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Sword nerf or bug?

I use sword melee on two of my characters (one as primary, second as occasional against borg, etc.). As of last night, when I'd target something and attack, as long as I was within close range, my character would run the short distance to attack automatically. As of today, I stand in place and just swing the sword. I have tested this on both characters. One with the lobi store Na'kuhl Assassin Plasma Blade and the other with the Nausicaan Tegolar Sword. Both have had their short range auto-run removed as of today's patch. Is this intended behavior? I didn't notice it mentioned in the patch notes. I have not tested the other two swords I've seen in the game.

Comments

  • autumnturningautumnturning Member Posts: 743 Arc User
    "In order to serve you better, we have removed the useful feature that has made melee viable for many years."
  • tigerariestigeraries Member Posts: 3,492 Arc User
    did they boost the dps then to make it match with other melee weapons now? sword always had a lower dps rating due to the autorun...
  • saurializardsaurializard Member Posts: 4,404 Arc User
    The controls settings currently keep resetting to settings that aren't yours. So that may explain why this is happening. For example, my space controls keep resetting to "free camera" and "auto-attack disabling when changing targets".
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  • callonorcallonor Member Posts: 18 Arc User
    tigeraries wrote: »
    did they boost the dps then to make it match with other melee weapons now? sword always had a lower dps rating due to the autorun...

    I didn't record my damage or DPS last night, but just looking at the various primary attack damages today, it looks like the swords are still 20-30 points lower per attack and 10 or so lower DPS, so I'd say that they likely didn't boost it.

    My current numbers: 59.2 (148 DPS) on a Mk XIV VR Na'Kuhl blade, 61 (155 dps) for a mk XIV UR tegolar, whereas it's 97 (164 dps) for a Mk XIV UR Bat'leth and 92-100 (~162 dps) on a Mk XIV UR Lirpa (depending on DMG mods).

    If this is an intended change, I hope they'll at least boost damage, but I'd prefer to have the autorun back.
  • callonorcallonor Member Posts: 18 Arc User
    The controls settings currently keep resetting to settings that aren't yours. So that may explain why this is happening. For example, my space controls keep resetting to "free camera" and "auto-attack disabling when changing targets".

    I've had that problem myself with the space controls--quite frustrating. As far as I know, there isn't a setting for melee autorun attacks as I believe it was a feature tied to the lighter, less powerful swords, but I'll look for it.
  • storobertpraetorstorobertpraetor Member Posts: 51 Arc User
    I remember reading somewhere on this site that they were 'upgrading' melee weapons. or at least changing how they work. they made them AoE weapons. Looking at my favorite swords Info now, it now says: "2 Meter Range; 90 degree Cone".
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  • redvengeredvenge Member Posts: 1,425 Arc User
    callonor wrote: »
    I use sword melee on two of my characters (one as primary, second as occasional against borg, etc.). As of last night, when I'd target something and attack, as long as I was within close range, my character would run the short distance to attack automatically. As of today, I stand in place and just swing the sword. I have tested this on both characters. One with the lobi store Na'kuhl Assassin Plasma Blade and the other with the Nausicaan Tegolar Sword. Both have had their short range auto-run removed as of today's patch. Is this intended behavior? I didn't notice it mentioned in the patch notes. I have not tested the other two swords I've seen in the game.
    After some testing, I think the console melee update is live.

    On consoles, the response time of melee weapons is slightly increased, and all melee weapons are AoE, meaning you swing your weapon and hit everything in front of you. Downside is, swords don't have the "run attack".

    Using the Paradox Bomb kit power, I was able to confirm that my sword's normal attacks did hit all of the enemies in the area in front of my character. Also, I believe melee weapon response times are a little faster, though it may be wishful thinking on my part.
  • callonorcallonor Member Posts: 18 Arc User
    Sadly, I didn't pay too much attention to the specifics beyond combos and armor penetration before this patch, so perhaps the range and strike window have changed, but looking at the swords, lirpa, and standard bat'leth, they all use that same arc and range. Right above that though, it says, "Affects Foe (1 max)," so it's still looks like it's a single target attack as before unless you hit the combo to trigger the AoE. Unfortunately, the wiki entries for the swords don't go into fine enough detail for me to confirm a change.

