Difference between revisions of "Counter Attack 6 (Source)"

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(New page: heres another thread for weapons. This thread is for the changes we would like to see in Swordsman Profesion, we could be considered as a mildely broken profesion although not as broken as...)
 
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Latest revision as of 19:18, 9 March 2009

heres another thread for weapons. This thread is for the changes we would like to see in Swordsman Profesion, we could be considered as a mildely broken profesion although not as broken as most. So far we have a few changes we would like to see.....

1) Different kinds of damage types, like Cold, Stun, Energy, Electricity and another dmg type that does not exist yet. 2) New weapons with Ap3. 3) More two-handed toughness. 4) Remove the Two Hand Sweeps and replace them with a stun effect or dizzy. 5) Change the name of counterattack unless we are actually going to start returning damage to the target when we are hit. 6) More Accuracy. 7) Swordsman need a stun, If my power hammer hits your head, doesnt it make sense that you would be stunned? 8) Knockdown would be nice. 9) Melee Defense or Range defense or even both, feel free to take out conterattack. 11) New kind of intimidate to make your opponent go off guard for a second, make all his def divided by 4 for 30 seconds. 12) More def vs states, we are tanks we shouldnt be very easily kd/dizzied or stunned. 13) All melee prof should get some type of meditate and power boost, I think that the tks should be able to heal their primary wounds and bf, Fencers Enhance their accuracy and dodge, Pikeman Enhance their dmg and speed, Swordsman enhance their toughness and mind, or state defenses instead of mind. 14) Melee2hUtterDevastation1 and 2, instead of area attack 1 and 2. Leave the AE to the pikemen, their weapons are far more suitable to twirl round and hit multiple enemies. A Swordsman is best at working a single opponent to the ground and finishing him off completely in the fewest moves possible, better then any other class. 15) Strong combination attacks, I look at my own japanese and chinese martial arts for this one, you can do so much more with a sword then SWG is letting us right now. I think the TKA combo 1 and 2 are attacks that really belong in every melee class. 15) Currently the swordsman profession has 17 moves, 7 area attacks, 5 head/mind attacks, and the general lunge1,2 and hit1-3. That's... pathetic really.. only 3 categories. Compare it to TKA, also 17 moves but divided into 2 area attacks, 2 combinations, 1 body hit, 1 head hit, 1 leg hit, 3 state effects, 3 (count em) 3 knockdowns, and again the general lunge1 and hit1-3. 16) Get away from mind damage. That's the realm of snipers (riflemen). Instead, swordsmen should inflict fear...no, terror. Things like Stun or Knockdown should be very important, along with massive, massive damage. 17) High damage, high bleeds. Knockdown and stun. Relatively slow attack speed though....we swing heavily, not rapidly. 18) If we lose some speed, we need a LOT more damages. 19) They need to give us more 2H melee toughness. We are the tanks of swg, tera kasi currently has more toughness that we do. tka toughness is 61 Swordsman toughness is 43, and at master Brawler each profession gets +5 to toughness. 20) Fix the range mods on the Power Hammer. 21) We need a kd in the swordsman tree, not Master Brawler. Doensn't it make more sense that you can KD a target with an heavy 2-handed weapon than bare hands? 22) more ranged attacks.

Nerf List 1) Our speed would be ok to nerf, we are heavy swordsman its not very easy to swing a 100lbs hammer left and right. But we should see way more dmg if this happens. 2) Counterattack can be a little less, Doesnt seem right that a power hammer can just counter attack a fencer, if the counterattack goes we should have much more dmg.