Tree of Savior Forum

Swordsman Rework Suggestion

Disclaimer: This is a TENTATIVE to fix the balance issues that affect negatively the [Swordsman Base] class and, as a consequence, the entire swordsman class tree. Please note that you are not obliged to agree with those suggestions. Discuss healthily about this topic and avoid to exit it territory. *CC =Crowd Control ( stun, knock back)

The text will be a little long, so be prepared. Know critical issues related to the swordsmans:

[1] Lack of competitive damage on the ""late game “”(Lv.230+) due to low scalings comparing with others classes, like pure damage clerics, archers and wizards.

[2] Abscense of effective ways to fight and defend yourself from attacks (including Crowd Control effects). While archers can kite and use their range, wizards can use their CC and range, clerics can heal and use their invunerabilities, swordsman either need have high defensive stats and constantly dodge from heavy attacks or have a support ally to be able to deal consist damage and survive.

[3] Swordsman doesn’t have a true and pure strenght compared to other classes. Clerics have the top support and defensive abilities (Safety wall, heal, diev. and druid invencibility, paladin’s barrier), Archers have the highest single target DPS and the second strongest AoE damage (multi-shot, oblique shot, fletcher skills, cannoner skills) and mages have the highest AoE damage and some useful CC (Quick cast, sleep, magic missile, frost cloud, psyko pressure, linker’s skills); just think what swordsman have that make them a must in party; shield buckling, jolley rogers and… that’s it? Why you make a swordsman (beside personal preference)? For it tankiness? Why i need tankiness when i can make my whole party immune to damage for 20 seconds and after that, for 12 seconds and repeat it 10 seconds later? Even if something goes bad, heal will cover the problem. Why i choose a swordsman? for it damage? Just look to fletcher, cannoners, psykos+cryos, C3 elementalist and you will easily know the answer. Why i create a swordsman? for it support? Shield buckling? Linkers do this job (mob group) 2x better and faster. And even considerating SB a good utility skill (which is), it’s the only good thing that swords have to offer to the team.

Those issues makes swordsman one of the most devaluated classes in the game and results in the lack of necessity of the swordsmans in the teamwork scenary, at least. The further consequences makes the players avoid to playing with this class and make it become underrated and obsolete, also creating a preconception and discrimination against it; those negative effects can already be see in-game and even in the forums.

Knowing this, I propose a series of changes in the base swordsman skill tree in order to TRY to correct SOME of those issues (at least the ones related to the base class):




Skills removed: Concentrate, Thrust, Restrain, Pommel Beat and Double Slash.


Unique Class Mechanics Added:

[All Cicles] [Class Base Attribute: Adrenaline Handling]: [Lv.Max: 1]

Use high level combat technique to control the effects of adrenaline in your body, earning advantages. For every successful skill cast on enemies, basic attack, attack skill or/and debuff applied, you gain 1 Adrenaline stack. Those stacks grant bonus base attack, stamina buff and change some skills, at the cost of decreasing the natural SP recovery. The maximum number of stacks is 3 and be affected by Crowd Control effects, such as knock down or slow, decreases the number of stacks by 1. If you don’t keep attacking, the stacks will drop as well.

- Each stack gain have a internal cooldown of 5 seconds; if you lost or gain a stack, you can’t lose or gain another one in the next 5 seconds. Each stack lasts 8 seconds; this duration overlap the internal cooldown, meaning that if you gain a stack, it will be lost after 8 seconds if you not attack after 5 seconds. You can turn on or off the effects of this attribute on the attribute section of your skill window, but you will lose all stacks and their effects; sit will also make you lose all stacks. After reach the maximum amount of stacks, any other attack will refresh the duration of the stacks. The stacks are not counted as buffs and each one represent a level of adrenaline:

1 Stack: Low Adrenaline level: Grant +15% character’s Base Physical attack; modify some skills.

2 Stacks: Moderate Adrenaline level: Grant +30% character’s Base Physical attack; while your stamina is below 11, -35% Stamina recovery time; +50% SP recovery time; modify some skills.

