Teras Kasi Archive
Thread: A new communications plan and the TKA State of the Profession thread
Acid
Heat (requires radioactive to craft?)
Cold (requires water to craft?)
Restraint?
Having some unique damage types like stun, cold, rest, etc would make us more flexible.
I have a ton of fun playing as tka in pve or pvp but when i use ranged (like pistol) i find that to be much more dull - however what i do enjoy about using something like a pistol is figuring out something's weakness and switchign to that damage type weapon.
I look forward to the upcoming tanking abilities that are brewing on test center. cool beans.
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Xadius
This is a great thread, in my oppinion, and I welcome it's existence. Reading through it I see a lot of good ideas and a lot of misguided ideas, in my oppinion again. I think that requesting other classes have the same abilities as TK, is a lot like requesting that I be able wild a flame throwing VK that does about 1k damage. It's fine for commandos to carry that thing around, but not "realistic" for us. I see TK as being the best profession in the game other than Jedi, and I would love to see it require more mind and body combination of skills.
There are only two other things I would like us to be able to do:
1. Tackle someone that runs away... then beat the snot out of them.
2. I would love to not run away next time I see an AT-ST. I know this is a stretch, but I would just LOVE to see on on it's back after I do a KD. Eh... I can dream can't I?
My point is that we are totaly ineffective in certain areas of the game, and I don't think that anyone else is that helpless in certain situations. Can I at least deface him with some graffiti?
Your wrong the other melee classes need to be buffed, we are lucky in that our class is combat effective, fencer and swordsman are just barley combat effective, and that is only at master,were as pikeman is never an effective fighting class.
I'm tired of not only getting hate from ranged users, who have no right to give me grief because it's there fault thier brain malfuntioned and they didn't kite me, but worst is when other melee classes give me grief becasue to a point they are right we are overpower compared to other melee classes and i dont' want to say go tka then because it's sad to think that in a game that could be, and is in some ways a great game that if you want to go melee you must only have one choice.
Here is the main reason, our power, defence and speed are spread over three trees and we get a fun tree that is now super useful, wher other melee have four trees to pick up power speed and defence and no extras, and in the end they would be better off with one tree of pistol or carbine
Let me be clear here, a tank is one that can absorb or deflect a lot of damage, allowing others to dish out the damage. If the developers are concerned about TK and other melee classes being too powerful by having high offensive and defensive capabilities at the same time give melee classes a defensive posture where they can't use specials but they have a higher defense and that sounds like what they may be doing.
However, pets are used as tanks mainly because players can't have their Mind healed and that makes players useless tanks because they get incapped very quickly. We need to have a way to heal Mind or make the Mind bar a non-incappable, non-killing bar but obviously without Mind, specials are not useable. There are tons of solutions for this, give Combat Medic a ranged Mind heal and Doctors a close range Mind heal. Or, give melee classes the ability to heal their mind for themselves only, maybe by channeling their health into mind (then medics can heal their health normally). Or the more exotic option, one that I think would be more fun, give Dancers and Musicians (not the average Entertainer) a ranged mind heal capability that doesn't require the player to be watching, listening or a camp set up. Make it a skill that only works on a person that is in combat and isn't in a cantina, camp or other normal place of entertainment (prevents people from standing there in combat mode and getting healed without the normal watching and listening).
Pets won't and shouldn't go away. They will still be good tanks and a help to people soloing and non-combat types that need protection. People that enjoy being Creature Handlers should not be penalized because some of us don't like the number of animal pets in the game currently. I personally would like to see a decrease in animals and an increase in droids. I am simply asking that there be an more effective player alternative to pets and that means TKA in my mind *grin*.
evetsleep wrote:
Zinki wrote:
Agreed.
Although I think we already do nice damage and do not need that 250, but what you said is true.
I actually disagree with this (not a flame..but just my opinion). Since the best we get is AP1 I think the damage will be helpful and is needed (a master level TKA should be able to dish out some serious damage in a short period of time (and we do...but I think 250 sounds more balanced with what the ranged can do with their one hit wonders)), although I do think that the other melee classes could use some damage mods (I think some damage mod with what is currently on TC would go a long way to ending the melee wars (where everyone hates TKAs)).
I don't know about you, but I already do 2000-3000 damage a second with only unarmed2....a flamer does say 7000 every 8 seconds with flamesingle2....you do the math to see if we're so underpowered that we need to be buffed.
I don't know about you, but I already do 2000-3000 damage a second with only unarmed2....a flamer does say 7000 every 8 seconds with flamesingle2....you do the math to see if we're so underpowered that we need to be buffed.
Are you looking at the combat readout or the actual hit (numbers above the creatures head)? The numbers that show up in the combat tab are not actual damage. I routinely hunt with a friend that uses a flamethrower, and he easily out-damages me.
* UnarmedHeadHit1 does not make a sound on hit (like all the other styles do, the "pounchy" sound)
Minor bug, but a bug nontheless
Jesterstear wrote:
I don't know about you, but I already do 2000-3000 damage a second with only unarmed2....a flamer does say 7000 every 8 seconds with flamesingle2....you do the math to see if we're so underpowered that we need to be buffed.
Are you looking at the combat readout or the actual hit (numbers above the creatures head)? The numbers that show up in the combat tab are not actual damage. I routinely hunt with a friend that uses a flamethrower, and he easily out-damages me.
They may out damage you shot for shot (obviously 7000 damage is higher then 3000), but you can get 8 shots of 3000 in before they can get another shot of 7000 in.....and yes, the 3000 is actual damage.
Thanks Mr Heavy and to all you folks who post. Its important to get involved here because this is how we are going to get issues raised.
I look forward to your State of the Profession!