There’s a lot of buzz around how Swordsman aren’t considered optimal DPS for late game parties, and how this needs to be fixed.There is one thing that I must make extremely clear though:
You can NOT expect to do as much damage as Archers/Wizards and still keep your huge HP advantage
If you’re only interested in my proposed solution, you may scroll down to the bottom of this post now, as this is going to get lengthy. If you’ve only read this far, please don’t bother replying yet. Put down your pitchforks and read through this before you burn down my village.
Personally, I agree to an extent that Swordsman is a bit underpowered in late PvE parties, but I disagree at the same time. Swordsman just aren’t the typical min/max class that most people (especially Westerners) seem to enjoy. Everyone seems to think you need to go full str, full dex, or full con. Overall this game actually promotes a more even stat distribution system, which seems to confuse a lot of players. That miniature rant aside, this is so upsetting to a lot of players that something really does need to be done.
Now this doesn’t mean you can’t have SOME HP advantage to offset the benefit of range. If we all had even HP, Swordsman would be at a distinct disadvantage. Yes, they have some gap-closers and cc-resisting buffs to help offset this, but they do need a bit more HP. The difference at this point is staggering though. The base HP (even ignoring plate mastery, which is stronger than most people give it credit) of a Level 280 Swordsman is around 16.5k. An archer is around 8k, and a Wizard is around 5.5k.
So what is there to do here? Well, there are 3 options:
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Make new classes/rework current classes. This is the worst solution. It would ruin a lot of build diversity, especially if there are only new classes that can be viable DPS.
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Balance the items to give Swordsman more damage and/or other classes more HP so Swordsman can be buffed. This is another bad option. This would make certain gear way too desirable for way too long, and we already have Cafrisun for that. It would also ruin the balance of PvE that we have currently, so let’s just trash this option as well.
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Give the Swordsman class itself some way of offsetting this. This would allow EVERY class in the Swordsman tree to be able to reach the desired viability of DPS. It would need to be balanced VERY carefully though, as balancing an entire tree simultaneously is a scary thing to do.
Given how I listed the issues with solution 1 and 2, I’d like to focus on solution 3. Now you can’t just make this a buff/nerf to all Swordsman players directly. Some of us, myself included, quite enjoy playing tank classes. Nerfing that to make Swordsman more viable DPS is a ridiculous thing to do. I would say that it would also be better as an Attribute than a skill, so we don’t have to waste 5 skill points. That said, Swordsman circle 1 skills typically aren’t amazing overall late game, so those 5 stat points wouldn’t be horribly missed.
Those of you who just wanted to see the solution, pick up here
There should be an attribute that decreases the Max HP for the Swordsman in exchange for either attack damage, damage percentage increase, skill damage increase, or a mixture of any of the above. This would have to scale into late game, so base values would have to have a level modifier to them. A potential example would be below.
Berserk: Decreases the HP of the Swordsman by level * 20 to increase their attack damage by level * 1.5.
If you’re not a fan of reading, you can stop here
Now, I would have to do a lot more testing on the numbers, and so would IMC, obviously. This is just one potential solution. Maybe it would need to be in percentages not not base level scaling to prevent tanks from being too strong. I don’t know. This is the TYPE of solution that would fix this problem though. It would allow Swordsman to be viable DPS by giving up their natural boost of HP, effectively turning them into the more desirable min/max class that everyone loves so much.
If they were to gain a skill/attribute like this, it would either have to have a LONG cooldown and duration (with 100% up-time still ideally). It wouldn’t be something you could just toggle on and off at will, as the abuse potential would be rather high here. It might even have to be a permanent passive. It also may have to be disabled entirely in PvP.
There are a lot of things to consider here. I’m not saying my example attribute is perfect by any means. I am sure there is plenty of flaws with it. This is just the style of skill/attribute that needs to be implemented to make Swordsman a viable min/max DPS class.
If you want to increase Swordsman DPS to that of Archer/Wizards AND keep your high HP advantage, then you don’t really care about balance at all; you just want your class to be strong.
That’s all I have for now. Please do try to discuss civilly, but I do respect if you all want to tie me up at the stake and burn me now.
