. It doesnt stick to mobs for longer than 2 secs, we used to be able to dizzy then KD/posture change our target npc and they'll be lying on ground for abt 20 secs. We really needed the dizzy effect to stick since there's a KD/posture change timer now.

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