Pikeman Archive
Thread: Melee's role
thats a load of **edit**.... i dont know how many tests that have been run that show that TKA's CAN OUTDAMAGE SWORDSMAN!!!!
they can do more health damage then a fencer, more action damage then a pikeman, and more mind damage then a swordsman... ITS A FACT!
I played a trandoshan TKA with a friend who was a commando. it was a good combo because I was able to tank quite well (TKA get tons of toughness mods) and he was able to fry anything. With buffs and muon gold, I was nearly unstoppable, and thats WITHOUT armour. The problem was that he (My commando friend) was getting all the xp because he was doing insane ammounts of damage, while I was soaking it up.
Ask yourselves if its fair that I got around 1k pr kill while he got 5k while all he was doing was standing safely behind me and torching the critters. He didn't even have the decency to heal me since his moves took such a long time.
As it stands, I think meleeers CAN tank, albeit not as good as the zookeepers. I've heard of ubese armour being made now with 70 % kinetic resists. Coupled with mind buffs from entertainers and doctor buffs, a meleeer is almost as tough as the higher end pets.
I'm still looking of a good.. or any sensibile pikemen problem discussion thread but I have to make a note here and a lamish post I saw.
Teras Kasi can not outdamage Swordsman. I was a intermediate in TKA and a apprentice Two Hander. I was killing larger mobs with my sword than with my fists. And I even HAD my VK's. (NOTE: both the VK's and 2 hand sword where from the same master weaponsmith.)
Now off to see why we had a pikeman crying around in the TKA forum. ^^
Actually it was a current TKA / FORMER pikeman whining about other TKA's whining, not about pikeman.
Ok well I'm a master TK so in a sense i feel your pain. Please dont respond to this bashing TK because that is completely unproductive. What would you say to the idea that Pikeman should be more for defending bases PvP wise, and the best at being a tank in PvE? WhenI see a TK, i dont think of them as tanks i see them sort of more like kung fu masters. Being a tank for a kung fu master is kind of a ridiculous concept. But a pikemanmore realistically fits the role of a tank (ok i know this is a video game but there has to be some sense of logical realism). Pikeman have long weapons that can keep an animal at a distance (think a knight with a long javelin fightinga dragon). This would make pikeman very important (once they nerf the stupid pets) for any group that wants to go hunting. In PvP however, TK should be better. They are masters of martial arts, which involves fighting people, not animals.
Would you guys find this an acceptable compromise? I know there are pikeman who like to pvp and TK that love to tank, but you cant have everything, we need to make each profession different and role specific. The swordsman professions maybe would be a compromise of the two, niether being amazing tanks nor amazing in pvp- balanced. Whatdo you guys think of this? I know there are flaws in this design but something needs to be done, cause u guys get screwed over the most and in a general manner all of melee does. This doesnt fix the fact that melee gets screwed over in general, but it would keep *hopefully* the inter-melee professions from fighting so much. Then we can concentrate on banding together and hopefully getting some balance with the ranged fighters. Thanks and have fun.
Locobacca
Master TK/Scout/Ranger/Town Drunk
I'm sorry. I'm a big PvPer, PvE only lasts for so long before it gets boring. Besides, the GCW is the end game, so I don't think one class should be relegated to one type of game play over another.
I do think that the classes should be diffrent from each other. Agree 100%. But I don't like the idea of having to camp inside a base's walls and hope a ranged guy is dumb enough to come on in. Each class should have defining charactoristics, wether it be more offense, more defense, more speed, a unique special ability/attack, whatever, but they should all be able to do both pve and pvp, just in a diffrent way/style.
How would you suggest this be remedied? I think (this is just my opinion) thata master of teras kasi should beat a pikeman and a swordsman in 1 on 1 if they are both masters. From what i have heard about the history of TK, they are really supposed to be almost as strong as jedi (which is obviously not feasable for this game), but still it is a point to think about. As a general rule, melee should just about ALWAYS win if we get within melee range to a marksman, plain and simple. It is the differences that are between each melee profession that make the professions shine. So how would this be remedied? I thought about being a pikeman at first, but i just see pikeman as more of a defensive profession than an offensive profession, and i think history has pretty much proven that. Feel free to disagree because this is just my opinion, but a line has to be drawn between each melee profession. I never participate in pvp in a head on battle. I sneak up behind them and nail them with KD. If they notice me, i step back and hide untill they come into my trap. Otherwise i grab a cdef pistol and pretend to be a marksman, and when i get in range WHAM. I hope you guys have tried this also. It really works! Anyways have fun and take care.
Well sir, there lies the problem.
