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Re: [Swordmaster]Why are our tactics so bad?
Posted: Fri Feb 19, 2016 12:07 am
by th3gatekeeper
Azarael wrote:I'm not proposing making these renown abilities. I'm talking about the Renown Tactic and Tome Tactic slots.
Gotcha, my mistake. This wouldnt really change all that much however since its still a tactic slot and it still is a big loss for a little gain.
What about "Increases your damage with a 2H weapon by 25% but decreases your armor by 25%" Even this would be a more "fair" tradeoff I think... Requires a 2h now to use, so its really an "offensive" focus and not something atank will want to use.... Keeping in mind that since it requires a tactic slot, it actually costs more than 25% armor to get this....
Re: [Swordmaster]Why are our tactics so bad?
Posted: Fri Feb 19, 2016 12:28 am
by th3gatekeeper
Az,
Have you thought about making the "Blade" Buffs for SM group buffs? Like Phantom's Blade?
Might give more utility to SMs.
Only issue would be Nature's blade would be too strong then....
Re: [Swordmaster]Why are our tactics so bad?
Posted: Fri Feb 19, 2016 12:42 am
by Azarael
It's been suggested, but there are those among the community who feel that this change would be misplaced. At the moment, we're not looking at making balance changes to any class. We're waiting for T4.
Re: [Swordmaster]Why are our tactics so bad?
Posted: Fri Feb 19, 2016 1:34 am
by th3gatekeeper
Azarael wrote:It's been suggested, but there are those among the community who feel that this change would be misplaced. At the moment, we're not looking at making balance changes to any class. We're waiting for T4.
T4 cant come soon enough

hahahaha
Re: [Swordmaster]Why are our tactics so bad?
Posted: Sat Feb 20, 2016 4:26 pm
by th3gatekeeper
Quick Edit: I know changes are not being made till T4. Just posting these to have you keep them in mind!
So Ive been playing A LOT more on my SM to really learn this class, I still have a LONG way to go. I do see a few quick areas of improvement that could be implemented.
1) Quick Incision - no longer requires Improved Balance and now leads into Improved Balance. This ability would need a 5 second ICD.
Playing with ping or lag just KILLS me when during RVR you are getting kited and you are spamming Q.I. to apply the slow. On your screen it shows it should be applying and goes through animation, then it never registers. Then your pulled out of the stance since its been longer than a few seconds that you have attacked. Removing the requirement of being in improved balance also allows you to you other I.B. options like the debuff which are key for dealing damage.
2) Nature's Blade - the stats stolen should have their duration increased from 10 seconds to maybe 20 or even 30. This makes it a little more meaningful when you steal stats and would provide much more group Utility.
3) Phantom's Blade - When this procs it should also apply a shield to your allies. Making this a very useful tool.
4) Heaven's Blade - this should be a party buff. Allowing any ally to debuff an opponents resistances and buff their own. This makes it a viable team tool as well.
I think those 4 would improve QOL and teamplay a ton for the class - based on what I am seeing right now.
Re: [Swordmaster]Why are our tactics so bad?
Posted: Sat Feb 20, 2016 4:29 pm
by DefinitelyNotWingz
Azarael wrote:We're not doing anything else to any class until we reach T4.
You guys may stop here and dig the topic out once we have t4.
Re: [Swordmaster]Why are our tactics so bad?
Posted: Sat Feb 20, 2016 4:38 pm
by TenTonHammer
The problem with making quick incision no require a balance is that it is a no cooldown snare
meaning a SM/BO can keep a target pemenantly snared
Re: [Swordmaster]Why are our tactics so bad?
Posted: Sat Feb 20, 2016 6:53 pm
by th3gatekeeper
TenTonHammer wrote:The problem with making quick incision no require a balance is that it is a no cooldown snare
meaning a SM/BO can keep a target pemenantly snared
Didnt read all I wrote apparently....
th3gatekeeper wrote:
1) Quick Incision - no longer requires Improved Balance and now leads into Improved Balance. This ability would need a 5 second ICD.
