Teras Kasi Archive
Thread: Mr-heavy: Mitigation request
Can you check with the devs to see if they ever thought about the impact perhaps of how mitigation is gonig to nerf us in PVP? I understand that it made us better tanks in pvenviorment, but what about PVP? most or atleast me play this game for pvp.
This is a chart a made and placed on the dev boards, about mitigation and the advantage all professions get, as well as the disadvantage, when various class's pair off with each other.
Combat class's:
Melee:
Teras Kasi.......................Advantage ( none)....................Disadvantage (BH/Comando)
Pikemen...........................Advantage (none)....................Disadvantage (BH/Comando)
Swordsman.......................Advantage (none)...................Disadvantage (BH/Comando)
Fencing..............................Advantage (none)...................Disadvantage (BH/Comando)
ranged:
Bounty Hunter.....................Advantage (melee class's).................Disadvantage (Pisol/Riffle/Carbine)
Comando............................Advantage (melee class's).................Disadvantage (Pistol/Riffle/Carbine)
Pistoleer..............................Advantage (BH/Comando).................Disadvantage (none)
Rifflemen............................Advantage (BH/Comando).................Disadvantage (none)
Carbineer...........................Advantage (BH/Comando)..................Disadvantage (none)
....................................................................................................................................
They are also removing the 2.5x from rifflemen and comando. so not only do we hit comandos for a hell of alot less then we did before, we know suffer even greater, because they are buffed with mitigation.
We dont get an advantage fighting each other, because all melee gets melee mitigation. Melee gets the big fat ZERO when it comes to this ability.
can ya please take this to the devs and find out if this is intended or what? we struggle already as is with BHs/Comandos, hell not everyones a freakin jedi, some of us would like to compete in pvp too
dashida wrote:
Melee is getting a bonus-to-hit modifier against ranged. I guess you missed that part.
rofl bonus to hit modifier...so we just miss less often...and how is that good?
i already never miss as is, this is effect our damage
and this is found straight off the test center patch notes.
they do not stack what so ever, now im not so sure its even based off the weapon you weild, because bounty hunters get mitigation melee. perhaps its based off bounty hunter certified weapons only, so a bounty hunter useing a republic blaster will only get pistol mitigation and thus get the shaft in terms of mitigation, only having lvl 1 or 0 ranged mitigation.
i do not know to be honest, but i do know that my orginal chart is right on the money.
in PVP melee gets no advantage from this patch, only less capable then we are now....not the same, but less.
I understood it to be a to-hit bonus as well. Not that TKAs need it anyway, seeing as we miss once a week or so. I am not sure what the effects will be, but it looks like TKAs will be even better tanks against creatures, and have a harder time against Commandos, Bounty Hunters and Riflemen than now. Maybe if we call it a nerf often enough some of the FotM people will leave TKA before they ruin our rep completely...
Well, I have to do a bit of homework on this first. I was under the impression that while melee damage mitigation from TKA would not stack with, for example, swordsman melee damage mitigation, it would stack with pistoleer mitigation, or any other damage mitigation from a ranged class. So you could have both ranged and melee mitigation, just not double range, or double melee.
I also need to find out if mitigation is only active when you're holding the proper type of weapon. Personally I doubt it, but I want to find out for sure. I can test this out on TC easily enough.
Would that address your concerns? All melee classes get melee mitigation, pure ranged classes get ranged mitigation. If you want both, just take a profession in each category.
Maybe i'm wrong, but i barely have problems with rifleman and commandos. They could be 64m away, and i still mess them up. why? you ask. well, they barely hit me, and when they do, it barely hurts. I always powerboost, and even when i'm coming off one i still mess them up. Another thing is, burst run. I burst run immediately, that messes everyone up. A rifleman is only good in the kneel position. standing and running messes them up, then when i get to them i dizzy/knockdown. I win most duels in about 3 seconds, 6 seconds if they are buffed, and in large pvp wars I let them get distracted with the BH's and commandos, then i sneak in, knock them down and send them to there eternal sleep. Commandos only screw me if they burn me, but if i knockthem down they are done for, even if i am on fire. The only guys who give me trouble are the Master BH's. and thats cause i am only 2/1/2/2, imagine if i was a master. Being a TKA is all about using your advantages, you know what, nerf us all you can, I dont care. I will find a way to kick ass. we have some of the best moves in the game. All we need is a bleed and we will totally rock this game, and i still bleed people. I get an fwg and use healthshot1, then off with the gun and on with steel hands.
Seeing LongEyes on Tarquinas