If we're supposed to be a big defensive class, well, we arn't. I don't know who has lower defenses, pike or 2h, but we're both low compared to the defenses of TK (and thats not including the massive defensive bonuses TK get with this next patch)
The combat dev said he compared us to rifleman, we're supposed to be big on damage, but, I don't see that either. Right now, on live servers, a TKM will beat a pikeman master 99.99% of the time. As one master on my server put it "Don't even try beating TK, we don't stand a chance." This new patch will only further increase the gap. I've dueled a TKM guildmate of mine a lot of times, and I havent won any of them.
I think that TK will be right where they should be after this next patch. But the other 3 classes are so far behind, well, it's humiliating when I'm buffed and a TKM beats me, when I can't even put a dent in thier ham.
I don't want an uber class, I don't want to be the flavor of the month. I like that pikeman is rare, but I still think we should be given more defense and more damage, especially since the dev wants to cap our speed at 3 seconds.
If the dev asked my opinions on how to fix pikeman, I'd tell him give us a special ability thats viable and no one else has (give one to 1h and 2h as well!), give us more damage, fix our ham costs, and leave our defenses as is after this next patch (high dmg makes for weak defense). I just don't see how we can be slowed to 3 second speed cap without getting a huge boost to damage. Other than those issues, I think we're good to go (well, maybe some new weapons would be good too
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Pikemen should be the uncertain class. We should have skills and abilities such that, ranged fighters stop and say "Hmm...a Pikeman. How rare. How to attack him and win..." Yes, literally stop and say that.
We should be strange and awe inspiring, not the guy who chases after you getting shot in the eye.
Fencer - high dps, best status effects, poor AE.
Heavy Swordsman -highest dps, good AE.
Pikeman - lowest dps, highest single strikes, best AE.
Hey i dont know what that all means , what is DPS ? what is AE ???
sorry hehe , but i dont know what you are talking about ! ![]()
Tanking as a Pikemen isn't necessarily as impossible as most of us make it seem to be. Sure, standing up to a Giant Krayt Dragon or Kimo results in a call for a rez within seconds, but used right, we make (half) decent tanks. As it stands now, I can hold my ground against most tough creatures. My ubese armor has a delicious 74% resistance vs. Kinetic, making me take damage in the single or double digits from most of my hits, and even though KD was violently bludgeoned with the pointy bat of nerfing, swatting something with sweep1 and then immediately using warcry keeps them down for at least 10 seconds, more than enough time to do decent damage against something, hit it with a powerful bleed, or get some easy hits in. And since KD can be used every 30 seconds, that's cutting their attacks to 2/3, couple that with intimidate and you have a serious reduction to damage output, not even counting armor. As for the horrible accuracy issue, I decided to pick up Ranger to help with that. Hitting something with a Glow-Wire or Wire Mesh Trap before going toe to toe seems to really help my melee accuracy, resulting in a lot more successful sweep1/warcry1 combos. Hunting with a competant medic works out fine for me, and fortunately for us, at least we can taunt things off of people unlike CH pets.
Sure, ranged characters can kill us from across a field before we can get close enough to *bruise* them, but I wouldn't expect them to. Fortunately, in cities or otherwise confined areas, pistoleers and bh's are welcome to run away from me and take advantage of my not being able to hit them, but it's not too difficult to get within range of lunge, knock them down, warcry them, and step on their necks before they know what happened.
I completely agree that the weapon-wielding melee classes are way underpowered and need some serious reworking, and that TKA is amazingly overpowered compared to the weapon melees.
Sure, let TKA have their meditate and their devastating combos and ability to hit every pool. What I would really like to see is something MORE unique for the weapon classes. To a certain degree, the melee classes can do more or less the same thing, but "specialize" in something.
A great deal of melee abilities are shared somewhat between the melee classes. Fencers can dizzy and 1 handed lunge to knock something down, just as well as a pikeman can. Swordsmen and Fencers can both spin as well as Pikemen, just without the once-every-30-seconds KD effect. Pikemen can dizzy before knockdown if they use area2.All of them have 2 bleeds of the same pool. All of them have spin attacks. All of them have a pool target. All of them have specific state attacks.
I'm lacking in specific ideas, but anything unique would be a welcome addition for me. Limiting each class' state effects would be a start, but would have to do something else to make up for the loss. Perhaps extending the range of Polearms (which really wouldn't help us in PvE though) or making them wieldable from mounts (which is probably not feasible either) Possibly giving one or all of the classes some kind of defensive ability, like a defensive stance kind of like the reverse of berserk, reducing damage output greatly but increasing the chance to parry or something along those lines sounds like a very feasible idea. Possibly giving Pikemen a cripple attack (we do attack the legs), Heavy Swordsmen some kind of non-intimidate accuracy debuff (some kinda head trauma), and Fencers some kind of dizzy that works on creatures (but with a 50% or so chance of falling when trying to get up).
I'm done rambling. This rant will not be read by any dev, nor will they care even if they do. Just my 2c