3 Stacks: High Adrenaline level: Grant +45% character’s Base Physical attack; while your stamina is below 11, -70% Stamina recovery time and normal movement don’t consume stamina; +40% resistance to status ailment while running; +100% SP recovery time; -15% SP recovery from all sources; -40% damage receive by your equipment from enemy attack; modify some skills.


Skills added:
[CICLE (1)] [Provoke]: [Lv.Max: 15]

Taunt a certain amount of enemies around the screen, earning provocation points and making them immediately attack you. In order to keep their focus on you, attacks needs to be used on them, and the amount of provocations points will be maintain or increased, based on the amount of damage or CC inflicted by you; Damage have higher priority and adds more provocation then CC effects. Static Cooldown: 22 segs

Provoke Lv.1: Taunts 5 enemies | Provocation points: 5 (low) | SP cost: 6
Provoke Lv.15: Taunts 12 | Provocation points: 20 (high) | SP cost: 25

CICLE 1 ATTRIBUTE: ENHANCE: Increases the number of taunted enemies by [Provoke] by 1 per attr.Lv… +4 SP cost | Lv.max: 3

CICLE 3 ATTRIBUTE: DAMAGE REDUCTION: You gain 5% of damage reduction per attr.Lv. against the next damage hit, physical or magical, of the taunted enemies by [Provoke] for 15 seconds. +2 CD | Lv.max: 4

[CICLE (1)] [Explosive Strength]: [Max.Lv: 15] - [Physical] - [Pierce/Slash/Strike] - [Switch] - [Not counted as a buff]

Casting this skill will activate or deactivate it effects. After every successful third basic attack or/and attack skill, your next basic attack can be empowered by pressing the basic attack key. The empowered basic attack have base attack multiplier and high bonus speed, also can be canceled by a skill cast right after it hits. The base attack multiplier is affected by your Adrenaline level. This empowered basic attack cannot be used in mid air and consume Stamina per use.
Static Cooldown: 1

Explosive Strenght Lv.1: Zero, Low and Moderate Adrenaline level Bonus Base attack multiplier: x 1,39 | High Adrenaline level Bonus Base attack multiplier: x 1,77 | SP cost: 0 | Stamina cost: 2

Explosive Strenght Lv.15: Zero, Low and Moderate Adrenaline level Base attack multiplier: x 1,95 | High Adrenaline level Bonus Base attack multiplier: x 2,75 | SP cost: 0 | Stamina cost: 2

CICLE 1 ATTRIBUTE: ENHANCE: Increases the damage dealt on an enemy with [Explosive Strenght] 's empowered basic attack by 1% per attribute level. Lv.Max: 100

[CICLE (2)] [Tactical Roll]: [Lv.Max: 10] - [Mobility/Dash] - [Buff] - [Cannot be used while mounted]

Execute a tactical dodge roll, dashing in a direction for 1/2 second. The next physical attack skill cast will inflict more damage. The Cooldown of this skill is affected by your Adrenaline level. This skill consume stamina per cast and you can bypass enemies during the dash.
No Adrenaline Cooldown: 26 seconds | Low Adrenaline Cooldown: 20 seconds | Moderate Adrenaline Cooldown: 14 | High Adrenaline Cooldown: 8

Tactical Roll Lv.1: Roll’s Mov.Spd: 128% of the current Mov.Spd | +13% Damage with the next Physical Attack skill cast | SP cost: 0 | Stamina cost: 3

Tactical Roll Lv.10: Roll’s Mov.Spd: 200% of the current Mov.Spd | +40% Damage with the next Physical Attack skill cast | SP cost: 0 | Stamina cost: 3

CICLE 2 ATTRIBUTE: ABSORPTION: When [Tactical Roll] is used, you gain a shield that absorb (200 + 6 * Base Level) magic or physical damage. If [Gung Ho] is active, the shield absorption increases between +22% and +50% depending on the [Gung Ho] 's level. +1 Stamina cost | Max.Lv: 1

