Teras Kasi Archive
Thread: Why is everyone crying for a TKA nerf?
0rphan wrote:
"hows a comando supose to kite a tka u a have a special that reaches furths than any of ours (unarmed lunge) and he cant hit a **edit** thing if were not a point blank and kneelin if we runwemiss 99% of the time
yes tka is overpowered in pvp"
Wouldnt the SMART thing be, to ask for your profession to be looked at? What's going to happen when TKA's get nerfed and you then go up against another melee class? The same thing will happen, because your dumb ass has been in here trolling!
Ask for your profession to be fixed, and I do agree with you when you talk about having to be that close toa melee classin pvp when you are a ranged profession.
(and the lunge you are talking about is a master brawler skill by the way, NOT a TKA skill!)
Just wait for the combat revamp, I'm sure it will shut most of you whining pansies up.
ok i will admit where i am wrong that it is a brwler skill not a tka but still that just dosent make sence
o and if u look at the comando board u will see that we are asking for a fix and are not getting anykind of responce from the devs but so far we are just getting nerfed more there takin away the only thing that gives us a chance in pvp the dot by adding a fire exstigisher
"yes tka is overpowered in pvp"
HAHA no it isn't! ever seen a Jet Li movie? Stop your whining and just run away. A TKM ~should~ be able to waste anything he can reach. Thats the point of the profession. All you have to do is keep 6m+ away from him, its not that hard.
I can understand why your resentful though. I started on the pistoleer tree and dropped it. WAY too bugged. Just about every profession needs a TON of work. This game has been out for over a year now? It's still beta quality! On release the professions should have been balanced, and not released until then. Direct your anger at SOE, not other players. Cry to get your professions fixed instead of breaking other professions.
Not if your a TKA/Pistoleer or TKA/CM or TKA/Rifleman.
I've got a 2H/Carbine guy. Unless the next patch changes TKA I'll be cookie cuttering him away. Why? Well I have a high level carbine (4344C, M2H)and can "spam" KD. However in 42 shots I never once knocked down the TKA/Med.
I did take my 2h curved out and got a mind bleed on him, then had a buddy burn him. Whoops can't heal with bleeding mind bar. Oh wait call the TKA/CM to stop the mind bleed and mind poison everyone else while remaininginvulnerable to (again) KD. Drag in a BH to B/D/S. Works great on other classes, oh wait, uber defenses of TKA mean that not 1 of 30 effect the target (now up to 4: 2-TKA/P, 1-TKA/Med/P, 1-TKA/CM)
You can't "kite" any of them. Technically I'm master heavy swords so I should be able to stand toe to toe with them, but heck, then they special me. Yeah.
My suggestion: Well devs don't need to nerf tka across the board, just make other classes, especially "brawler" types have a larger resistance to TKA attacks. They need to make Turrets guarding bases immune to any effects from H2H. They need to slow TKA down attack wise or raise the HAMbeyond carbine levels. Why? Well in carbine, where I do 1/6th the damage of TKA, I eat HAM (my own)for breakfast if I try to special like a TKA. They need to lower defenses so that other classes specials effect them.
Finally they need to fix the other classe's defenses, not just listen to TKA harp about how they don't do enough damage.
Incidentally for the people who go "but the TKA is supposed to be tough" yah s/he is but isn't the end all be all. Right now go look, it's as bad as CH was.
LuciferMullins wrote:
My suggestion: Well devs don't need to nerf tka across the board, just make other classes, especially "brawler" types have a larger resistance to TKA attacks. They need to make Turrets guarding bases immune to any effects from H2H.
Have you TRIED to take out a turret with anything H2H? The only ones who have an effect on it are the guys with Power Hammers, and even then they don't hit it hard enough or fast enough to kill it before the turret kills them.
AND, all you need is some covert dude standing ready to heal the turret. On our server we were taking out a Large Turret at a faction base...20 mins of spamming UAH3 at it by no less than 6 TKMs got it to 2/3 health, and then the covert healed it. It was only when our commandos arrived that we were able to make significant headway on it later on.
Laeren wrote:
LuciferMullins wrote:
My suggestion: Well devs don't need to nerf tka across the board, just make other classes, especially "brawler" types have a larger resistance to TKA attacks. They need to make Turrets guarding bases immune to any effects from H2H.
Have you TRIED to take out a turret with anything H2H? The only ones who have an effect on it are the guys with Power Hammers, and even then they don't hit it hard enough or fast enough to kill it before the turret kills them.
AND, all you need is some covert dude standing ready to heal the turret. On our server we were taking out a Large Turret at a faction base...20 mins of spamming UAH3 at it by no less than 6 TKMs got it to 2/3 health, and then the covert healed it. It was only when our commandos arrived that we were able to make significant headway on it later on.