    If they did increase the range a bit across the board and it caused removing autorun from the swords, I'd like to ask that their DPS be increased to bring them in line with the lirpa and bat'leth. If they're all going to basically behave the same now, I see no reason why the swords should be reduced DPS. With the autorun convenience, it made sense to take the penalty to DPS.
  • callonorcallonor Member Posts: 18 Arc User
    redvenge wrote: »
    Using the Paradox Bomb kit power, I was able to confirm that my sword's normal attacks did hit all of the enemies in the area in front of my character. Also, I believe melee weapon response times are a little faster, though it may be wishful thinking on my part.

    Didn't see this before I responded. If it is hitting multiple targets on the standard attack, then they forgot to update the text (wouldn't be the first time). I liked having the choice of autorun and a little less damage or a little more work and more damage as a result. Ah well...things change. I do wish this had made it into the patch notes though.
  • redvengeredvenge Member Posts: 1,425 Arc User
    callonor wrote: »
    Ah well...things change. I do wish this had made it into the patch notes though.
    It may have been a mistake. Seems there were a few unintended things that went live when the patch dropped (Like the Intel Assault Cruiser [T6]).
  • fovrelfovrel Member Posts: 1,448 Arc User
    Have to say, I do not dislike this change. I have no longer my first attack on auto, which made me glue to my opponent with a sword. I use more combo's and more often, but since the swords have no longer this lunge advantage, the much more damage of the bath'leth makes the sword in my view obsolete.
  • redvengeredvenge Member Posts: 1,425 Arc User
    fovrel wrote: »
    Have to say, I do not dislike this change. I have no longer my first attack on auto, which made me glue to my opponent with a sword. I use more combo's and more often, but since the swords have no longer this lunge advantage, the much more damage of the bath'leth makes the sword in my view obsolete.
    Many swords are looking sub-par right now. The crystal sword from the Shattering Harmonics ground set is still very good. When coupled with the shield, the 2 piece bonus increases shield penetration from all attacks, including your allies. The bonus applies to any melee attack, so you could use a secondary melee weapon in your other weapon slot, but equipping two melee weapons leaves you at a disadvantage fighting some enemies (ie Swarmers ad some bug-like NPCs).
  • tigerariestigeraries Member Posts: 3,492 Arc User
    hmmm then arent swords subpar now? if the DPS is still behind the other melee weapons and now all melee is AOE.
  • burstorionburstorion Member Posts: 1,750 Arc User
    Only issue with the change I see.. the swords now have 'targets only one' in the tooltips. I'm not that enamoured with the change - IF (big if) they let you damage multiple opponents in a basic swipe, then I could live with it (graviton spike slash combos rule) but as it is... I might have to give up on my melee builds

    Another option would be a .5s micro root - its not funny hitting a target, starting a combo and watching it whiff past them due to no homing​​
  • eppydemiceppydemic Member Posts: 1 Arc User
    "In order to serve you better, we have removed the useful feature that has made melee viable for many years."

    no fix, no patch note.. blame the console players
  • hanover2hanover2 Member Posts: 1,053 Arc User
    Seriously? No more sprinting samurai slash? LAME!
  • angrybobhangrybobh Member Posts: 420 Arc User
    hanover2 wrote: »
    Seriously? No more sprinting samurai slash? LAME!

    yep it seems that way. I played "echoes" last night with my KDF tac that uses a tegolar and thought something was up. I figured it was a lag related thing because I've had a touch of it lately (as expected with a new release). If its intended, I'll adapt but not because I like it.
  • callonorcallonor Member Posts: 18 Arc User
    I don't care for the change at all. I've tried playing it since the update, and between the mobs running away, and the root to myself when I swing, it makes melee a chore to chase down the NPCs while trying to hit combos. I don't know if the change was an accident, something missed when they were trying to simplify code for the consoles (or change animations), or an unannounced intended change (so far the devs haven't responded to the thread), but it's taken the enjoyment out of using the weapon for me.