[CICLE (3)] [Sonic Strike]: [Lv.Max: 5] - [Physical] - [Slash/Pierce/Strike]

Utilize your weapon to perform a high level speed and precision attack against a single target; the bigger the enemy, the high the priority to get hit by this skill. This attack have bonus accuracy and it type depends on the current equiped weapon. The number of hits inflicted by this attack increases depending on your Adrenaline level.
Static Cooldown: 9 | Bonus Accuracy: 25%

Sonic Strike Lv.1: No Adrenaline level: 2 hits | Low Adrenaline level: 3 hits | Moderate Adrenaline level level: 6 hits | High Adrenaline level: 9 hits | Attack: 75% +104 per hit | 20 SP cost

Sonic Strike Lv.5: No Adrenaline level: 2 hits | Low Adrenaline level: 3 hits | Moderate Adrenaline level: 6 hits | High Adrenaline level: 9 hits | Attack: 175% +166 per hit | 48 SP cost

CICLE 3 ATTRIBUTE: ENHANCE: Increases the damage dealt on an enemy with [Sonic Strike] by 1% per attribute level. Lv.Max: 100


Skills reworked/modified:

[CICLE (1)] [Bash]: [Lv.Max: 15] - [Physical] - [Slash] - [3 Overcharge]

Inflict damage on an enemy with a powerful cut, stunning enemies for 1,5 seconds. All actions possible while casting this skill is normal moviment.
Static Cooldown: 12 seconds

Slash Lv.1: Attack: 100% +62 | Cast time: 1 second | Stun chance: 86% | SP cost: 12
Slash Lv.15: Attack: 100% +300 | Cast time: 0,3 second | Stun chance: 100% | SP cost: 42

CICLE 1 ATTRIBUTE: ENHANCE: Increases the damage dealt on an enemy with [Bash] by 1% per attribute level. Lv.Max: 100

CICLE 2 ATTRIBUTE: SPLASH: Increases the AoE Attack Ratio of [Bash] by 1 per attribute level. +6 SP cost | Lv.Max: 3

[CICLE (1)] [Gung Ho]: [Lv.Max: 15] - [Switch] - [Not counted as a Buff]

Enters in attack mode, decreasing massively defense strength and increasing massively attack strength. Can be turned ON or OFF, but requires 2 seconds of cast time to switch; if you get hit by any attack, including non-damage hit and CC effect while casting, the cast will fail and half of it cooldown will be applied. The health lost by the Max.HP cap will not be recovered by reactivating the skill. The Attack buff granted by this skill doesn’t increase the base attack from other attack skills.
Turn on and off Static Cooldown: 14 seconds

Gung Ho Lv.1: -12% Total Physical Defense, -5% Max.HP, -5% Block rate, -2% evasion, -2% Critical Resistence | +10% Total Physical Attack, +4% Critical Rate, +5% Critical Damage | SP cost: 25

Gung Ho Lv.15: -26% Total Physical Defense, -47% Max.HP, -47% Block rate, -16% evasion, -16% Critical Resistence | +94% Total Physical Attack, +20% Critical Rate, +16% Critical Damage | SP cost: 70

CICLE 2 ATTRIBUTE: FIGHTER: When you are below 25% of your current Max.HP, decrease the negative effects, except Max.HP penalty, and increases the positive effects of [Gung Ho] multiplicatively by 1% per Attr.Lv… Max.Lv: 20

CICLE 2 ATTRIBUTE: AURA BLADE: While [Gung Ho] is active, all of your melee attacks will cast a cutting circular aura around you that have a radius equal to 120% of your attack range and works as a AoE extension for all melee type attacks, including skills and basic attacks. Max.Lv: 1 | +8 SP cost

CICLE 3 ATTRIBUTE: RECOVERY: If a part of your HP is cut while activing [Gung Ho], you will gain Vitality for 5 seconds for the next time that you turn off the skill. While Vitality lasts, you recover 14% of the HP removed when [Gung Ho] activated over Vitality duration and gain +40% healing from heal skills. Max.Lv: 1. +2 CD.

