Teras Kasi Archive
Thread: Teras Kasi Artist Our issues that need to be balanced
Okay here goes.. I've played a Master TKA/Fencer/Brawler with some swordsman defense mods and pikeman defense mods... I've played a Master TKA/Smuggler and Master TKA/CH.. And I'm now working on Master TKA/Doctor (Have the Doctor part) after a reroll..
We have always had issues, and they need to be addressed.
First off.. ALL melees need a root and/or snare move.
My suggestion is that we be given attacks which act as snares, and hopefully a root at each melees master level. Or maybe just change the lunge moves of the brawler tree to be a snare then a root at lunge2. This could go so far in balancing it isn't even funny
Secondly.. Damage output. We rarely get to attack, and when we do.. We still don't greatly outdamage them. One of the devs posted here saying that if we can't catch them tough, it's the drawback of being able to take them down quick. WE CANT TAKE THEM DOWN QUICK!.
My suggestion is that for one, our HAM requirements be lowered. Or atleast the MIND part of it. And our damage modifiers on the top end specials be raised. So we can drop our opponents quickly if we get in close. We're outdamaged by commandos with ease. (They have a requirement of being in close to use specials on Flamethrower, I believe) We're supposed to be gods of close quarters combat..
Next on the list.. Meditate. You can not meditate while on fire. You can not meditate while (add random status effect)
This is not right. We lose 1/4 of our skill tree to meditative abilities. We should be able to meditate in any circumstance but "in combat". It is a crock that we are masters of our own domain and so spiritually enlightened but we can't even meditate half the time..
Power Boost is not what it should be.. and should just be changed altogether
Please change this. Most TKAs agree Power Boost is useless. Make it a HAM buff that is permanent and meditating makes it charge up.. (IE 5 minutes meditation gives an extra 100 to all stats) with a cap of say a +1000 to all stats So that people don't just go afk with a macro on all night and wake up with 20k HAM. Or you could make it so Power Boost is -gasp- useful some other way.
The incredible lack of defensive abilities. We should be given more.. this applies to ALL melee. Melee should be 3x as defensive as gun wielders. Hell, read your own manual and official guide! You promote that about us!
Give us a nice boost to our defensive abilities, all melees. Give us bleed resistance. (It's in the game, you know it is. That's why BEs can make it!) Make us dodge blaster fire. Somethin.
That's all I can think of now..
Oh.. and where's our team lead?? If there isn't one.. how do we get one?
TKA is fine. Power Boost is useless and needs to be adjusted, but the only real concern I have is the Client/Server lag and not being able to hit people that appear to be well in range as a result.
We have no 'balance' issues at this time. Please stop crying for more offense/defense. There is no end to it.
/agree with most of that.
I would love to have snare effectONLY if elite melee professions(and higher then novice box) have access to it. I don't want to get snared at 64m away. If they put snare effect on brawler tree it will do more damage to pure melee then help them as ranged users will pick it up. TKA had root style, it was called Knockdown. But because ofranged professions it had to be nerfed. There is nothing overpowered about Knockdown till you mix it with 64m range, low ham costand ability to run and shoot.
oh and damage is still too low for PvP. My normal pvp hits are around 200-300 for tka. When i fight someone in composite armor i hit for crap, they get up from KD and start kiting me again. Takes 10-15hits to kill someone. That's more then enohg time to get up from KD and run off or heal youself.
My suggestion is that we be given attacks which act as snares, and hopefully a root at each melees master level. Or maybe just change the lunge moves of the brawler tree to be a snare then a root at lunge2. This could go so far in balancing it isn't even funny
No, snares and roots would actually be overpowering to our profession. These should be effects placed on traps for the ranger. The thing we need is a /stick function, so that once we have closed the distance we don't have to worry about "Target out of range" when it looks like we're standing on top of them. Believe me, /stick would make our lunges allot more effective as we'ed actually have the chance to land the dizzy. i.e. when we're getting close you could /stick and then lunge anddizzy. The server would pull us to thetarget after thelunge so we don't have to worry about latency warping the mob out of range of the dizzy. Believe me, with the /stick, if we get into range the target better do something to get us out of range again quickly (posture change / knockdown ) or they're in for a world of hurt.
Secondly.. Damage output. We rarely get to attack, and when we do.. We still don't greatly outdamage them. One of the devs posted here saying that if we can't catch them tough, it's the drawback of being able to take them down quick. WE CANT TAKE THEM DOWN QUICK!. My suggestion is that for one, our HAM requirements be lowered. Or atleast the MIND part of it. And our damage modifiers on the top end specials be raised. So we can drop our opponents quickly if we get in close. We're outdamaged by commandos with ease. (They have a requirement of being in close to use specials on Flamethrower, I believe) We're supposed to be gods of close quarters combat..
I'm not actually too sure where our damage should be at, though the post from Holo did state they're looking at increasing melee damage. Shouldn't compare us though with Commando though.This was (is?)a very difficult profession and they use heavy weapons. As long as their chance to hit doesn't get too high by master then their high damage is just fine. So far I have yet to die to one of the new commandos, in fact I've killed them into double figures simply because a) they miss allot, and b) with the correct protection even one of their specials is survivable (even if you only last long enough to DB them before their DOT uncos you). The wounds can be annoying, but we're TKs, meditation makes this tolerable (think of the poor folks who don't have it
).
