Teras Kasi Archive
Thread: I see a lot of whining........
reality hits, no one wants to group with us anymore. What good is to group with us? We take 2 hits in front and went down. That's it.
Boschka wrote:
Why do i need to go back to EQ??
I never said that I could be MTKA in a week, i just hate guys that wants to solo, and realizes that they will never be a MTKA in that playstyle after patch, as they cant solo 2 rancors. SOE games has never been, never will be solo games. Its built for grouping sessions, and like I saw on another thread far down below, 3 TKA where one was Master raped in 100k xp in a nights session. on Dathomir. Which i would be very happy with even divided by 3. With that progress it would take me what...............? 3 months of playing to reach MTKA, which in my opinion is still quite fast.
I agree with many of your posts Bonzai, that they nerfed us really bad with hamcosts etc etc, and those nerfes was not what my post where about, it was more directed to those that cant solo on Lok/Dathomor effectively anymore.
I have np problem with grouping but the ham costs are just to high im sorry but if i forgget to take off my VK and lose 640 Ham cause i used a skill thats just plain sad. 211 ham is plain sad period. I though they where just going to make KD1 cost maybe 100 ham and KD2 maybe 150 then it would not be as bad. The way it is not make me say screw it and just lunge i get ranged KD then no point in KD now. Are we really tanks?
How do we have a effect in groups if say 5 mobs come after the group, I justed to be able to KD one by one to save myself or a group mem now i cant cause if i do ill kill my self. Why should i have to pay a medic or doctor 5k creadits to heal me in groups cause i use to much ham. its just OVERKILL. I would love but we dont have a effect in a group as much anymore. We are just people the medic use to gain skill off. We have 2 moves they i myself a MTKA dont bother useing Combo 1 and combo 2.
Your example of taking 2640 hours (or whatever it was) in EQ, does not relate here.
When EQ wasa month and a half old, they didn't go up to level 65, there were no planes, there was no high end content besidesfighting SG's, specs and griffons.
That's how SWG is now. There is no content. There's nothing to do besides level your skills, which for TKA, just became almost unjustifiablly difficult.
The way they gimped us in PvE,would have been like if they made Fear cost 200 mana and Darkness cost 100 mana (when you only have 300 mana), so you couldn't fear kite things...and make it so you can't summon a skeleton (I'm a CH also, I can't call any of my pets.... and they're not Rancors, or Grauls, or anything uber, I tamed them all myself, legitimately)
What would you be soloing in EQ with zero mana and no skeleton? Nothing, just like what we're soloing now.
I'm not even talking about nerfing KD in general. But practically disabling the skill entirely,by making it close to 700 HAM cost, is ridiculous, they should have just taken the darn skill out of the game. Lowering Berserk damage, obviously making some changes to our defense...(I got killed in one shot to the head from a bandit last night, one freakin shot)
There were plenty of other solutionsto fix the problem, almost quintipling the HAM cost was not the right answer...
And don't go preaching "group only"to anyone. This game is supposed to be for the "casual player". The most important thing about casual playing should be being able to advance solo, otherwise you spend the entire night looking for a group.
As for will I cancel my account if it's not made right? Yeah probably...start a new account and keep my TKA in cryo-freezing until everything is completely balanced and it doesn't matterwhat classyou play because everyone can do everything, just like howEQ has become.....(can Warriors rez people in EQ yet?
),but I'll probably go with a non-melee combat class since SOE likes to treat them better than us.
And before any gun jerk jumps in here talking about I don't know this or I don't know that, remember we have to run in there and tank for all you clowns, defense is our FIRST priority... god forbid any of you actually get a mob on you, and do the "Get it off me!! Get it off me!!" dance....well have fun kiting stuff around for 10 mins, 'cause all your melees are gonna bail on you if they can't solo a friggin bandit at 5 boxes from TKM....