[CICLE (1)] [Pain Barrier]: [Max.Lv: 15] - [Buff]

Temporarily grants a high resistance to being affected by knock back, knock down or staggered for a time period that depends on your Adrenaline level. Additionaly, you gain Tenacity for the duration of this skill; Tenacity grants time reduction on status ailment lv/rank 1 proportionaly to it’s value.
Static Cooldown: 38 seconds

Pain Barrier Lv.1: Tenacity: 2% | No Adrenaline level duration: 10 seconds | Low Adrenaline level duration: 12 seconds | Moderate Adrenaline level duration: 14 seconds | High Adrenaline level duration: 16 seconds | SP cost: 30

Pain Barrier Lv.15: Tenacity: 30% | No Adrenaline level duration: 10 seconds | Low Adrenaline level duration: 12 seconds | Moderate Adrenaline level duration: 14 seconds | High Adrenaline level duration: 16 seconds | SP cost: 86

CICLE 3 ATTRIBUTE: UNSTOPPABLE WILL: When you are under the effect of Crowd Control, will be possible to use [Pain Barrier] to break this effect. However, the cost and cooldown of this skill will increase to 18% of your max SP and 60 seconds respectively and the buff of this skill will not be activated.


Class Attributes added:

CICLE 1 ATTRIBUTE: DETERMINATION: Your HP recovery increases and your HP recovery time decreases by 1% per Attribute level. This effect is futher increased, when you are below 50% of your Max HP, based on your missing HP, up to 50% more effectiveness; minimum HP recovery time is 5 seconds per tick. Lv.Max: 25




Remember, this is only an suggestion, an idea. The numbers needs balancing, but the logic of the mechanics and sctructures are fixed or at most needing some tweeks.

Thanks for the attention.

Edit 05/05/2016: Advanced Roll CD decreased. Gung ho cicle 2 attribute added: AURA BLADE. Sonic strike hit count increased.

Edit 06/05/2016: Sonic strike cd increased and base damage scaling decreased. Bash now stuns instead of knock down.

Edit 21/05/2016: Advanced Roll’s name changed to Tactical Roll and it’s Cd has been decreased. Now it consumes stamina per cast and you ignore colision during the dash. New class attribute added: DETERMINATION. Bash stun time increased from 1,8 to 2.

Edit 28/05/2016: Tactical Roll changed. This skill no longer increases CD if you get hit by normal attacks, only when you get affect by CC. SP cost and Stamina cost increased; CD and dash time decreased. Tactical Roll’s Hit Threshold attribute exchanged for Tactical Roll attribute: Absorption. Provoke’s Damage reduction attribute max level decreased from 5 to 4.

Edit 04/06/2016: Adrenaline Mechanics added. Most of the skills have been modified to follow this mechanic. It consists in gather adrenaline stacks gained when you successfully attack someone and receiving advantages and desvantages accordingly with tha amount of stacks/adrenaline level.

7 Likes

As a form to pump up this topic, i will explain the function of most of the changes made and their effect on the game.

The major change is the gung ho rework; gung ho went from a useless flat bonus to a class shifter. Gung ho has the capacibility to transform the default bruiser medium damage/medium defense to a high melee DPSer/Burster, also know as Assassin. This would make true high risky and reward builds possible, also, through attributes, fix some mechanic issues related to melee AoE (enemies running to your back or standing “inside” you, as well swordsman’s low AoE area in most of skills and attacks) and make the swordsmans compete or even surpass the damage from other base classes by bringing their defense strenght to the same level or even lower then other base classes, even on (kinda of) ““late game”” (+200~+230).

