ninja_ardith wrote:
With the exception of a no-parry weapon this is what riposte is for. Theoretically a swashbuckler can get 12 attacks a round. This skill also robs the other classes of all those attacks being dished out each round. You get six attacks? No, more like I get six more attacks!
Theoretically. In practice, riposte does not happen often enough, even when set to defensive. And swashbucklers do not crank out four attacks on defensive, even with a pair of sai and 25 dexterity. Additionally, I've seen entire logs of Callie getting smashed by Alaric where multiple rounds go by where Callie, despite being similarly buffed, cannot do anything about Alaric's
six attacks a round.
Quote:
Sargas wrote:
3) Haste very rarely gives them a fifth attack. Very, very rarely.
Not true.
Yes, true. You have to come out with a VERY specific weapon loadout and be willing to fight aggressively to get the benefit of a fifth attack. This specific weapon loadout will mean your damage is severely gimped.
Quote:
There's almost no real bonus for swashbucklers to go defensive. They don't get the bonus that goes along with wearing a shield. This is why paladins/mercs/barbs are the best tanks in the game. Also, rescue is light years beyond taunt.
I meant to say "they do not tank anywhere as well" as a heavy armor class there. My brain is fried, but this is correct: there's no real bonus to go defensive except for the dodge/parry boosts, of which dodge gets the bigger boost from (parry less so, from my experience with Takuma).
Quote:
At a glance this seems to be true, but my testing pretty much showed that it's almost dead even, and that was against Aurenna, who has a terrible build.
Your testing is limited. My testing is not... massive weapons definitely wtfpwn swashbucklers at the moment.
Quote:
Sargas wrote:
6) Good light armor is difficult to come by, and the best light armor available breaks too easily to the best weapon materials available.
Builder issue. Plz fix.
Only part of it is!
Quote:
Builder issue, needs more swashi weapons, especially in the sai/epee area. Also a problem with hoarding douchebags that think they need 4-5 adamantite one-handed weapons.
We'll see.
Quote:
Supernatural as I can recall is irrepairable. Mithril also isn't disappointing, the last swashbuckler I played wore mithril skins (because mithril avaiable to the playerbase is trash). I did just fine with it.
Mithril is disappointing for a lot of reasons. Breaks too easily, loses AC too quickly compared to heavy armor, isn't and simply never will be as good as heavy armor in raw AC (use compare to check), does not have the heavy armor bonus, etc.
Supernatural may have been irreparable, but there are methods to repair irreparable materials in the game now that can be used to maintain a supernatural kit. That said, supernatural is no longer in the game save as an unskinnable hide for monsters, so the point is moot.
Quote:
Energy should be a light armor type. Yeah, I know I just opened the floodgates for complaints about my character, because that seems all people can think about these days, but let's pretend magical vestments doesn't exist. The last sorcerer I played had no trouble with ranged combat. The last necromancer I played had no trouble with ranged combat, and that was using supbar energy armor that is probably about equal to magically vested cloth. Energy is a great material that is well suited to a frontline class.
I think the bigger problem is that there's no equivalent to energy for light armor, now that energy exists.
Quote:
This has never been an issue with light armor characters I've played. Of course, I never let my armor get *that* damaged.
It is, admittedly, one of the more minor downsides.
Quote:
Sargas wrote:
12) There is a surprisingly low amount of good mithril equipment in the game, while there is a wealth of good adamantite and diamond. Furthermore, there is no "diamond" for mithril (same protection with some drawbacks) like there is for adamantite.
Builder issue, plz fix.
Depends. One of the fixes is to simply remove a lot of the diamond/adamantite in the game...
Quote:
Is the fly change active or something? If so, then it still sucks, and it wasn't harsh enough on melee people.
I honestly am not sure. One of the proposed fixes by Dulrik on the forums was that spellcasting was slower when flying -- you can obviously just test that.
Quote:
All the races are fine. Iron isn't a weakness so elf/deep-elf/half-elf/sprite are completely fine. Human is fine, so is halfling, and whatever else races swashbucklers can be. Elf, and deep-elf are probably the best combos for the class at that.
Iron IS a weakness, and it will be more noticeable when ironguard stops being readily available in super-high-level doses all around the MUD, which seems to be a thing right now.
Elf and deep-elf can never hit the final capstone of strength no matter what they do, and so I would argue that any race that actually can reach it at medium size is vastly superior if you are looking for damage output... and even then, it's not like you will ever get something that's equivalent to fury/specialize in terms of raw power. (Fury is insanely good.)
Quote:
Sargas wrote:
15) Swashbucklers are THE most passive class in the game: they do practically nothing active; and even if they could, they'd spend most of the time not doing it because they won't be able to keep most enemies immobilized. (This is more of a problem with immobilization options, though.)
Fly fix! Maybe we'll see trip, and dirt kicking used again.
This does not actually solve the problem of being a passive class. I will still fly against a swashbuckler, because if all they have access to is trip, I would rather take my chances -- especially since they lack reach, which is ANOTHER point I forgot to make.
Trip and dirt are not unique anyway, and the other classes who have access to them very barely use them except in very specific scenarios. The problem with swashbucklers, really is that all their uniqueness is passive (riposte, dual wield). Mercenaries get a passive unique ability and a couple of active ones (rallying cry, blitzkrieg, retreat). Barbarians have a few active unique abilities (berserk/fury, headbutt, negate). Swashbucklers get taunt, which is of limited usefulness. It's really only good in gank situations, and even then it's a poor man's "stay here" option when compared to bash or even bolt of glory.
Another issue: Swashbucklers have access to skirmish, but do not get enough attacks per round to really take advantage of it, so they have a great ranged option, but suck at using it.
Muktar wrote:
Pretty please with cherries on top?

:|