Swordsman Archive
Thread: A weaponsmiths view on swords
Oh yeah, and what Gorecki said too...I knew I was forgetting something ![]()
maby something that does slashing damage
...
oh wait... thats D&D's version of kinetic
but yes, a variance of weapons that have different types of damage, or combination damage would be nice.
i dont know but i always thought a axe would do both kinetic, and blast damage, kinitec because of the sharp edges, and blast because of the weight of an axe. that would make it easier than switching between weapons all the time for different resistances on mobs, and creatures.
and just things that do damage other than just blast and kinetic would be good as well, but it has been said once before in this thread.
As a weaponsmith my favorite activity is making exciting weapons. For guns there are krayt tissues which range from excellent 30 quality up to godly 200 quality, with projectile guns you can further add a looted feed mechanism which can result in some mindblowing weapons. Vibro Knucklers can have their damage increased by 25% with the addition of vibro motors - vibro motors can be used in Vibro Lances as well, althought the benefit is significantly smaller. But swordsmen and fencers are completely left out - I recently experimented with six 200 quality rancor teeth (the best i've heard of),the result was weapons that arent any better than the stock swords I sell on my vendor. They were different, higher max dam, significantly slower, higher wound %, higher HAM costs, but not better - the most charitable way to desribe them would be as "situational". Overall DPS is actually lowered, although with speed caps its hard to really know by how much. Krayt guns are amazing kickass weapons, rancor tooth swords are... situational at best.
Powerups further compound this inequality. Ranged power ups can have damage as their primary stat, melee powerups can only have damage as their secondary stat. The DPS boost on a 32% damage 15.5%speed powerup completely decimates the DPS boost on a 32% HAM reduction 15.5%damage powerup. In pvp fights that last a matter of seconds this difference can be that of winning vs loosing.
I know that melee classes are being "balanced" on the Test Center, please do not only look at standard weapons. Rare components produce weapons which are used almost primarily in pvp, these need to be taken into account as well.
It should also be noted that, as far as I am aware, there is no looted component for reenforced cores, meaning that fencers and swordsmen are the only classes without the chance of uber weapons. The benefit to pikemen of a vibro motor is so marginal that you might as well add them to this list.
As a side note I was shocked to read that one of the swordsman top 5 issues was lack of swords. There are only 2 or 3 weapons in EVERY class that are widely used, swordmen are no different.Your comlaint is agamewide content issue, not a class specific issue, and honestly in the grand scheme of the game increasing weapons variety from 2 or 3 weapons per class to 5 or whatever is of pretty low importence.
Gorecki wrote:
<---- *points at our profession's title and then at the 2 swords we get*
As a non-Swordsman, I have to say you all's weapon choice baffles & confounds me too...
Ovid Delsis
I would like to see some acid blade or energy emitting blade for some variety and different dmg like other classes.
I just started Novice Swordsman few days ago and I am enjoying it so far.
I rarely use my powerhammer... mainly for bleeds... and use cleaver as staple weapon of choice.
Weapon selection is a disappointment. I am also thinking of taking up TKA for melee defenses.
Tofeity
"<---- *points at our profession's title and then at the 2 swords we get*"
Ahh so its more of a roleplaying issue for you guys - if our hammers and axes were graphically changed to swords you would, for the most part, be happy. OK, I see your point. I happen to love the look of the 2hnd curved sword so much that I'm very happy with the 'look and feel' of my character.
As for the damage type issue - I personally think its an acceptable class limitation that melee players do kinect, blast, and stun damage. As swordsmen we do two out of the three, thats not too bad - its fairly rare that I come across oponents who are resistant to both, and those that are tend to be resistant to just about everything.
When looking at a list of other classes its easy to become jealous of their damage types, Pistoleer for example appears to get just about everything. In reality however they have three guns and three damage types that are worth using. Their other guns require name specific resources which by thier nature have horrible conductivity and overall quality, making the guns garbage. Even fighting something with significant heat resistance you are usually still better off using a good FWG5 than a Tangle Pistol or Republic Blaster.
There are indeed inequalities in our weapons (as well as Fencer and Pikeman)but as someone who has spent a ton of time making and talking with customers about every type of weapons I strongly believe that these problems are more in the issues I addressed above than the issues that have been previously highlighted on this board.
I happen to like the 2-handed curve sword too. I'd petition for new swords with different damage types so that we have a better chance against other creatures. Some creatures just have high resistances to kinetic damage and a few are 100% resistant. The same applies to blast damage which the powerhammer does.
As a swordsman, I think I should be able to use a diffrent swords at diffrent points. I mean If i am a master swordsman and I am getting there, I should be able to use these things. Also, I love the idea of a swordsman having 2 swords, it would be asome to use 2 one handed swords.