Teras Kasi Archive
Thread: Teras Kasi Artist Our issues that need to be balanced
There is actually a way to remove burning DOTs. Go jump in water. No, I'm serious, I tested it, SOE actually though enough ahead to make this work, much to my surprise.
I also think that the #1 most pressing fix we need is the client/server lag "out of range" crap. THIS is why so many people think we can't hit on the run. It's not because we can't swing while running (because we do) it's because despite the fact that the target looks like it's in range on YOUR screen, on the server it really isn't, hence "out of range". /stick is a possible solution to this, but perhaps not the best, I don't know. But we need some way that when we reach our target, we stay with them, since doing it manually is impossible with the client/server lag. Obviously this would have to be breakable by posture changing or knocking us down, along with burst running away. I'd like to see them fix this problem before anything else, and then we can see where we stand as a profession.
Although I agree that all professions should be balanced to a certain extent, TKM is known in the Star Wars Universe to be almost on level ground with the Jedi. What was it, Shadows of the Empire (i think) that a TKM beat a Jedi? I think it was. Anyway, if anything our defenses need to be brought up, for all melee that is.
As for the "out of range" . . . most martial arts, at least all the ones that are practical and work in the real world, involve tackling your opponent to the ground. Gracie Jui-Jitsu comes to mind. You know, the form that always wins the Ultimate Fighting Championship tournaments. Anyways, I have studied it, and found that in most fights people always end up on the ground wrestling around. So why not make lunge and lunge where you grab and tackle them to the ground. Then you just beat the he11 out of your opponent.
Yes, that would make us vastly more powerful . . . and everyone would yell "nerf". But that is how it is done in the real world, and how cool would it be to see your charcter mounted over your opponent with your fists beating his face.
Just an entertaining thought.
We're also not going to be anywhere near as powerful as Jedi, EVER, so we should probably stop bringing that up. It just makes us look like the whining bounty hunters (not that all of them do, just a lot of them) that think Boba/Jango Fett are the s**t and they should be too.
It's true, being kited is part of being a melee.. But I can tell you if a Ranger or Wizard kited my Monk on EQ and I got close, they died before they could escape.
If an Agent or whatever kept me rooted away from them or snared as my Martial Artist on AO.. I owned them if I ever got close enough.
If a caster kept owning my Savage in DAOC in duels.. I'd own them if I even got close enough to swing once.. (Hey.. 4 hits in a round may be luck, but it owned =P)
Yes, we will always be kited. However, we SHOULD be able to dish out more damage to compensate for this. TKAs are the strongest of the melee classes, I don't doubt that at all. But it in no way is as strong as a Pistoleer or Carbineer or Rifleman in terms of damage. TKA should be given either more damage to compensate for our troubles of catching people (Because frankly the server thing will not be fixable, I don't believe..) or we need to be given an ability to prevent people from escape.
Knockdown and Lunge were our abilities to prevent escape.. But ranged users abusing them made us complain and our chaining them made them complain. Does that mean we should never be able to keep them from running? No.
The main complaint about Knockdown was that they were unable to defend themselves. That was very frustrating to any player to be there getting shot or hit and unable to do anything cause each hit put you on your back.
So why not a Root for every Master level of the Melee classes? So that in PVP their opponent becomes rooted for maybe 15 seconds, and applying a posture down or knockdown move to them breaks the root? How does that hurt them? It lets us keep them close.
Now as for everyone quoting movies or books or whatever.. Go watch a good Kung Fu movie where they don't use wires or whatever for their moves. When the Martial Artist is in close range he decimates. So you can keep quoting movies, I'll just keep quoting that to you..
melee is dominant in close quarters. If it closes in on you, it should DOMINATE you unless you're a melee of equal or greater skill.
The only thing that's wrong here, is that you CAN'T (can NOT) hit a moving target (i.e. kiter) in PvP. Forget your "out of range" messeges. I never get those, andI still can't hit someone that's moving. You could be right on top of them, shadowing their every move and you can't hit them as long as they don't stop.
In PvE you can hit moving targets. Why not in PvP?? Why? Seriously! This seems like an error. PvE, you can hit moving targets. PvP you can't (can NOT). It's not lag people. This is the plain and simple truth. If you're a pistoleer, or any other marksman prof. for that matter, just don't stop moving and you'll never get hit by a brawler.
There is only one way to get around this problem, and it's something that I've been forced to do, even though I don't think i should have to. Pick up a gun (pistol works best, since you'll be on the run) and get ranged support 4 for Suppression Fire. To alot of people this is nothing new, but I'm not talking to those people that have already done this. Unfortunately, this is not a sollution, just helps some. If you can get them to kneel, you can run up and KD them and land a few hits. They'll usually get up but at least you got a few on them and you can try to finish them off with you pistol.
Sadly, the brawlers are horribly, HORRIBLY gimped in PvP. The best way around this problem is to just stop participating in PvP until the devs figure out some way to make us brawlers able do to something, ANYTHING, against kiters.
WHY?? SERIOUSLY!!
You can't hit while moving in PvP because of LAG. Take a friend outside of city with min. lag and do some tests. Also sometimes when you run/move you dont see visuals that you attack so watch your combat chat. In PvP inside a city or whatever you see yourself in 0m range but still can't attack because lag. Your target is 10-20m away. When you pvp try to /lunge your target then run and stay5-10m ahead of them, you will be able to run and hit till they stop or turn.
I'm not sure how much morethey can improve network stablity to fix this issue but increasing attack range to 15m or sowould help alot.
I think more than "fixing" TKAs' abilities to pursue and bring down a kiting ranged opponent, the Devs should focus on creating a situation where kiting isnt a realistic option to defeat an unranged opponent. Yes, guns will always have an advantage at a distance, thats just common sense. However, the ability to run at full speed and still attack with a gun without severe missed shots is unrealistic. I dont even care which way you are running, towards, away, or strafing, if you run and try to hit a moving target at the same time you will miss.
So how do we translate this logic into the game? Either ranged players need to be slowed down while they are attacking or they should take on severe penalties while doing so. I'm talking of like a 50% decrease in accurate hits. In fact, i say we give the ranged professions the choice! If you run fast, you will miss a lot, if you move more slowly, then you miss less than at full speed. In both cases the damage dealt by the gun is severely reduced. The way I picture fights in a PvP setting should be go like this: either the ranged opponent (from a stationary or severely inflexible postion) takes down the brawler before they reach them, or the brawler survives and reaches the ranged opponent and owns.
So then, battles would then be a lot more like the Devs description of TK, and kiting would no longer be realistic. This would also greatly avoid server problems the other solutions describe, such as the /stick option. KD would also fall in to place nealy, because it would be a move that would allow brawlers to deal more damage to prone opponents instead of being a fancy game of tag.
power boost right now isn't worth it, and the only reason one would go up the meditation line is for meditation 4 which heals wounds. a permanent buff would be too overpowering and i wouln't even want to see it in the profession. (last thing i want to see is everyone flocking to the profession because it just became the new FOTM) just make it so the skill is useful and make the meditation tree more attractive. i agree meditate should not be hampered by the status affects you have. it should help shorten the duration, or at least allow us to heal our hams while we wait out the timers on it.
the last box in balance and conditioning only has +4 bonus to i forget which stat. doesn't that seem odd that when you master a tree, you only get a small bonus like that to one stat and a KD2? hell i'd trade in my KD2 for more defensive bonuses since it's easy to kite melee professions in this game.