    I've changed back to ranged. I don't PvP or play the PvE portion for maximum damage numbers, I just want to enjoy the game and play the quests with different builds across my alts, and this change removes the fluidity I enjoyed while using a sword and seemingly offers no benefit in return (my standard attacks looked pretty singular last night). I'm not demanding they change it back to suit my way of playing, but I am stating that for me at least, sword combat is no longer fun, and since I play this game for entertainment, it somewhat diminishes my overall experience. But I have a history of this with Cryptic games... I had plenty of somewhat obscure play styles ruined or diminished by intentional and/or unintentional side effects to combat system changes in City of Heroes. Most of the time, all you can do is shrug it off and adjust, or choose to quit playing. I still enjoy too much of the rest of the game to resort to the latter, but I am expressing my opinion on the change in hopes that they'll give it some reconsideration, or at least confirm whether it was intended or a bug.
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    Agreed as well. Found out the hard way in the new FE, that the sword's gap closing mechanic has been removed. And with enemies running willy-nilly everywhere, when I try to close the distance and set up a combination(even leaping and wall walking), the only stickiness I have, is Lunge, or to power every buff I have, before using the stealth "Dropbear" technique. And the moment I lunge, the enemy scampers away. I hope they return the run with the sword style soon. Otherwise, that crystal sword is just going to be for show on my toon's back for RP purposes.
  • lighte007lighte007 Member Posts: 390 Arc User
    edited October 2016
    TR-116B is your friend. Join the Legion of TR-116B users. xP

    Though it would be nice if we could craft more things in the R&D Thingy alike Energy Torpedoes, Swords, Lurpas, and etc. (Even though the Energy Torpedo thing probably won't happen anytime soon.)

    I never really use melee attacks.
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    http://www.arcgames.com/en/games/star-trek-online/news/detail/10242263-star-trek-online:-release-notes:-november-3rd,-2016
    Restored the way Melee Weapon Lunge functioned prior to the Agents of Yesterday: Artifacts update.

    it was a bug​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • turbomagnusturbomagnus Member Posts: 3,479 Arc User
    http://www.arcgames.com/en/games/star-trek-online/news/detail/10242263-star-trek-online:-release-notes:-november-3rd,-2016
    Restored the way Melee Weapon Lunge functioned prior to the Agents of Yesterday: Artifacts update.

    it was a bug​​

    Or a rare (sorta-)admission that they were wrong to nerf something and saw fit to set things right...

    And while I'm talking about impossible things... wait, we also have a T6 Connie now, too... Um, hm, uh... Oh, I know. And while I'm talking about impossible things, maybe we can get a Yeager-class 'Long Range Escort' while they're at it...

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    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
  • callonorcallonor Member Posts: 18 Arc User
    Be it a bug fix or reconsideration, thank you Cryptic for restoring functionality in a timely manner.
  • lighte007lighte007 Member Posts: 390 Arc User
    edited November 2016
    I have a funny feeling they was supposed to nerf the Sword Animation aka Lunge by removing it but they realized a lot of people used Melee and felt sorry. >.>

    Though its nice its back though you have to wait til tomorrow. >.>
    The Rising of the Delta is the best expansion ever, and people love it to death because it is a good day to die in the endless struggle for supremacy of your own conviction. (A spin off of the Delta Rising is the best expansion ever and all the players love it.)
  • fovrelfovrel Member Posts: 1,448 Arc User
    Because of this change, I used the melee weapons a lot and I did not miss the auto lunge that much in the end. This change did me try the two handers again and although they miss the lunge, I keep using them, great damage and cool combat animations.
  • kianazerokianazero Member Posts: 247 Arc User
    http://www.arcgames.com/en/games/star-trek-online/news/detail/10242263-star-trek-online:-release-notes:-november-3rd,-2016
    Restored the way Melee Weapon Lunge functioned prior to the Agents of Yesterday: Artifacts update.

    it was a bug​​

    Oh thank god! This was destroying my All Melee toon and her All Melee Boffs.
  • ltminnsltminns Member Posts: 12,572 Arc User
    The more plausible explanation is that they just scr*wed things up with the Artifacts build.
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