Teras Kasi Archive
Thread: Everyone go read Q's post....
I hope they do not remove KD without sever consetions. We have a hard enough time catching people and stopping them to hit them WITH IT i can't imagine how it will be without it...
Yes he does. Read it again.
I am extremely please and excited for these changes!
Thunderwulf, can you PLEASE confirm the meaning in theknockdown statement??? I'm going to be completely pissed if they removed knockdown from all melee classes, at least that is what I got from the wording.
Having read the post twice, I feel there is some hope left for the melee class.
*The new combo system*
The combo thing is very cool.A TKM's extremly high speed and accuracy bonuseswill go hand in hand with the preposed combo system. Having damage that scales upthe more combo moves you execute sounds pretty good.
*More damage*
= yummy. Kudos on this part
*Removing KD*
........... I have mixed feelings about this. Currently, even with the emasculation of KD, I still use it often in PvP. In fact when I fight ranged classes, its an all or nothing scenario, depending on wheither I land a KD or not. If the KD fails, I get kited to death. TKAs need a KD ability or an alternative to keep ranged professions from kiting. Removing it from the TKA line is detrimental to our PvP experience.
*the /tank ability*
Interesting idea. I think the rammifications in PvE are positive. Giving all melee classes a /tank ability in exchange for removing KD(or whats left of KD) is a good thing as far as I can see. However, the PvP ramiffications of removing KD are negative. /tank is no replacement for KD in pvp. giving us the abiliity to *block* damage in exchange for our ham is good--we will live longer in pvp--but this does not solve the fundumental melee conudrum: range classes will still be able to kite us with impunity, abiet it will take longer now.
*Speed changes*
This is a VERY good thing for tkas, especially since we have the highest speed mods of any class in the game(120 at master tka). Since the speed cap is currently at 1 second, tka cap out on speed at mid level tka or lower. This means that high level tka will do much more damage, PROVIDED that the devs make the minimum base speed of TKA less than 1 second(like the .5 they prepose for fencers).
*Changing meditation line*
I love meditation and have never really had any complaints, except for power boost(which is going to be fixed) and the fact that FOW fails 50% of the time. Adding more to this line is always a good thing though.
*increasing melee range*
YES YES YES YES YES! I just hope they scale our lunge range up accordingly(maybe 20-25m instead of 15m). This will solve the target out of range errors that haunt melee classes.
*Fixing passive defence skills like block, dodge, counterstrike*
Very good. I am seriously thinking about mastering fencer for the additional KD, melee, range, and BLOCK defence mods now.
Overal there are some very good changes. We still need a few more changes, and some way to prevent ranged classes from kiting us, but other then that, it looks great!
But if the tank changes they are talking about are true, I imagine most of us won't be using knockdown as much as we were before.
Hopefully we can get some kind of clarification though. IT may just be my exuberance.
"We removed knockdown as a "tank" ability. I stand by our decision to do this. However, I think adding this type of gameplay back into the system is valuable. "
I don't understand this?
Does it mean they are removing all knock down moves, or changing the knockdown defenses? I'm really confused here. Please explain...
He is saying tha they stand by their decisions about previous changes to knockdown.
Translation that I think is intended: we made it so that it is not possible to "tank" with KD, and we stand by the changes we made to KD in the past.
NOT
We are planning on removing KD in the future.