"This game as its other MMorpg from SOE, its supposed to be group/massgroup oriented, be with a couple of friends, ie a balanced group and you will still rape the xp"
I'm assuming you're talking about a TKA being a "tank". That's only partially true because of their +bonuses, if they even make any difference at all [I -am- a Teri Kasi Master, whom still uses melee when mission running].
Anyways, back to your tank "theory" and comparing it to other MMORPG games:
* DAoC had pure tanks (warriors and the such) whom wore some of the best armor, had the highest strength, and hitpoints than casters whom made up for their lack of any defense with pure damage or utility spells. SWG, those casters are the gun users. Every advantage of a caster -and- every advantage of a "tank" for the most part. It would be the same as watching a wizard come after your Warrior in Chain/Platemail RUNNING WHILE CASTING [or shooting], not only this, they would have the SAME HP table you would have with no disadvantage or -very- little. Casters in most games are squishy and tanks can take serious damage, in theory it balances, give the caster the tank's armor and hitpoints and you have a classic tank mage. Atleast in other games, a balanced group, I could depend on my healer to be healing me not running off to melee some mob or taking pot shots at them [smite clerics dont count, talking normal pure healers], in SWG who knows what they could be doing or anybody else for that matter while you're getting the poo kicked out of you.
* EQ in PVP, tanks could take hits BETTER than casters, but the damage (for the most part was the casters), imagine for a second being a Warrior taking hits while your mage friend over there is wearing your same armor with same HP table.. wouldn't you be alittle annoyed overall? Why are you a tank? BECAUSE you take hits AS much as your dmg type is done by melee, so you need to be close. In SWG the only real logical reason (bonuses dont seem to be worth a bean defensive wise, and this is coming from a TKA master), that a TKA would be a "tank" is because their dmg is done within melee range.. not because they have any real advantages when it comes to taking hits.
* In every other game, during the xp grind, it was based on a group effort not based on combat damage or healing. Example: I'm a TKA master and yes I reasonably hold my own in PVE (though not enough to call me a tank for the most part), my friend is a healer but he's a master healer.. what incentive is there for him to want to heal me if he wants to raise pistol or some other skill? Answer, none. If the mob dies he still gets the xp he wants [even if I'm raising another skill and take damage, there is little incentive to use an inventory supply item on somebody if you're a master]. On the other hand if everybody raised their 2ndary skills, the mob would probably wipe the group and nobody gets xp. So, there you are running money missions [legit not banzai killing] and your healer decides to raise some other skill while you're using your main one and possibly taking damage]. Not sure what the answer is, but something just urks me while im "trying" to tank and getting low HAM and look over to see the healer pistol shooting/the such.
* I know ahead of time when I made the char [was within say first 5 on my server to hit master anyways], that I'd be taking hits and have a hard time vs ranged people. I figured, Its a challenge.. I'll just work around it. Now I see other classes range knocking down, running while shooting over their shoulders, and shooting rockets out their eye sockets, I begin to wonder [nothing against those classes] what the real point of a TKA is. I KD no better than a pistoleer, a ranged kd of a BH, but I suffer not having ranged... so yes, the "tank" class has no advantage (the if you're close they'll die arguement is outright stupid, ever get pistol whipped or ranged knocked down, or get WITHIN MELEE RANGE AND CANT ATTACK WHILE MOVING... yet there's somebody running and shooting you over their shoulder? Yes.. that does get annoying, but taking away the last real advantage of a melee class ruined them to the point that their advantages are no wheres near good enough to warrant playing them if you're serious about being useful other than roleplaying.
* "SWG is not a class based game, but is based on skills instead", so basically combat class A's maxneeds to also have combat class B's maxin order to kill combat class B's max, yet combat class B can do everything combat class A can or better. Interesting.
...just help me find the logic in a TKM at this point (regardless of PVE or PVP).
Apollyon
Lowca / TKM
"its supposed to be group/massgroup oriented"
No! That was EQ, where they made it next to impossible to solo after a point except for select classes.
Here, you were supposed to be able to solo. That's part of the whole casual player appeal, where you don't have to spend all night looking for a group. That doesn't mean you can solo everything in the game, but soloing is supposed to be viable.
