Swordsman Archive

Thread: Idea to balance one aspect of Swordsman/P/F vs. TKA

Arkon_Liie
Wed Oct 08, 2003 11:25 pm
#1

I think it's obvious that eventually they are going to have to start giving Swordsman, Pikeman and Fencers more abilities because compared to all the different skills that a TKM gets it's almost insulting.


I'm a TKM and Master Heavy Swordsman and with this new patch I just got powerboost which is AWESOME, but which leaves my swordsman half wondering why I am so neglected. I think this powerful skill should be mirrored for other melee classes. I don't think it is an option to just copy that skill and give it to us, especially considering we have no meditation, but an idea I got was to have a skill that functioned like power boost except for Strength, Quickness and Willpower. As with powerboost it would boost these secondaries to 1/2 your mind value for lets say 10 minutes or5 minutes or something like that (it would have to be different since powerboost duration is based on meditation level). So in other words your Strength, Quickness, and Willpower would be boosted by 500 if your mind was 1000. This basically means the HAM costs on your specials would be very low and thus you would be able to execute more specials faster without killing yourself. It could be justified as or calledsomething like "Concentration" ... meaning the melee warrior is very focused and precise with their special attacks.


I think this would be a very simple and effective utility skill to give melee classes especially since TKMs got Powerboost. It is pretty ridiculous the gap that is being created between the fighting power of TKMs and all other master melee professions. Eventually they have to do something to us!


To breifly discuss our other specials, since the design of swordsman was geared towards area attack power,I believe our area3 attack should become an area-mindbleed 1 and area2 should be area-headhit 2. Blind is not that useful, stun is not that useful, and dizzy is not useful as it is because our dizzy with area3 is a very low level dizzy that is unlikely to hit. These wimply status effects should not even be considered as a fix for our area attacks.


Above all of this I want to see a serious mind wounding attack. I am sick of getting hit with these fire attacks and getting 500 health wounds in 20 seconds. I like the idea of slowing the "ressurection" PvP through the use of wounds.People running back to fight the person that just killed themhas been a part and will be a part of all online PvP games because it is basic human nature to keep wanting to fight the person who just killed you. Unfortunately that makes the only worthwhile classes for PvP the ones who can wound people enough that they can't keep coming back.


Our special says it can do that and half the people I know who went Heavy Swords did so because they though we were actually able to black out part of the mindpool with our attacks. I just want that "mind" (it says mind not secondary stat) WOUND that the special description promises.




-Ketaken Liie
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