Changes on attack skills like thrust and slash are secondary, but not less important. Since restrain got removed, part of it’s CC is passed to bash through the stun effect when it’s charged. Pain barrier change is a little buff to swordsmans against heavy long cc, like freeze. Ranged characters already suffer against some high CC classes, but thanks to their range, they can do something before get locked down; but in other hand, melees have to come close, exposing themselves to all types of CC, including others melees with CC (rodelero, cataphract, barbarian etc). Thrust change is just to transform this skill into what was already a tool to auto-attack leather or plate enemies.

The added skills are a important part on this rework. Lets talk about each one separately to understand their meaning:

Provoke. Swordsmans most common utility skill in all games; indeed, it’s a unique type of skill that really matches with this class. It’s function is related to the tank nature of the swordsman, but the most important usefulness of provoke in ToS to the swordsmans is to fill the flaw created by their low AoE attacks (not to be confused with AoE ratio or defense). But to incridible as the importance of this skill to this class seems, they don’t have it as a base skill. Instead of having it since the begining, they need to spend a rank into one of the most underpowered classes of the game in this moment (sadly, but true) just to pick this type of skill. This issue is fixed by putting a provoke skill on the base swordsman; but since is a base skill, it CAN’T be the best provoke skill (and as a consequence, one of the best utility skills in the game for PvE). The amount of enemies taunted and the amount of provocation is low at early levels, but can be improved with attributes and by leveling it; fair enough.

Advanced roll:

This skill fix PART of this issue. If the swordie play well against a boss, using this skill and manual dodge, he’s rewarded with a CD reduction, damage taken drecrease, and also increasing his DPS at the cost of SP. The skill idea is to make a tool that can be used to dodge attacks from bosses, escape from mob-waves, as well kite them (by throwing a skill and running with roll, them throwing a empowered skill and waiting roll’s cd to attack again with another empowered skill) and also to get closer to fast mobility ranged enemies. But it have a clear weakness: if the swordsman get hit, the cd is raised, resulting in less mobility and DPS/damage. The attribute decrease this weakness, but it still a clear vulnerability that can be
used against the class.

And, at last, Sonic Strike. Sonic strike is basically the ultimate swordsman’s Multi-shot; but it mechanic works differently. Sure, still a single target multi-hit (each hit of multi-shot can only hit one target) attack, but different from multi-shot, it needs to be stacked 4 times to reach it maximum power. This skill have a high scalling with a low CD, which means that it can be used no matter the level of the character. Is the reward for those who relinquish the other early classes in order to obtain more structural base (high gung ho, advanced roll, provoke and pain barrier levels) for the high rank classes that will come later. But nothing is just a rainbow; in order to keep the stacks and the hit count of sonic strike, you need to avoid get hit. Multi-shot makes the archers stand without move while channeling, creating a risk and also sacrificing time that could be used to use other attacks. Sonic strike does not run much from this idea; you need to waste a time in order to stack and gain full power from it, and be hit by a enemy attack will make the swordsman lose their power, needing more time to regain the stacks.

In general, those changes are structural changes that affect positively the game mechanic and primarily the swordsman class. Indeed, not only most of the players, swordsmans or not, knows and cognize the need of a CORRECT buff in the swordsman tree, but also it can be noticed by analyzing this skill tree. All those changes not exactly means more power, but more accurately a issue fix; most of the power added have someway of counterplay or counter effect that makes the players choose between sacrifice something to access a useful tool or advantage.

Then again, those changes are not perfect. This is just a suggestion that can be dicussed by you guys. If you liked it, please, push the like button or show to someone so others can see, and maybe one of IMC feedback’s team member can see this. I appreciate the attention. ps: my english sucks

3 Likes

Up [/////////////////////////////---------]
I know that’s a big text wall, but if you like to talk about game balance, read a little. You will not regret.

