Teras Kasi Archive
Thread: Poll Do we need an anti-kiting skill?
Mister_Heavy wrote:
So there's some disagreement on the balance thread over whether or not TKAs (and thereby brawlers in general) need some kind of stick, or mini burstrun, or other kind of skill to catch up with kiters.
I'll say off the bat that if we want this kind of ability, the best way to go about it (politically) will be to request a bonus to our skills, not to request that the speed of ranged users gets reduced (nerf). Nerf calling generally degenerates into a name calling fiasco and accomplishes little.
That being said.
Please vote with a simple yes/no as to whether we should include a request for an anti-kiting skill in our report to the devs.
/bow4
Absolutely not. If the range of our attackes is increased so that its bigger than the fudge factor, and we stop getting "out of range" messages then the issue is solved.
NO.
Yes to there should be a slight speed difference in speed when having a ranged weapon equiped. It should be passive (ie no command needed to activate it).
If we get just a slight increase in speed, they will still have a chance to get away by out manouvering us. A /stick command will not last long before it gets 'nerfed' into uselessness as it would give melee a skill ranged users could not get away from. At least with just a slight difference in speed and the current plans on fixing the 'target is out of range' issue should stop a lot of the 'kiting'or trying to catch upissues.
Run speed while holding any large ranged weapon needs to be dramatically reduced. Run speed (and accuracy while running) while firing any ranged weapon (large or small) needs to be dramatically reduced. The network code needs to be rewritten from the ground up to accuractely synchronize clients with the server. Melee fighters need a grab, tackle, or other method of holding any opponent in place. All of these are necessary. Any one by itself will not solve the problem, and likely not even significantly improve the situation.
There is no logical argument that could be presented by any ranged combatant against those changes. They are simply common sense applications of reality. "But but butt.. it's a nerf," isn't a valid argument.
Tatho-Corbantis wrote:
Absolutely not. If the range of our attackes is increased so that its bigger than the fudge factor, and we stop getting "out of range" messages then the issue is solved.
To eliminate the problem caused by the poor net code, melee range would have to be extended to 64m. Fixing the code is a much better solution.
/yes
once mounts come out i think were going to need SOMETHING...
I do understand that during combat your can only travel as fast as on foot, but whats to keep someone from hitting /peace running a fair distance then /attack again???
Once mounts come out i think i would be nice to see some kind of anti-kiting skill, either some kind of throwing weapon like a star or somthing that needs to be crafted and does some time of dmg that will slow the target for a short period of time, it can have a max range and a timer for the slowed effect part with a maxrangeof like 40m or somthing... we dont even need to have the full 65m range of a melee class for it. Kind of like how throwing weapons worked inEQ but only for melee classes.
Sorry if im incorrect on the whole mount issue but thats what i was to understand
When people use the term "don't bring a knife to a gun fight"... who ever said that you can't throwyour knife.
The fix to Kiting doesn't lie in giving us something to stop them.
The fix lies in stopping them from being able to do it.
Make them unable to move faster than a walk while firing....
WHAM!!!!
Problem Solved!
Magic huh?
Well, it'll fix most of the issues.... now there is just the issue of the horrendously slow network code.
Can't hardly give simple yes-no, cause it's really not that simple of an issue.
On the face,theanswer is"no" because kiting is a valid tactic. If you're being kited, then you either get out your gun (you did pick up a firearm skill, didn't you?) or you run the other way.
However, when you look at two key game mechanics, you realize that kiting isn't truly the issue:
1. Mobs and NPC move at olympic sprinter pace. Even if we get into melee range, we're screwed because the can "kite" us...listen, there's no such thing. If we got to melee range, it's over...there shouldn't be kiting in this situation. Thus, the answer becomes "yes" we need an anti-kite move.
2. Client/server lag has been and always will be an issue for limited melee range. As a result, we can be "kited" at 1m...again, no such thing - that's melee range. Unless we get 30m specials (which I think is just ludicrous), then the answer becomes "yes" we need an anti-kite move.
The move should be a simple snare - hit mob, NPC, or player with it and they move at walking speed - the skill itself does no damage. And there you have it. You can still kite your heart out, but if melee gets into range, then it's over, as it should be.