Swordsman Archive
Thread: SWORDSMEN'S ROUND TABLE: Melee vs. Ranged
Ok...i've seen some discussion going on on the topic on here but also a rather strong statement by Holo today on DevTracker (not to be confused with a statement made him posted on this board)
I just checked our first mail again and we did already report some unease about this issue....and the devs answers only focused on the "out of range" issue...
Seeing all this, my personal thought is: it might get hairy and difficult getting something through/changed regarding this matter...
So if we should attempt this we need a strong point...
Therefore i started this thread to see what you thoughts about this topic are....is this combo definetly broken ? if yes, why? are changes definetly necessary ? also post-big patch?
...in this light i also wanted to add that i have also seen posts stating that it is well possible to win against ranged players...
Sorry that i can't have this thread floating up there but it looks rather full already ![]()
Happy wielding
Gorecki
Right now I can hold my own fairly well against ranged, but it requires 10 times as much skill than the ranged player must have.
My main concern is the 75% damage reduction. I see this as crippling us even more-so against ranged (Because 1 shot is basically the one thing we have going for us.). Also, I hope the reduction will include bleed shot. It is already a rediculously overpowered skill as it is, and this could just make it even more insane.
Heh, but in all honestly, I've refused to participate in PvP any longer until they fix the biggest problem of all....the bloody TEF exploit.
Okay here are my ideas and justifications for 2h enhancements. My main concern is that they are FAIR and will not over power swordsmen in anyway, just add to the fun for all. swordsman should play an interesting role in pvp. anyway read on =)
1.) add a new stat, call it agility for example, that increases the swordsman's movement speed slightly while in combat mode. this is the result of the fitness a swordsman must have (as opposed to a rifleman who just exercises his finger) and the addrenaline rush a swordsman gets when chasing down a target.
2.) another idea instead of 1.) is to have a /burstrun2 command that lasts only a second or two, and can be used every 5 seconds. as a penalty, have it so you cannot attack while sprinting like this since your arms will probably be swinging hard.
3.) improve the effectiveness of the swordsman defense bonuses. i read post saying the +25 knockdown defense was unnoticeable for a TKA who was testing it with a BH friend.a master swordsman should be 90% resistant to knockdowns and posture changes because of their conditioned fighting strength.
4.) add a /terrify ability that would make a target so startled of the charging swordsman that it could not move for 4 seconds.
please share your thoughts on if you like any of these or not.
Supurai
While your Terrify idea might be OK against mobs, I'd imagine that vs professional combatants this would not be usefull. Nice idea though.
Another idea would be to have a 'hulk up' type of skill. This would increase your pool stats making you a much tougher oponent. You could also add inherent resists? My idea is to have the swordsman as someone that doesn't evade attacks very well but is able to soak up loads more damage than other professions. This fits with my idea of a Heavy Swordsman.
If you ask me, the only change needed is this:
Make all ranged weapons have a 2.5x damage penalty when hit by melee.
As it is right now, using a rifle is a huge disadvantage vs melee, using a carbine is a significant disadvantage, using a pistol is actually an advantage.
Yesturday someone wanted a free trip to town so they asked me to duel them and deathblow them. So okay, I go out and 2hhit2 him. In the time it takes me to get my second swing in, his auto-defense kicked in and shoots me [i]5 times[/i]. I nearly died! I actually would have lost, me using Swordsman specials, him using only autoattack, except he disarmed himself just in time.
I totally wasn't expecting to have 2hhit2 get beat by normal pistol attacks. I'm Master Sword Defense using a decent two-handed curved sword.
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Anyway, that's what I'd push for. Carbines and Riflemen are vulnerable vs melee, this is true. Pistoleer are not. Why aren't they? This takes away the stated advantage of melee in this game. Pistol users do too much damage too fast, they can hit things almost 100% of the time at point blank range and the damage modifier against them is insignificantly small. One of those things needs to change before melee can outdo pistols in a toe to toe fight.
I wouldn't even bother arguing to make us better at battles that start at 64m, but we should be better at battles that start at 1m.
Here's the link Lanroke:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=297297#M297297
Ah, thanks.
My suspicions have been confirmed; he hates melee classes.
The only thing I think would logically help us in PvP (these have been mentioned, i know) is to add a Dodge or Advanced Parry skill. Better ground speed would be helpful also. The idea here is we need to be able to close the gap without loosing all our life so we can actually attempt to fight.
Also, our resistance to knockdown needs to be increased tenfold. Well, first it needs to actually be enabled, but then it needs to be increased. ANY random Pistoleer with a CDEF and an attitude could knock us on our arses and not relent. We need to be able to resist being beaten in melee by a ranged class, that is one thing that should NEVER happen. In fact our resistance to all status attacks should be increased. We are bloody Sword Masters here. We should be able to shirk ohh the intimidation from a Correlian Gurrcat or ignore the stun from a Vynock, not to mention other players.
Jusy my two credits.
As for the Pistoleer list, I am sorry but it makes me wonder as to the age group of the pistoleer group.
They moan about anything that they cannot do untill they can do it, take away Pistol whip and give them their holsters and twirling abilities....
Whilst all other professions are begging for fixes Pistoleers are asking for finishing moves to celebrate after their over powered class kicks the butt of anyone, this should tell the devs something about what needs to be fixed.
Cheers
For one, all three of them can kite you.
Riflemen can kill you with two shots to the mind. I fear a good rifleman WAY more than any pistoleer.
Carbineers get that stupid ranged knockdown ability, which is absolutely rediculous....especially with the new patch coming where they will deal more damage to you on the ground.
And they all get the most rediculously overpowered ability of all...bleed shot. All any of them have to do is bleed shot you and run, and they most likely have the battle won.
I agree pistol whip is just plain stupid, but if we hit them first, then we got em beat....usually.
Ok, i am fairly new to swordsman class. only took novice about a week ago, but on this whole ranged vs melee deal i have to agree that if they are far away they should beat melee, but if we close on them, they should not even stand a chance.. on kiting, ok they can run and shoot, sure, ok.. how about increasing the difficulty rating of this skill, 1/3rd their accuracy, 1/4th their damage, and cut bleeds down to 1/10th of the damage while they are running, and half bleeds anyways they do crazy damage. also how about adding in a reliable down posture, give all melee down postures a dizzy effect, so when they try and stand up they fall back down sometimes.. so far for me i havent gotten sweep(?) or lunge to work on a monster or a player.
but like i said i have only been playing a swordsman for a little bit now i could be wrong.. maybe we could instead of nerfing another class bring up our defenses to compensate, since noone realy likes nerfs.
thanks for reading