Disclaimer: Below is my personal thoughts and opinions about the swordsman class.
There has been lot of threads on how bad the swordsman tree is compared to the rest of the other 3 base classes. I myself have a swordie up to level 181. The experience of leveling up is not really that fantastic compared to the other classes, and now she is just in town 95% of the time selling repairs. This kind of led me into thinking, why is this class tree so unpopular compared to the others? Is it the DPS output? the skills? or something else? The answer I arrived at is relatively simple.
The swordsman feels too clunky to play.
What does clunky mean? In the world of top down action games, ranged often truimph melees due to the fact that it is easier for the mob to be in range of the playerās attack. If a melee attacker reaches a monster, plants both his feet on the ground, strike a posture and shout a āHahhhā then attack⦠chances the monster would already have moved out of the attack range and the swordsman is just hitting air. How many of us experience hitting a skill like syncho thrust only to have it miss completely due to the monster move a few pixels away?
This becomes more evident in PVPs scenes where players are always on the move. If bash takes 0.5secs startup frames, by the time our poor swordsman does his homerun attack the opponent would have moved out of our bash range. Pathetic us. This is perhaps the real reason why cata is the most favorable class in the swordsman tree for pvp, they have skills that work while closing in on the opponent.
Swordsmen need the fluidity to remain competitive.
What is fluidity? See the video below, we can easily imagine how much better the entire tree of swordsman will be like if they can move like that.
The key difference between the video (Ys) and ToS is the melees can attack while moving. Just having this solves a lot of things. No longer will melee attacks like syncho thrust, bash or spear lunge miss just because the monster moves away a few pixels while we are performing the move. In PVP also makes it harder for other classes to jump or run away from swordsmen, making them fearsome up close. Isnāt this what swordsmen are supposed to be?
Another improvement is a rework on a mechanic that is only available to swordsman, dashing.
It just feels too weird to dash then stop and do an attack.
Swordsman should be able to cancel his dash into a move. The dash can further augment the move by increasing its range, aoe attack ratio, effects and damage, while giving the player more recoil (recovery stance). This leds to a lot of additional strategies and choices for the swordsman, which each and every skill the entire swordsman tree having a dash variant attack.
An example will be a dash bash having +4 aoe attack ratio and greater damage than a regular standing bash, but comes with a 0.3sec recovery in which the player canāt do anything.
In all, just having these 2 mechanics revisited for swordsman (and to an extent melee clerics) will lead to an improvement in the outlook of these melee classes.
