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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 12:41 pm 
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Location: Spokane, WA
ninja_ardith wrote:
Plus any lightie group that goes to skin mithril lions now should be cursed back to the stone age since they're white aura NPCs.


So, following that logic, Tari, Maelgrim, and you should be cursed back to the stone age, eh?

Note: I don't want to rehash the past, but this was too tempting.


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 12:50 pm 
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WickedWitch wrote:
haha

light aura aggro NPCs?


See also: Dreamscape.

And yeah, the mithril lions being light aura is brain damaged. Lighties are stuck trying to farm quicksilver worms.


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 12:51 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
You could also just get over it since they aren't sentient beings, but whatever.


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 1:15 pm 
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SK Character: Sargas
Muktar wrote:
ninja_ardith wrote:
I just think we all need to chill and wait for the fly fix to go in before complaining about swashbucklers again. Between that, and the disarm change, I think the class has vastly improved, or will improve, anyway.


Agreed, and D hurry up! Sargas, that's your new duty. Poke D several times till he gives in and gives us the next update!


No.


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 1:18 pm 
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Pretty please with cherries on top? :D


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 1:35 pm 
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SK Character: Sargas
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.

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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.

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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).

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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.

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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!

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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.

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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.

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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.

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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.

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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...

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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.

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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.)

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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? :D


:|


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 1:54 pm 
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W/r/t reach, swashies should get whips. I think they had them at one point.

Also deep elves can get to 25 str.

And w/r/t fury, swashies can get frenzy, which seems to modify damage output slightly more than fury does.


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 2:23 pm 
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*shrug* Sargas, I just want to see what the fly change does before we all start crying about swashbucklers again. If it's already live then lol.

Dirt kicking isn't used by anybody right now because everybody flies in PvP to avoid trip, and being tracked. I can't even believe you brought up blitzkrieg. Nobody uses that period, and it's really not a boon to the merc class, because any situation you could use that in, your character will either be prone, or people will be trying to set her prone. Retreat, and rallying cry are awesome, yes, but you forgot to mention bash. And shields. Even though you argue with me over this point, having a shield versus not having a shield is way more awesome. Defensive merc/barb >>>> defensive swash.

And yeah, my testing is limited, and I'll admit not to my liking. I'll test again with this new swashbuckler when she hits GM.


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 2:31 pm 
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Szaldora wrote:
W/r/t reach, swashies should get whips. I think they had them at one point.

Also deep elves can get to 25 str.

And w/r/t fury, swashies can get frenzy, which seems to modify damage output slightly more than fury does.


They've never had whip so long as I've played. Other classes like the sorcerer did though. Deep-elves can only hit 24 strength, there's a +5 cap that gs allows nowadays and it's been that way for a long time.

Frenzy is good yeah, but nowhere near as good as the bonuses fury stacks. I think you just mean the damage and hit bonuses of berserk. Fury adds a whole new class of bonuses, and pretty much casts a heal spell when used.

...Barbarians are really spoiled.

Taunt is kind of stupid imo. Everybody runs around with int mods to negate the int penalty when taunted, just like characters can use str and con mods to get around the penalties of fatigue/weaken. It also can leave your swashbuckler unable to tank. It was fortuitous that during the time I played my swashbuckler I had a bard counterpart that would just tumble when we did the whole luring routine, but taunt pales in comparison to rescue in getting people to focus on the "tank" swashbuckler.

If you want to make them viable with ranged, then just slap rapid shot on them.


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 Post subject: Re: Swashbucklers
PostPosted: Thu Aug 02, 2012 2:40 pm 
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ninja_ardith wrote:
Even though you argue with me over this point, having a shield versus not having a shield is way more awesome. Defensive merc/barb >>>> defensive swash.


I can def agree with this. Not only will shields outright block attacks, but they reduce incoming damage just for being worn. That's a major bonus to a tank that doesn't require a brewer/script/herb to give. If finesse provided the same damage reduction that wearing a shield does, that might help offset the difference, but it would only be a starting point.

The way I've always looked at melee classes in SK is swash should be the best defensive frontliner, merc is a balance of offense/defense without being the absolute master of either, and barb should be full on rip your face off DPS. The latter two are more or less true right now (though some merc builds obviously favor one over the other of offense/defense), but swashies are extremely subpar defensive frontliners for a wide variety of reasons.


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