The day they make everyone group dependant is the day this game becomes EQ in space and I toss it in the same wastebasket I threw EQ.
You also don't feel the real effects of the burn yet at novice tk. You'll be feeling it as you progress up the tree. Come back here when you hit master and tell us how happy you are with your tk character. This nerf effects those at or near master far more as white cons at novice or near novice are FAR weaker than white cons at master or near master.
You don't seem to understand that the folks fighting this development (the folks you call whiners) are actually trying to do your ungrateful butt a favor and make this a profession worth playing at the end game as well as on the way up the ranks.
Grouping won't save you either. Under the current scheme of things you'll be booted from your groups as a useless leech long before you hit master and your gimpness becomes apparent. Those groups will only carry you for so long.
I group non stop before patch.. its way faster with 3 other TKAs to get exp. BUT now we arnt even welcome in groups becasue we are a liability...
TKAs take all the agro even when normal atatcking and without some way to defend ourselves we become a liability to the grou. The doc now has to babysit the TKA even if they dont use specials becasue thier life goes down like a prom dress on prom night... we become a burdon on the group when the medic must use all his meds and mind on the TKA every fight... while the rest of the group is safely away shooting from range wheile the tKA get owned...
THATS THE PROBLEM.
KD was a neccesary evil for the TKA... yes it should have been fixed so that it cannot be spammed for safe soloing ... It should have recived a 10 secound reuse timer so it cannot be spammed... that would fix KD...
I can survive 10 secs in bewteen KDs on stuff that most groups are suppsoed to eb fighting.. it cannot go back to the way it was peeps were exploiting it to much.... btw... In a group if that TKA fails KD there should be at least one other class that can KD... there fore you rotate.. when thier time is up you use yours...
Soloing yellows and reds is over Holo stated it himself.. he wants a white to be a serious challalge to a solo player...
he stated this last night... his goal is to make it so a white is a major challenge to a solo player so if you think a 10 second timer is gonna make or break you on what you were fighting sorry...
KD needs a way to not be spammed.. HAM is too prohibitive.... a time ris only other option.. TKAs soloing rancors with KD spam is lame.... and needs to be fixed..
Ok, yes the patch sucks...being a master TKA i almost cancled my account yesterday. But i thought to myself, what good what that do? So I started messing around with certain moves and combo's. I came to this conclusion:
1.) write a macro that will unequip your knucks, execute knockdown2 (or 1), then re-equip them (if you need help writing macro...contact me on StarSider...in game name Solito).
2.) invest in novice medic so you can at least heal yourself if you get carried away with the knockdowns
3.) Time it correctly, most people when fighting animals were used to just spamming knockdown2...because it did 1000+ damage with knucks on and it also knocked them down. However, since we must use it sparingly now...get in a rythm...remember, it wont hurt you to get hit a few times. Always remember to take off your knucks.
4.) Make use of intimidate and all those other skills that seem to do nothing, at least it will make you feel like your doing something after using them.
Those steps are what i did. I cant say that im happy, because the nerf bat definatly knocked me unconcious yesterday...but this offers a somewhat useful remedy. Nothing can replace the old knockdown...nothing.
I am a EQ player been playing EQ for 3 years or so and quit about a year ago. But from what I see that TKA is somewhat similar to the monks you get on EQ which can solo freakin dragons if you know what you doing.
Well to be honest I just got Novice TKA, the only reason I choosed TKA was to compliment my master rifleman, as it has ranged defense/melee defense. But one thing does suck is that when they put a massive HAM cost to use the special thats plan wrong. I can still spam my Strafe shot2 about 6 times before I reach 50% of my mind pool.
TKA 1 KD = 50% of the action pool, thats what is happening with me. I take Tattoine Sunburn when I enter in battles and **edit** with 1800 + of stamina I still cant manage the amount of HAM cost to use 1 special move that last for 1 seconds so I dont use KD anymore all I use is just unarmed hit 2 and intimadate.
Anyhow just my 2cp