Teras Kasi Archive
Thread: PVE Issues week ending 5-29
mochloD wrote:
Cauil wrote:
The FOW and instant DB from creatures is a problem as is the timer on FOW, but I can't remember the last time I got knocked out in PvE so its not high on my list of concerns.
Same way for me right now but after the combat balance these two things will be a huge concern of mine. I dont think we'll be that strong and we may end up laying flat on our backs alot more.
Duckfat wrote:
solution: I dont understand why there is such a dramatic difference in weapons for a game where there is supposed to be more balance so that everyone is not playing the same template. In my opinion every profession should have access to various weapons with various armor piercing or the weapons with armor piercing should have less max damage the more armor piercing it has. The other solution would be to keep the armor levels a little lower and just adjust the resistances based on the type of damage the heavy armor piercing does. For example, a mob should have med armor and heavy resists to energy and blast but low resists to heat and med resists to kinetic and acid. I know there are other armor piercing weapons that screw this up a bit but you get the idea. Everyone else should not be severely nerfed because the devs decided to give some profession heavy armor piercing and they are making easy work of mobs.
As far as im concerned there are two reasons for the difference. 1. variety, what is he point of different proffessions if they are basically all clones of each other with just different moves. 2. Balance between classes, believe it or not there is quite good balance atm imo between classes. Take rifleman and TKA for instance. One has Ap3 and **edit** melee defence, one Ap1 and massive melee defences. Put them both against say a enhance kwi from the geo dungeon. Result the TKA can tank the kwi forever but takes a while to eventually kill it due to low Ap. The rifleman can take the kwi down fast but ifit catches him (most likely) even with good armor he will be taking massive damage and might fall before it dies.
So my belief on most of the heavy armor mobs in the game is they fit the overall balance fine and are not meant to be soloed by TKA (but we can tank them for others-the point of the class as far as the devs are concerned, note the others also cannot solo these mobs, im not including FOTM templates or defence stackers those are the in the process of being balanced).
If u want to tank and destroy stuffgo sword and enter FOTM land.
JeffIncredible wrote:
This is a recently developing issue.
This happened on a Giant Dune Kimo (i'm sure it's not just this). We as TK/Melee need to be in range to attack anything. This particular mob stays out of melee range and utilizes it's ranged attack. As a result of this, pure tk/melee templates are unable to engage this type of mob.
You dont have to stand still in order to continue default attacks OR do specials. Continue forward momentum, run towards your target. Your hands and feet will glow with red trails and you'll be doing unarmedhit3 while on the move. The GDK will continue to back up but it wont matter if youre already in his polygons.
Note that the follow command is not adequte as a means of staying in range, youre going to have to manually run towards your target.
This is a recently developing issue.
This happened on a Giant Dune Kimo (i'm sure it's not just this). We as TK/Melee need to be in range to attack anything. This particular mob stays out of melee range and utilizes it's ranged attack. As a result of this, pure tk/melee templates are unable to engage this type of mob.
Cauil wrote:
You know, I'm actually really happy with TKA and PvE. I think that we have good defenses, great offensive capabilties and some of the coolest abilities. The major complaint I have is the lack of a second type of damage (who knows what the deal will be with the heat damage, the rumors are it will be super hard to get). I would actually really like to see us get stun knucklers. This would address my major PvP problem with TKA as well, but that will be on the PvP post. But basically a TKA is one of the best PvE professions in the game. We make great tanks (NS Elders, Krayts, etc.) and can solo rancor lairs and other stuff with ease. The FOW and instant DB from creatures is a problem as is the timer on FOW, but I can't remember the last time I got knocked out in PvE so its not high on my list of concerns.
I'm also satisfied with TKM PvP, but with the new armor NERF we will be able to be on an even level with everyone else in PvP
mochloD wrote:
JeffIncredible wrote:
This is a recently developing issue.
This happened on a Giant Dune Kimo (i'm sure it's not just this). We as TK/Melee need to be in range to attack anything. This particular mob stays out of melee range and utilizes it's ranged attack. As a result of this, pure tk/melee templates are unable to engage this type of mob.
You dont have to stand still in order to continue default attacks OR do specials. Continue forward momentum, run towards your target. Your hands and feet will glow with red trails and you'll be doing unarmedhit3 while on the move. The GDK will continue to back up but it wont matter if youre already in his polygons.
Note that the follow command is not adequte as a means of staying in range, youre going to have to manually run towards your target.
that makes things terribly difficult, especially with lag and the mob deciding to warp on ya.
DrArgule wrote:
I'm starting this post a little early as I will be taking my friday afternoons to present what all of you have givin me on the corrispondent forums.
This is where I would like you to give me your PVE issues. If its possible, would you please put your thoughts down in a simple format of cause/effect and then your ideas on a solution.
For instance:
Cause/Effect: I cant use unarmed hit3 on a dwarf nuna because they are too small to hit while my legs are spinning at eye level.
Solution: Make them as large as a human, or increase the physical range to hit to accomidate thier small size.
Most of you do this anyway but I thoughtI would mention it, and if you actually DO have a problem with a dwarf nuna as a TKM thenI suggest you PM me immediately and submit a bug report
Be specific, espically when it comes to resistances, damage (type), duration, HAM,and the NPC/Creatures your fighting.The more information you give me the better I can present our case. Write a book if you have to. I will be reading every post and I will be asking questions, so make sure to check every once in a while.
Thanks so much!
Vlak
if your a tkm why are you attacking dwarf runas in the first place...
Jenky wrote:
I was thinking more in the lines of an Area Attack which could stun/dizzy/bleed/blind it's opponants, or maybe Knockdown multiple enemies at once?
That would be realistic and awsome but too many people would complain about TKm getting another KD
IMO you do a leg sweep righ and there are 3 people around you they are going to go down,
I just have hand to hand Army Combat training but what do i know..
/sighs at the ingnorantly bliss
No_names_available wrote:
As far as im concerned there are two reasons for the difference. 1. variety, what is he point of different proffessions if they are basically all clones of each other with just different moves. 2. Balance between classes, believe it or not there is quite good balance atm imo between classes. Take rifleman and TKA for instance. One has Ap3 and **edit** melee defence, one Ap1 and massive melee defences. Put them both against say a enhance kwi from the geo dungeon. Result the TKA can tank the kwi forever but takes a while to eventually kill it due to low Ap. The rifleman can take the kwi down fast but ifit catches him (most likely) even with good armor he will be taking massive damage and might fall before it dies.
So my belief on most of the heavy armor mobs in the game is they fit the overall balance fine and are not meant to be soloed by TKA (but we can tank them for others-the point of the class as far as the devs are concerned, note the others also cannot solo these mobs, im not including FOTM templates or defence stackers those are the in the process of being balanced).
If u want to tank and destroy stuffgo sword and enter FOTM land.
Message Edited by Duckfat on 05-21-2004 05:06 PM
Message Edited by roguestrike on 05-22-2004 06:52 AM