Need a 5 second ICD.... Or I guess not "I" but just a CD.
But I cant tell you how many times I am in improved balance, spamming the snare, being kited only to then get removed from the stance since its been longer than a few seconds. The big issue being ping... Its BRUTAL for people (like me) over in NA... So I MUST open with a snare everytime or I cant even hit players. On my Knight I never have an issue since I open with snare and can keep it up - being that its a 5 sec CD and 10 second debuff.
Its SO much more painful on my SM that requires improved to apply it, and when in the stance, spamming the ability, I drop out of the stance and lose VERY valuable time trying to apply it before realizing I cant and dropped from the stance....
Its not a L2P issue and the only thing that could fix it would be nerf buttons addon to auto-use an ability to put me back into improved balance but again, you have the world CD when using an ability and losing that ~1 second to get back into improved only puts the advantage back onto ranged.
Not to mention snare in Improved competes with debuff and parry increase which are two extremely valuable abilities and (again) because of ping issues and being melee it doesnt give me the option. Snare > anything because I cant rely on my screen to know if an when abilities can apply.
Again - its not an issue with my Knight since I can apply snare as opener regardless of situation and being kited. Which then allows me to appropriately play the class since even with ping, when snare is applied I can use my abilities.
Re: [Swordmaster]Why are our tactics so bad?
Posted: Sat Feb 20, 2016 7:00 pm
by th3gatekeeper
^ I think this was less an issue on live because of server location and possibly better hardware? Not sure... But I do know that there is a MASSIVE QoL difference for me (in NA) playing the two classes and I would hate to be forced to play my knight just because of this issue (and it is a pretty big one).
The other solution would be to allow you to stay in improved stance much longer - reducing those times that you are being kited in improved spamming snare to only be dropped from improved.... Making the stance last ~ 2x as long wouldnt really cause any balance issues IMO but would be a QoL improvement as well, however I think a better solution would be just to allow it to be used as an opener and take you INTO improved which then you can use debuff and a perfect stance ability - making it a much more "fluid" choice of moves IMO.
Players could STILL do a "normal" balance attack first like Gryphons or Ensorcelled since it would just keep you in improved so its not like it would negatively affect anyone.... so it wouldnt cause any changes for current players that use it in their current "rotation" but it allows more freedom, flexibility, and compensation for ping issues.... Which is HUGE right now for melee classes.
Re: [Swordmaster]Why are our tactics so bad?
Posted: Sat Feb 20, 2016 7:03 pm
by Crazyboss
th3gatekeeper wrote:Quick Edit: I know changes are not being made till T4. Just posting these to have you keep them in mind!
So Ive been playing A LOT more on my SM to really learn this class, I still have a LONG way to go. I do see a few quick areas of improvement that could be implemented.
1) Quick Incision - no longer requires Improved Balance and now leads into Improved Balance. This ability would need a 5 second ICD.
Playing with ping or lag just KILLS me when during RVR you are getting kited and you are spamming Q.I. to apply the slow. On your screen it shows it should be applying and goes through animation, then it never registers. Then your pulled out of the stance since its been longer than a few seconds that you have attacked. Removing the requirement of being in improved balance also allows you to you other I.B. options like the debuff which are key for dealing damage.
2) Nature's Blade - the stats stolen should have their duration increased from 10 seconds to maybe 20 or even 30. This makes it a little more meaningful when you steal stats and would provide much more group Utility.
3) Phantom's Blade - When this procs it should also apply a shield to your allies. Making this a very useful tool.
4) Heaven's Blade - this should be a party buff. Allowing any ally to debuff an opponents resistances and buff their own. This makes it a viable team tool as well.
I think those 4 would improve QOL and teamplay a ton for the class - based on what I am seeing right now.
ahahaha
