Teras Kasi Archive
Thread: News regarding tanking it's back!
This patch note has just hit TC (a few days ago but I've been waiting on permission to post).
TC Patch Notes State:
With the relative con difference change a balance pass has been made on high end content. Outside of special cases, players should not encounter NPC's above level 90.
Words cannot express how glad I am to see this. In a hidden forum we have been fighting this case for a little while & it looks like the Devs listened to the Tanks side of things. No more CL90+ means no more silly CL damage multiplier against a CL80 Tank. The effect this has to our profession is insane & I'm incredibly glad to see it.
This along with the NPC AI improvements should really give us tanks our role back again as opposed to crowd control & kiting methods of tanking. I've checked most CL90's that come to mind, & so far so good, theres a couple that are still untankable, but let me just say that's for a very good reason, but that you shall discover in the expansion. The highest level NPC I have currently run in to is a CL90 Accient Krayt, everything else (save a couple of exeptions) are now less.
I have to apologise for my quietness of late, as you may have guessed I've been in ToOW Beta & keeping an eye out for us there as much as I can. This seems to have been a knock on effect of a thread I brought up there so it's not like I havn't been keeping an eye out for us.
TK's - if they are truly to be one of the "uber" tanking professions need more defensive moves, and possibly a slight increase in innate armor (either increasing the innate armor or increasing the effectiveness of the armor). I would even like just a slight increase in our damage output-but would prefer the previously mentioned changes........... Don't know fellas..... hate to be negative in anyway, but what do you think?
mysterio73 wrote:
Sorry, but I really fail to see how this is such a positive for our profession..... Since anyone now, with the right foods, good mods and good pve melee stack temp, can solo all the high end stuff. Heck you can take your ranged character (good food, armor, mods, ect) and kite the hell out the crazy high CL npcs. All this seems to do is ensure that the npc's don't pwn us as hard. Now you will see soloing rise more than ever, thus negating one of the purposes of the CU.
TK's - if they are truly to be one of the "uber" tanking professions need more defensive moves, and possibly a slight increase in innate armor (either increasing the innate armor or increasing the effectiveness of the armor). I would even like just a slight increase in our damage output-but would prefer the previously mentioned changes........... Don't know fellas..... hate to be negative in anyway, but what do you think?
TKMs aren't tanks anymore Mpikemen are the tanks
and the soloing won't be viable because of the healing nerf - you will need at least one fighter and a healer in a group, one person can no longer do both
how does this make things better?
what differences have been done to keep things still high end?
is this the end of high endnpc then? are we gonna be geting bored with nothing thats a challenge to kill anymore?
Mankind00 wrote:
Well the ToOW NDA has been lifted, I'm now able to reveal some good news!
This patch note has just hit TC (a few days ago but I've been waiting on permission to post).
TC Patch Notes State:
With the relative con difference change a balance pass has been made on high end content. Outside of special cases, players should not encounter NPC's above level 90.
Words cannot express how glad I am to see this. In a hidden forum we have been fighting this case for a little while & it looks like the Devs listened to the Tanks side of things. No more CL90+ means no more silly CL damage multiplier against a CL80 Tank. The effect this has to our profession is insane & I'm incredibly glad to see it.
This along with the NPC AI improvements should really give us tanks our role back again as opposed to crowd control & kiting methods of tanking. I've checked most CL90's that come to mind, & so far so good, theres a couple that are still untankable, but let me just say that's for a very good reason, but that you shall discover in the expansion. The highest level NPC I have currently run in to is a CL90 Accient Krayt, everything else (save a couple of exeptions) are now less.
I have to apologise for my quietness of late, as you may have guessed I've been in ToOW Beta & keeping an eye out for us there as much as I can. This seems to have been a knock on effect of a thread I brought up there so it's not like I havn't been keeping an eye out for us.
The really good news for us is that elite gold chevron NPCs are immune to root/snares at the moment. If this continues melee professions will be indeed better at tanking stuff. I only wish that they would actually make MTK the best and not the cheapest tank in the game.
Giant2005 wrote:
mysterio73 wrote:
Sorry, but I really fail to see how this is such a positive for our profession..... Since anyone now, with the right foods, good mods and good pve melee stack temp, can solo all the high end stuff. Heck you can take your ranged character (good food, armor, mods, ect) and kite the hell out the crazy high CL npcs. All this seems to do is ensure that the npc's don't pwn us as hard. Now you will see soloing rise more than ever, thus negating one of the purposes of the CU.