I just want my Super Armor and CC immunity or CC break skill

so there are no possible ways to dodge magic attacks? ( spells = unavoidable). it’s pretty painful, but yeah. swordsman classes really need reworks. it’s happening already. some swordsman classes are being rejected in grinding parties if u dont have taunt. jeez so lame. good thing there are some who noticed that this class needs re-balancing. hopefully. they should really change swordsman buffs like gung ho and concentrate and other passives.

If swordsman is given AoE provoke, what will peltasta have instead?:open_mouth:

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imho the devs may need to look at RO to get this balance right.

Assassins were often compared to Agi2h ±crit knights with people often arguing which class was better (particularly Crit knights).

The knight had a few advantages over the assassin: High Hp, Hp regen (!), ability to wear heavier armour.

While we have higher hp in TOS we do not have high hp regen which even works in combat and we almost certainly dont have much better armour.

Maybe swordies need a hp regen skill and have exlusive access to plate armour which should give i.e -30% dmg from phys & magical attacks and swodies pdef should also protect from magic?

Other classes should be prevented from wearing plate.

That have 35 Cd and cost 96 SP. And tenacity =/= CC immunity. You just will decrease the time in freeze or stun; also, only works on rank 1 status ailment.

This AoE provoke is not good as peltasta’s shield buckling. And peltasta need a rework to, so it’s fine have a provoke in base class.

Hello

Note: English isn’t my native language.

This is from PvE perspective. Those are my personal suggestions for swordsman archetype class (plus some ideas for 3 other classes). Numbers in attributes/skills listed bellow can be adjusted to be more reasonable.

New attribute or skill (for circle 1: Archer, Cleric, Swordsman, Wizard):

Defensive Stance (max level 1, toggled ability ON or OFF), 3 sec cast time, cannot be used in combat: decreases damage taken (physical and magical) by 50% , increases provocation when enemies attack by 500% (skills with CC would provide more provocation), increases HP ratio (to swordsman HP ratio), increases incoming heal by 10%, while decreases overall damage done and healing done by 90% , decreases items durability loss by 50%.

New attributes for „tank/support” archetype classes (attributes listed bellow are only active while Defensive Stance is ON).:

Archer - Quarrel-Shooter:

  • Defiance (max level 10) - provocation is boosted further by 50% by attribute level.
    Note: basically it would work like swordsman’s attribute Provoke.
  • Shield mastery: [insert name here] (not yet decided what it could provide)

Cleric - Paladin:

  • Divine Dare: (same as Provoke)
  • Shield mastery: [insert name here] (not yet decided what it could provide)

Swordsman - Peltasta:

  • Provoke (not new, just moved to Peltasta’s attributes)

Wizard - Cryomancers:

  • Intolerable Chill (same as Provoke)
  • Defensive Mastery: (not yet decided what it could provide)

New skills (all skills listed bellow can only be used when Defensive Stance is ON ):

Archer - Entice (would work same as Swash Buckling)

Cleric - Divine Challange (would work same as Swash Buckling)

Wizard - Luring Frost (would work same as Swash Buckling)

**Note:**skills could be placed to c1: Quarrel-Shooter, Paladin (i know its rank 4 class compare to those rank 2 classes but i couldn’t see any other cleric tank/support type class here that would be suited for it), Peltasta (no change here of course), Cryomancers respectively to archetype.

For swordsman.

To be honest i don’t have good answer for it but i know a lot of people are mentioning adding some scaling on damage skills for swordsman archetype classes and i will suggest the same.

Whole point is that other classes would be able to tank as well as
swordsman. It would unbind chains putted on swordsman to be only one Swash Buckling machine.Multitask class idea has roots from Rift online. I know some people might think its ridiculous for archer, cleric or even wizard to be tank but in game mentioned above it is working.

Constructive feedback would be nice.

Thanks for reading.

Like license system in FF13? But if this happen, then everything on the game must change; it wouldn’t be ToS anymore. And you would need change other things to make it balanced, like give a counter change that increases atk to all classes.

I have never played FF13 but you could be right i will try to come up with something else but not today (time for some sleep).

