Yatoya, post: 4476, member: 1107 wrote:
This is not the first thread making suggestions to change up Swordsman as of recent.
Issues existing presently with Swordsman.
Its the go to class for completing harder content like Revanite Daily Challenge because it provides Flurry (easy access) which is presently 20% damage decrease debuff to targets (TC is set to change it to 10%).
Swordsman hits hard because we got stronger weapons with Kashyyyk Content, 2 speed weapons, they hit slower but harder.
Melee as a class hits harder then Ranged and with recent understanding of this more of the player base are switching to Melee and especially to Swordsman with its defensive debuff Flurry. I happened to join a Battlefields recently and I believe over 1/2 were slated for Swordsman.
Swordsman is creating a less diverse player builds.
Why I say Flurry should not get nerfed to 10%.
Flurry is one of the tools I use to tank Elite Blackscale Captains, as is they hit hard even with a 20% debuff, there going to hit harder with 10% debuff. I stack very heavy for damage reduction and debuffs against these and still I go down.
If the issue is strictly that Flurry is to powerful in PVP nerf it for PVP, but please not for PVE content.
Granted we are going to get new 3-Piece Jewelry Sets which one of them will provide 5% damage decrease received.
Why Flurry should get moved.
Teras Kasi has long been a strong defensive class in SWG going back to Pre-CU.
Flurry is a defense ability (presently a very powerful one) and is only readily available to one class of characters Swordsman. This causes players to focus on only one class for melee.
If it was moved to Teras Kasi Artist and required to Master Teras Kasi before being obtained (possibly to the left of Master), this would fall well inline with Bounty Hunter and its defensive ability Shields.
Place Flurry into a defensive class (Teras Kasi Artist) and make it expensive to obtain
It would also shift melee players out of Swordsman and into other melee classes.
I understand that Melee hits hard and moving Flurry to an already powerful class would make the class overpowered.
Why Melee Damage in Teras Kasi Artist should get nerfed.
With the above suggested change to Flurry being moved to Teras Kasi Artist I believe that Melee Damage from Teras Kasi Artist should be nerfed.
With as high as Melee can presently stack Melee Damage it should be nerfed.
Comparison between my Ranged Assassin Build (Rifles) and my Melee Assassin Build (Swordsman) almost exactly same build style. Rifleman was roughly 10-18k DPS (adjusted to Commando instead of Teras Kasi Artist for alternative defense results in a 2-3k DPS uplift granting it 12-21k DPS), and Swordsman was roughly 20-28k DPS. That is a very large gap in DPS. Its about a 7-9k DPS gap.
On TC we are looking at present a general 3-Piece Jewelry set that will give 5% Ranged/Melee Damage increase (melee gets more with Strength). Ranged is getting a 3-Piece set more specific that will give 16% Ranged Damage with boost to Critical Damage (this will help close the gap between melee and ranged damage).
Nerfing Melee Damage will reduce the gap between Ranged Damage and Melee Damage providing more variety of viable Ranged Classes.
Melee Damage Increase in the Teras Kasi Artist should be nerfed by -10-15%.
Summary
Move Flurry from Swordsman and place it past Master Teras Kasi in Teras Kasi Artist.
Don't nerf Flurry from 20% debuff to 10% debuff.
Reduce Melee Damage in Teras Kasi Artist by -10-15%.
Thank you for taking the time to put together such a detailed discussion and to everyone who contributed testing, observations, and feedback throughout the thread.
This is exactly the kind of productive balance discussion we like to see. There are several important points being raised here regarding melee damage scaling, Flurry’s role in both PvE and PvP, TKM passive damage contributions, and overall build diversity across melee professions.
The staff and QA teams have already been actively testing and discussing many of these same concerns internally. As some players correctly identified in the thread, a large part of the current performance gap appears tied to the interaction between newer high damage 2-second weapons and the amount of passive melee damage available through TKM. At the same time, we also recognize concerns about Flurry becoming too mandatory for PvE tanking and group utility.
At this stage, no final decisions have been made regarding where Flurry ultimately belongs or what exact adjustments may occur. These systems are interconnected, and changes to one area can heavily impact multiple professions, PvE balance, and PvP meta diversity. Because of that, we want to continue gathering data and testing before committing to larger structural changes.
We also appreciate the community members volunteering to help with structured testing and data collection. That kind of collaboration is extremely valuable as we continue refining combat balance.
Please keep in mind we are simultaneously preparing for a major chapter release, so some of these larger balance passes may take time. However, discussions like this absolutely help shape future adjustments and direction.
Thanks again to everyone contributing constructively to the conversation.
Orton
Evolve Community Manager
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