I don't believe we should be "gods" of close combat. Theres several other close combat professions that have just as many points invested (pikemen, fencers, swordsmen), with only our specials and weapons defining our different strategies. If our damage is increased for what ever reason, all melee professions need this same benefit. Yes, some of them do get the benefit of being able to choose different damage types (stun, blast etc...) but I believe the meditation line is a fairly **edit** good comprimise to that.
Next on the list.. Meditate. You can not meditate while on fire. You can not meditate while (add random status effect). This is not right. We lose 1/4 of our skill tree to meditative abilities. We should be able to meditate in any circumstance but "in combat". It is a crock that we are masters of our own domain and so spiritually enlightened but we can't even meditate half the time..
No, don't think we should be able to meditate while burning alive. Neither if we're stunned or dizzied, BUT possibly adding a second effect to Force of Will. When we're still conscious, if an effect like dizzy or stun is active let Force of Will have a chance to remove it. I don't really want to stand on the Squad Leader feet here (as some of their abilities do this) but it does seem right that a profession dedicated to mental fortitude should be able to remove these effects (out of combat of course). Also, they need to bring in some method of removing a fire dot. It shouldn't be easy, but it should be there. Possibly add aschematic to the Artisan tree for the constuction of some sort of extinguisher of some sort /shrug.
Please change this. Most TKAs agree Power Boost is useless. Make it a HAM buff that is permanent and meditating makes it charge up.. (IE 5 minutes meditation gives an extra 100 to all stats) with a cap of say a +1000 to all stats So that people don't just go afk with a macro on all night and wake up with 20k HAM. Or you could make it so Power Boost is -gasp- useful some other way.
Yeah, I agree with you on this, Power boost is a pretty redundant ability. Not sure how they should change it but we can't really go over the topor all other melee professions will complain. Remember this ability is only at Meditation 2, it shouldn't bea be-all-end-all ability.
The incredible lack of defensive abilities. We should be given more.. this applies to ALL melee. Melee should be 3x as defensive as gun wielders. Hell, read your own manual and official guide! You promote that about us! Give us a nice boost to our defensive abilities, all melees. Give us bleed resistance. (It's in the game, you know it is. That's why BEs can make it!) Make us dodge blaster fire. Somethin.
This is a very delicate balancing act. Holo did post that they're looking at increasing melee defensive abilities and making it "easier" for us to close the distance on ranged opponents. What this ends up being I have no idea. That being said though, there is no way we should have 3x the defenses of a ranged opponent. That just doesn't make sense. They should beat least as skilled at ranged defense (if not more so), I mean cripes, its their livelihood. Melee defense is different ball game though, thats our turf, and though some ranged professions should have a decent melee defense, melee professions should be the kings of this domain.
Just an idea, maybe they should make TK way harder to get and the other melee professions easier? The description of Teras Kasi makes them seem like uber-warriors, almost like jedi. But, that means it should be an extremely long trail to get to TK master. The other melee professions seem more like being a master of skills, while TK seems more like a complete monk-like lifestyle. This way, only the extremely devoted would become TK and would reap the benefits of being the strongest melee (and should be the strongest over-all. Bounty hunter is a job, such as being a clerk at a deli. Nobody should get skills for being a bounty hunters, they should be missions where you get money. Just because everyone loves boba fett does not mean that all bounty hunters were equally good or bad.) Maybe master TK should be changed to TK Novice, and there would be an ultra elite profession (that i have been hearing rumors about) that is TK master. Ok that may be going to far, but i think you get my point. Agree, disagree, whatever. The shouldnt make TK seem amazing when it really isnt. It shortchanges us and other melee professions. Fin.
Locobacca
"I need another beer" -Darth vader
"My suggestion is that for one, our HAM requirements be lowered. Or atleast the MIND part of it."
If your a Trando (which alot, if not most TK are) then mind is not the problem as it can be adjusted for in stat migration. Action is the problem. The supporting Action attributes for a Trando max at 400 and 450. Lowering mind cost on specials will still leave me action incapped.
Other than that I like this post.
As for the "sticky" school of thought I dont think it would work.
A. Most of the time you will be dead before closing the distance to "stick" ie. eye shot.
B. Just because you "stick" to them in melee range doesnt mean that they stop running. Movement= cantland hits.
and C. Uh, I think we already have this move,... Its called Follow.
lol I'm not CRYING for more offense/defense.. But the class needs to be stronger.
We suffer from the penalty of being kited because of our range. Thus, when we close that distance, we SHOULD decimate people. Because that's the entire **edit**ing point. We should not be penalized so much that the only way to compete in PVP is to hide behind walls.
Oh and yea, most TKA are Trandos. I'm just used to being a doctor too, as of late.. And also human.. so I've got incredibly high action/health substats.. It's my mind that incaps me.. lol
Yes, I think he in wrong in thinking we need a power boost. We have plenty of power. Nor do we need to be better able to close with our opponent. What we need is the ability to hit someone that is presented to us as being in arm's reach on out client, but is not in reach on the server.
I have no problem with the difficulty of catching up to someone who is shooting at you. That is realistic. It isn't fun, but it is a fundamental reality of melee versus ranged combat. The only frustration I have is the client/server lag. You think you finally caught your prey, but whoops they weren't really there. That is the ONLY problem as a TKA.