SWM Change and Additions Thread

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Lans
Posts: 58
Character: Koss Brynd, Lugh Arawn, Lans Tan'tare (dead)

SWM Change and Additions Thread

Post by Lans » May 26th, 2021, 1:22 pm

Staff have generally always done an awesome job keeping and caring for balance; but I feel in light of the new grit system, a few things slipped through the cracks, so I have a proposal for correctionary measures!

1H Tactics NEW Moves

Decisive Strike - A universal non-loaded type that don't count towards the two weapon limit. Does a 'lesser' bleed compared to the one done by swords but for the equal number of ticks. Alternatively a mock version of Mortal Strike with 2s less duration. Essential for new-age PvP.

2H Tactics NEW moves

Brutalizing Strike - A universal non-loaded type that don't count towards the four weapon limit. Does a 'lesser' bleed compared to the one done by swords but for the equal number of ticks. Alternatively a mock version of Mortal Strike; the idea for both these notions is to combat grit one 'basically needs this' even if it was 2s shorter than mortal or normal bleed.

1H Tactics CHANGED Moves

DISMOUNT --> Disheartening Strike - Still dismounts a momented foe (now a sub detail); adds +10% dmg and also applies a 5% penalty to HCI/DCI to foes stacking up to 8x but lasting only 6 seconds at 100% and 8s at 120%; a good addition to any battlers' repetoire. [Could work for ranged/throwing or melee rightly and due to timer encourages SWM spam and team work]

FEINT - Encouraging that it now disrupt any healing effort, atop what it already did. Increasing the clever tactical value of this maneuver; minor change but with big implications.

2H Tactics CHANGED Moves

Leveraging Thrust - After much review and evaluation, this needs to last up to 12-20s for it to be viable in PvP and general conflict considering NPC lunging. Most weapons with this skill are on the slower end, so even at max dex you'd be lucky to even get 'one' swing off in 6s at 2T.

Calvary Tactics --> Infantry Tactics - Still dismounts as a footnote. Adds +10% Damage and reduces the targets resists by 5% across the board and stacks up to 6x for 8s each stack [6s at 100%, 8s at 120%]. This gives players a good 'Anti-Tank' team work maneuver that still holds true to the original purpose if... we... ever see mounted foes... (We won't.)


Swordsmanship CHANGED+NEW Moves

Paralyzing Blow - This ability is interrupted if the foe is hit, and also mitigated (or was) by Arcane Resist. Remove influence of A.Resist as well as potentially make it last the full duration regardless of being whacked but with the same consideration of 'anti-root' timers. Like feint this would disrupt Grit efforts. (Presently does not. Legit how are you paralyzed but healing bruh?)

Sadly, swords lack any 'power move' and this adjustment to paralyzing with the other changes would just identify it as the staple 'control field' type of weapon oriented towards being universal/balanced.

Comboing Strike - A proposed swordsmanship move that like Crushing Blow gives a bonus to the next successful strikes' damage; would likely placate players upset that their swordsman just lacked any gravy given the proposed tactics' change to bring about FAIRNESS and DIVERSITY.

Fencing CHANGED Moves

Nerve Strike - Like Paralyzing blow when this paralyzes it should entirely disrupt someone utilizing grit or trying to during the paralysis; and being booped on the snoot again shouldn't free you from the otherwise short paralyze.

Wrestling/Axes/Maces are relatively awesome as they are in diversity/options and should be able to benefit largely from the Proposed Decisive/Brutalizing Strike proposal.

Furio
Posts: 26
Character: Furio

Re: SWM Change and Additions Thread

Post by Furio » June 4th, 2021, 12:28 am

Hello

You've got some nice ideas here, even if to make easier just change bleed to one handed and two handed tactics. I agree with you that with the way things are right now, its pretty hard for anyone to finish a fight without mortal strike or bleed, which is pretty much why swords are so popular.

Once again, nice ideas.

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Losstarot
Posts: 53
Character: Kalisto Krauss

Re: SWM Change and Additions Thread

Post by Losstarot » June 4th, 2021, 6:23 am

Furio wrote: June 4th, 2021, 12:28 am Hello

You've got some nice ideas here, even if to make easier just change bleed to one handed and two handed tactics. I agree with you that with the way things are right now, its pretty hard for anyone to finish a fight without mortal strike or bleed, which is pretty much why swords are so popular.

Once again, nice ideas.
Giving everyone Bleed via tactics / 2h tactics would either fix or break the game.
I would rather see Bleed remain a signature move for swords and be given a chance, like many other swms. Nerve strike stun, for example, has a 90% chance to hit at 120 fencing. And it's just a 1s paralyze. Other than that, it's just an extra tiny dmg tick.

Maybe if bleed ticks had a decreasing % chance of applying, they wouldn't be this guaranteed grit / magic interruption. What makes bleed great is not the ability itself, but rather the systems it can stop. In every other shard I played, nobody ever used bleed.

With a decreasing % chance for each Bleed tick, the ability will scale as well, on par with other swms. It will scale and progress with the character, becoming better as you improve your swordsmanship, instead of being the best swm in the game from day 0.

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Losstarot
Posts: 53
Character: Kalisto Krauss

Re: SWM Change and Additions Thread

Post by Losstarot » June 4th, 2021, 6:55 am

OR (it just occured to me) make every Bleed attack damage durability similar (but in less intensity) to Infectuous strike.

Lans
Posts: 58
Character: Koss Brynd, Lugh Arawn, Lans Tan'tare (dead)

Re: SWM Change and Additions Thread

Post by Lans » October 9th, 2023, 12:49 am

Bumping this with a new proposal to add to this list:

CALVARY TACTICS --> DAUNTING CRY: Causes a -HCI debuff to foes and Taunts them. [[A more universal taunt for 2H, even if they're way less adept]]

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