TK's - if they are truly to be one of the "uber" tanking professions need more defensive moves, and possibly a slight increase in innate armor (either increasing the innate armor or increasing the effectiveness of the armor). I would even like just a slight increase in our damage output-but would prefer the previously mentioned changes........... Don't know fellas..... hate to be negative in anyway, but what do you think?
TKMs aren't tanks anymore Mpikemen are the tanks
and the soloing won't be viable because of the healing nerf - you will need at least one fighter and a healer in a group, one person can no longer do both
This is not correct. It is entirely possible for a character to take up a combat and healing profession. The action changes and the so-called "healing nerf" will just make things more challenging and FUN. This is mainly assisted by the new more intelligent NPC's that I saw in ToOW.
Don't worry - soloing will still be viable.
Eme wrote:
how does this make things better?
what differences have been done to keep things still high end?
is this the end of high endnpc then? are we gonna be geting bored with nothing thats a challenge to kill anymore?
The changes that are happening now are to bring everything down to CL90 or less like was originaly planed & have NPCs fight smarter when they are ment to be hard. There's also been a change to damage, which has uped their average damage & their minimum, in a way that should show our deffences playing a more important part (ie CoB). Add in that that many NPCs will have some resists or imunities to various things (movment modifiers for example) & we become needed again, the ways of avoiding been hit while solo (if you are a ranged player) should be gone & now because the damage dealt by some NPCs isn't so that it is enough to two hit kill you, melee players should be able to tank again, hopfully without feeling pushed in to taking some healer, but instead been healed by someone else.
This is good news since it makes high level combat alot more accessable to those that don't want to be pushed in to FOTM templates & need the exact same list of stuff as someone else with that template, which can only be good news, since it means more varity, more team work & it means stuff is opened up to more people. It also means combat should be very fun & challenging now, as opposed to stuff hitting harder, it's gonna be trying to our smart your, example, Riffleman vs a Dark Jedi Master (npc), Riffleman starts kiting him, I'd expect to see the DJM activate Force Valor to up his saber block, another example is that it's not unusual to see an NPC go in to melee mode & turn on CoB, or in to ranged & turn on duelist stance. Smeg I've even had one NPC try kiting me with a root!
& to the person that asked about the Dant Crystal Hunters with no name, at the moment they are on Test at only CL83, but I'm gonna be bringing this up in a focus thread to try & get these bumped up to a good level boss.
& GreekKing I've heard there is one new weapon at least, but with no new skin, I've yet to see it but I've got it on good word that it's there. I have a feeling it may be the return of the Razor Knuckler Schematic in this expansion, but I don't know for sure, when I do know I will say, but untill I know, I'm only guessing.
Mankind00 wrote:
The challenge is still there (though it may need tweaking yet), but no longer by damage output, it's by the AI of the NPC, before this, anything that was CL90+ was effected by a very horrible CL Damage Multiplier againest us, which ment often we could be been hit for over 1.5k every two seconds in some cases.
The changes that are happening now are to bring everything down to CL90 or less like was originaly planed & have NPCs fight smarter when they are ment to be hard. There's also been a change to damage, which has uped their average damage & their minimum, in a way that should show our deffences playing a more important part (ie CoB). Add in that that many NPCs will have some resists or imunities to various things (movment modifiers for example) & we become needed again, the ways of avoiding been hit while solo (if you are a ranged player) should be gone & now because the damage dealt by some NPCs isn't so that it is enough to two hit kill you, melee players should be able to tank again, hopfully without feeling pushed in to taking some healer, but instead been healed by someone else.
This is good news since it makes high level combat alot more accessable to those that don't want to be pushed in to FOTM templates & need the exact same list of stuff as someone else with that template, which can only be good news, since it means more varity, more team work & it means stuff is opened up to more people. It also means combat should be very fun & challenging now, as opposed to stuff hitting harder, it's gonna be trying to our smart your, example, Riffleman vs a Dark Jedi Master (npc), Riffleman starts kiting him, I'd expect to see the DJM activate Force Valor to up his saber block, another example is that it's not unusual to see an NPC go in to melee mode & turn on CoB, or in to ranged & turn on duelist stance. Smeg I've even had one NPC try kiting me with a root!
& to the person that asked about the Dant Crystal Hunters with no name, at the moment they are on Test at only CL83, but I'm gonna be bringing this up in a focus thread to try & get these bumped up to a good level boss.
& GreekKing I've heard there is one new weapon at least, but with no new skin, I've yet to see it but I've got it on good word that it's there. I have a feeling it may be the return of the Razor Knuckler Schematic in this expansion, but I don't know for sure, when I do know I will say, but untill I know, I'm only guessing.
Okay that sounds pretty awesome