Teras Kasi Archive
Thread: How do TKAs see themselves in the balance of things?
Well, how do you all see yourselves? Not strong enough? Too strong?
Kova Ginyt
Disgruntled Blademaster
Gadnar wrote:
Well, how do you all see yourselves? Not strong enough? Too strong?
Fairly strong by purposeful design, with a few huge weakness; no bleed, only kinetic damage and only one weapon. Within 5m we can kill most players pretty quick if we land a kd, but outside that kiting is a huge issue.
Overall, just fun to play with meditation, cool graphics and lots of pride at being unarmed in a world full of flamethrowers, grauls and guns.
Very Strong yet Very Weak
we can deal thousands of damage in seconds, but we cant bleed, we cant do anything besides kinetic damage, we cant hit from 64 m...
well, with +70 melee defense (clothing)
+54 unarmed toughness
+79% kinetic resist armor
doctor buffs
and
stim E's
I see myself basically as a player controlled Graul Mauler,
But I listen to commands and don't whine about being hungry or wanting to play.
I think that with the "out of range" fixed and the FoW timer reduced we will be right where we should be. Strong in close combat but weak in ranged.
How can I stand directly under a tortur and be out of range? At least I should be able to hit it in the knee or kickits ankle.
I see us as one of the most powerful, versatile, kick but classes in the game... in PvE. In PvP we are suckers to anyone with half a brain and a ranged weapon.
All in all the class needs some changes, only to make it more fun:
They should completely remove FoW, or revamp how it works. I personally will never press that button with its current implementation.
They should re-think KD for all professions. Right now they have it tuned as a once in 30 seconds (per target), hard to stick guarenteed kill. People fall down and they really have no chance to get up before death. I would much rather see us with a command that can be used more frequently, but that only knocks people down until they stand back up... with a 50/50 on the stand part if they are dizzy. Dizzy should also be reworked so that hitting a posture change button DOES NOT call a check to dizzy if you are already in that posture. (ie. If you are standing and hit stand, you don't fall down). They should also let KD stick more often. Why this change? As it is I feel the power of the attack is well balanced with the other classes similar attack levels. However, the effect of the attack is one that just plane pisses people off. Laying not able to get up or hitting stand one to many times and falling back down until you die just sucks. If it did super damage and just killed them in one hit (like many other attacks) they would have LESS anger towards us and the command than what we have now... which is basically a somewhat hard to land torture to death command.
In short, we rock... I have been a TKA-master for ages and won't be giving it up. I'm using my OTHER skill points to grind holo-driven professions.
-Hyssthi Master TKA, retired: Master Scout, Master Artisan, Master Creature Handler, Master Smuggler... and the list goes on.
Heorot wrote:
Gadnar wrote:
Well, how do you all see yourselves? Not strong enough? Too strong?
Fairly strong by purposeful design, with a few huge weakness; no bleed, only kinetic damage and only one weapon. Within 5m we can kill most players pretty quick if we land a kd, but outside that kiting is a huge issue.
Overall, just fun to play with meditation, cool graphics and lots of pride at being unarmed in a world full of flamethrowers, grauls and guns.
I see kiting via the "out of range" bug as a large issue that needs to be fixed, not a weakness in the prof. With weapons going to at least 10 m (I heard that, right? I'm not dreaming?) the fudge factor should be fixed so we can hit stuff if it looks like its in range to us. After that....I think we're just right
But such a well-balanced profession cannot remain
The nerf-herders will strike again.