Swordsman Archive
Thread: special moves
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UnknownEnigma
Sat Dec 06, 2003 6:34 am
#1
I know on the rifleman forums we have many posts on all of our special moves. I was wondering if the swordsman forum has somthing similar to this post on the rifleman forum.
http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=27701
Gorecki
Sat Dec 06, 2003 7:48 am
#2
An FAQ is on my "to do" - list.
For now i want to get the devs' answers out first though, which will happen hopefully soon. As TH's combat-thread hinted to, there will be quite a bit of changes and adjustments happening in the next couple of months, therefore i'm not sure if it as a good idea to create a full FAQ at this point, but i can also see that there are some basic ever returning questions, where a sticky FAQ thread could be of use for. in short: it's not forgotten.
UnknownEnigma
Sat Dec 06, 2003 7:51 am
#3
Cool, I was just hoping someone could throw be a bone for a while as I grind through this prof.
EATENG
Fri Mar 19, 2004 5:38 am
#4
ok, i gotta ask.. and i'm sure every swordsman has wondered this..
is it me or do all the specials seem similar... area attack, spin attack, sweep... can someone explain the differences? i'm sure there are slight differences in damage and speed of the move, but it's essentially the same. i think the sweep moves should be exchanged for some state applying specials, stun and blind (since swordsmen are headhunters anyway). opinions?
WarFerret
Fri Mar 19, 2004 5:43 am
#5
No argument from me, spin attack 2 and sweep 2 are both superceded by areahit2, I'd rather see sweep turned into a single target KD (no class should get an area KD AND an area Dizzy, that just wouldn't be funny
) and spin attack replaced with a state altering attack like a blind or stun.
Mostly I would like bleeds fixed so that they actually do something (NPC bleeds too it seems do almost nothing these days). I would like to see the resist to damage type affect how likely you are to be able to bleed the target rather than affect the amount it bleeds for, so a 90% kinetic resist mob would only stand a 1 in 10 chance of being bled, but when they start to bleed they bleed for the full amount.
Mostly I would like bleeds fixed so that they actually do something (NPC bleeds too it seems do almost nothing these days). I would like to see the resist to damage type affect how likely you are to be able to bleed the target rather than affect the amount it bleeds for, so a 90% kinetic resist mob would only stand a 1 in 10 chance of being bled, but when they start to bleed they bleed for the full amount.
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