Different from other Final fantasy games, ff 13 has no class system. Instead, all characters have a license board with hundreds of squares. Each square cost a amount of license points and have a specific function: some give you permition to use a weapon and others give permition to use a skill or magic. So basically, you could build any character with the skills that you want, or just unlock all licenses. So, i could have steal, cure and use a spear for example.

it makes a lot of sense to have provoke on swordsman . considering no matter what path you take your gonna need to aggro the enemys. pelta would be better with some sort of defensive skill like a skill that boost their defensive stats while active but cant move similar to kneeling shot but a defensive version of it

I not gonna lie, guardian and high guard, which are peltasta’s main skills (at least should be) are pure trash. You get -50% of attack for only 230 of block… The first time i saw it, i throught that this was a joke.

Peltasta need SERIOUS buffs or a complete rework. And yes, i think is naturally have provoke in the base class, because it adds a unique skill to swordsman, like cleric’s heal or archer’s kneeling shot.

totally agree with swordsman buffs in general. how come all of them give negatives yet other classes buffs do not like archer , evade up, running shot all no cons yet high guard you lose 50% atk and crit (I feel that’s way overboard in lowering stats) then finestra with evade lose, deed of valor % defense lose ext, if its gonna be on swordsman it should be on the others buffs too

keep trying bra.
I like your suggestions but read the following :

1 - there is a 90 pr cent chance Staff won’t even read your post.*
2 - If we suppose Staff read this topic, there is 90 pr cent chance they will just ignore it.
3 - if by any chance they don’t ignore it and tell the info to the development team they will most likely tell him to gtfo because they don’t have time to even consider or analyse these changes.
4 - If by chance they accept to consider your suggestions and transfer the information to the business team they will most likely ignore this because it doesn’t add for them any source of income.
5 - if by ‘i don’t what chance’ business team accepts the implementation of these changes or a part of them, you will need to wait 2 years for it to be implemented =D.

I’m saying this cause there is 0 community management in this game. You can do w/e you want on the forums even say insults and there is no one to manage that apart from the flag system xD.

2 Likes

With this suggestion, you’re pretty much indirectly telling swordsman classes to go solo and yolo. The only reason they still need swordsman classes in high lvl grind is just for their provoke and not dps as archers and wizards outclasses swordsman’s DPS by a huge margin.

I went overboard with my suggestion that’s true. Like TacioDaito said it would not be same game as it is.
For now i will follow players suggestions for swordsman from shadows and strike with better preparations.

^^^^ Up ^^^^^^^^^^^^ YES, IS A very large TEXT WALL, BUT IF YOU CARE ABOUT THE GAME BALANCE, READ IT WILL WORTH THE TIME.

This mechanic is a change that aim to make the gameplay a little more complex and interesting, preventing the boredom. Basically consists in Power Up per time in combat. You start a little weak, but if you persist and keep fighting, you will be reward with strenght. The adrenaline trade the SP consumption for stamina consumption, reducing the dependency on SP and making the swordsman a stamina oriented class (even more than it already is). The status resist while running is already a thing in kTos, so i decide to take it too.

Explosive Strenght replaces thrust as a extreme low cd skill, and also doesn’t consume SP, making it more spammable and transforming the swordsman in a true melee solid DPS class. However, it damage, as well as most of the others skills, highly depends on your adrenaline level. If you are able to CC down or avoid hit the swordsman before reach the high adrenaline level, his damage and mobility will be pretty patetic.

Remember, those suggestions are only that. Suggestions. They aren’t perfect, so you can fell free to discuss or expose your opinion about it - as long as you don’t cause flame or make flag-passive actions. I did this topic hoping that the community could discuss healthy about the game balance and maybe this discussion or this topic would reach the devs. Maybe they will never even dream about this topic, but that’s the job of the players: Play, make a good opnion about the game, send the feedbacks/suggestions to the devs and hope for those feedbacks make the game better for everyone.