Swordsman Archive

Thread: Bleed question for gorecki(or stgabe)....

StGabriel
Fri Jun 27, 2003 12:49 am
#1

Well, on the flipside you could say that this is exactly the problem: if you want to kill a high level critter you HAVE to use bleeds. Arguably this change opens the door to making other strategies viable.

Personally I tank and fight a lot of high-end critters and at least initially this change will be very painful to say the least. All the same I can see the reasoning behind it.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

piezo
Mon Jan 19, 2004 6:53 am
#2

I read last night in a ThunderHeart post that DOT resists are going in next patch.

I'm assuming this means resists for our bleeds?

Can you tell us how huge it will be, cuz i really don't like the sound of it.

Looks just like one more way that the tka's are pulling further ahead of the rest of the brawlers.



Piezoh
DrPiezo



I SAID WE'LL CUT OFF YOUR CHONSON!
angristVong
Mon Jan 19, 2004 6:55 am
#3

yah it's getting pointless to be anything but TK.


im not really sure why.



Ldwater
Mon Jan 19, 2004 8:35 am
#4

Depends on the nature of the DoT resists. I was under the impression that it was being implemented to stop some CM exploits / grief, so it may only apply to poisens.


If they do remove / reduce Swordsmen bleeds, then I know that I for onewill be very upset! As Swordmen, we dont get many advanatages as it is, but removing one of them will only help to cripple the profession.




-ldwater
BloodMoon187
Mon Jan 19, 2004 11:33 pm
#5

ill be canceling my account if they make dots resists to the armor the person is wearing and dont tone down first aide



g.[{{{{{{{{{ mgXXq}}}F\gggggggggggggggggg)


*MaFiA*
piezo
Tue Jan 20, 2004 1:40 am
#6

It was mentioned regarding commandos, who admittedly have the nastiest dot in the game. But he did just use the word dot, so i bet that meant us too.



Piezoh
DrPiezo



I SAID WE'LL CUT OFF YOUR CHONSON!
piezo
Tue Jan 20, 2004 3:30 am
#7

I agree something probably had to be done. I pvp solo, and my run is basically over if i come within 64m of a CM, or 30m of a commando.

The poison/disease combo give a 3 incap death unless you are a doc.

What I'm wondering is how this will be implemented? Will it be a function of armor, or of class? Or is it a straight nerf to the damage?

Objectively, it does seem fair to change bleeds a bit, but it just bothers me that every patch brings something that puts the TKA further and further ahead.

thx for the response



Piezoh
DrPiezo



I SAID WE'LL CUT OFF YOUR CHONSON!
StGabriel
Tue Jan 20, 2004 3:53 am
#8

I presume the following is what is intended:

When you attack with a bleed, you deal some amount of damage at that time. You can read your damage spam and you will see it there. However, this damage is not actually applied just then, rather it is applied every 20s thereafter. This initial damage is unaffected by resists. If your target has 100% blast resist, you can still mind bleed them with your power hammer -- there will be no reduction to the damage due to your opponent's resistance/armor.

So, the presumed fix will entail applying resists and armor to that initial bleed attack. This will lead to a lower overall bleed against targets that have the correct armor for that type of bleed.

Note a couple of good things. One thing is that swordsman are one of the best classes for penetrating armor and so this change will presumably affect swordsman less (this depends a lot on the target though). Secondly, this also makes bleeds less of a threat coming from opponents.

Message Edited by StGabriel on 01-20-2004 02:54 AM



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

feck
Tue Jan 20, 2004 8:14 am
#9

Thank god! TKMs were underpowered with swordsman bleeds. rofl
Chabian
Tue Jan 20, 2004 8:20 am
#10

here's how it works fellas - i looted a +16 to poison defense skill attaching tape.


Im not gonna use it till the devs say "everything" is cosher and everything works ( so i may never use it )


But if first aid, gets any stronger - my wallet is gonna get fatter b/c i will cancel my account too.


Not bleeding to death or incapping is the stupidest thing ive ever heard about - i get kited so many times now b/c of it - it's rediculous. Fire can kill you, but you can't bleed to death.


Further, the armor in this game is getting retarded. I saw 80% Special Protection against (Blast & Kinetic) last night - im a Wookie.................. guess i should be a bio-eng and dancer.


This game is sucking badly


Do something devs.....


please.

Aynn
Tue Jan 20, 2004 1:30 pm
#11

Sigh.. hope it only affects poisons and flames



-Expect the Unexpected.
StGabriel
Tue Jan 20, 2004 1:45 pm
#12

Wbat follows is simply an attempt at an unbiased discussion of this isssue. Please don't take it as a position statement or as a "nerf call".




We've know that something along these lines would be coming for a while now (I believe that TH briefly alluded to this change in one of his replies in the ARt of Combat thread).

Basically bleeds aren't affected by resists or armor. This had some upsides and some downsides. Quite probably more ups than downs. This failing to take into account resists meant that creatures like a Krayt or an AT-ST could not be defined with what would be adequate defenses to bleeds. These are things that are supposed to be very hard to damage and yet, due to a loophole, bleeds dealt full damage to them and completely ignored their armor.

The only way to balance a krayt, AT-ST, etc., against the old bleeds would be to further bloat its HAM. This is not really a good thing though as while balancing bleeds it makes other damage sources quite inferior. It becomes essentially impossible to balance both bleeds and regular damage sources. So, the solution here would be to make bleeds be resisted just like any other damage source

Now are all the affects of this good? No, probably not. Bleeds were a strong advantage for certain professions that, in my opinion, were not unbalanced or "uber". This change will certainly hurt them in PvP and in PvE.

In theory anyway, I think it is still a good thing. I think that bleeds need to be resistable for various parts of the game. Krayts can't have this one silly weakness. They should be tough against all sorts of damage. Once in, HOPEFULLY, they can then tweak around the changes to bleed to make up for the relative loss of power that certain professions experience. It's up to SOE to deliver on that. Us correspondents have been trying hard to make sure that issues like this are understood. For example, I tried to raise some hell about the "nerf" that happened with damage mitigation. Right now though a lot is on hold for the combat rebalance (and we don't really know that much specifics). I'm ok with bleeds changing as long as SOE does deliver a more balanced combat system to us . I can understand why it is a problem, but I certainly hope that it is understood that this will be a "nerf" on professions that seemed rather ok as they were.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
Flynn McDonnell -- Master Weapon Smith (+22 exp), Armorsmith (+25 exp)
Lorrinne McDonnell -- Nightsister (pike/doc)

Raxan_Tran
Tue Jan 20, 2004 3:29 pm
#13

Please elaborate on how First Aid is "overpowered".



Raxxan Tran
Rifleman/Who Knows
Naritus
Mercenary Supreme with Cheese...(no tomatoes)

TK: Proof Positive that you CAN bring a knife to a gunfight.
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