I was a Master Gunfighter when the nerf bat swung the first time. You want it again? Keep asking for dual pistols and getting other profs nerfed...and remember to duck.
can-i-bus wrote:
yeah they shuold fix the damage
master gunfighter doing 1,5k with stopping shot? and fan shot is the biggest waste of space i''ve seen for a level 4 skill, the entire pistoller tree needs a re-work such as double pistols now that would rock
A couple of questions to a uterally mindless thread... 1) What 3-4k per hit damage with a "whirly kick" thing?../boggle......2) You dont have any specials that can reach 15m or beyond?...../boggle again
Getting a good laugh tho at the "urban myths" that are being circulated around about TK's....hahahahaha
can-i-bus wrote:
pick up Master Swordsman, Master TKA, Master Brawler, Fencer 4-0-0-0, Pikeman 4-0-0-0 oh would you look at that the ultimate melee combat professions, all of the stats stack so your basically untouchable and you can solo anything.
Master Swordsman + Master TKA + Master Brawler + Fencer + Pikeman
But nerf (stupid word) TKA. Makes a lot of sense.
/boggle
If I could spinning kick you for 3-4k I think I wouldn't worry about knocking someone down. I have never seen myself or any other tka/tkm do more than 1k on a downed enemy. Master heavy swordsmen can inflict damage upwards to 3k+ on a target.
Another thing I'd like to add is that in pvp there's no way a tkm can hit you for 3k much less a tka.
powerboost only affects your primary stats, not your secondary. so depending on the players mind pool, he can have anywhere between 300-600pts added to each of his primary stats.
Power boost is handy but it doenst mean it without it you cant survive. you dont live much longer with it anyway but its handy enough to keep it useful. the real buffs are the musician/dancer/doctor buffs. those are the ones that give a player almost god like ability to tank most things.
Being a wook tka as well, defenses are primary concern. your pets wont do much for you in pvp. i know this, am a MCH too. even with BE pets. But pets in PvEis alot of fun, charging with your creatures is an exhilerating experience.
If you like PvP, then you might want to look at classes that will compliment you in ranged. the smuggler dirty fighting line has some nice tricks including a ranged KD and warcry like ability. Master Pistoleer also gives some nice defenses that adds not only to your primary defenses but to things like defense vs kd etc. The bleeds also help as you can make a target bleed from 60m. that in combination with your ranged kd is a nice surpirse for the person who thinks you're a tka and can be kited, buying you enough time to run to your target and shred him to pieces with your vk. hopefully, he doesnt have good kinetic armor and a buddy.
First… all ranged people who get killed by TKs are either caught off guard or new to PvP.
As a Master Rifle/Brawler/TK I get to say that with authority…
If a TK catches you he is automatically facing 60% resist… unless you are a newb or caught off guard (or you were a newb and picked Wookie). <- not meaning to be offensive but its just the way life is in PvP…
Even inside if you dart around, due to latency you can easily lose someone who pursues you.
I _never_ use TK… I use Rifle religiously and will most likely drop TK to at least 4404 potentially 4000. I occasionally Warcry2 (best skill in game) but never knock down. I don’t need to. I hardly ever get hit. As soon as I take the weapon out of my hand I get hit a TON. Go figure…
The damage output and meditate are the two things this class has going for it. I got an idea… Why don’t we take the pistols away from pistoleers?
Here is the problem… Most of you guys crying nerf for anything don’t actually PvP… you only duel or participate in some little guild event where you rely heavily on team members. That’s fine… I am not saying it isn’t but go into AH once unbuffed and kill the four buffed IMPs in full composite that are using Teamspeak… THEN talk about how the TKs are the ones that give you trouble. You never will because TKs are NEVER the ones that give trouble.
Here is an example… I go over to AH under the above mentioned conditions. I am a fully armored Zab with no buffs but declared. I take off out the gate near the shuttle and hang a left (I have no scout so running down hill is imperative. I then meditate while waiting to go declared after my shuttle ride. Declare hits and I power boost. Another minute and I MuonGold (rifle causes much head aches).
I approach the town while watching my radar for red dots (radar set to 128). As soon as I see one I wait. They eventually see me and in a mad rush of overconfidence they all charge. The TK in the group knows that his Ranged buddies will get the kill if he doesn’t get in there so he burst runs… That’s when I too burst run. Then guess what happens... It’s me him all by our lonesome and him getting a face full on Jawa headshot2. I slow down to lure him in closer. At 40 meters I tab a few warcrys so that when he steps into rang they hit him immediately. Then I stop and finish him off. Eeeeeasy kill.
I can pop my helmet off and regen my Mind pool before his buddies get into range. This all happens in moments and yes his buddies were trying to help. When they get there that I already know who the medic is and he is easy enough work because he isn’t wearing any head gear and my T21 drops him in moments. The other two did get me but… I walk out of the cloner, smile, and start to meditate some buffs ;-) They will be without their medic through this next fight and it will happen before their friends buff and return.
My point is that the game is built so that players face off and strategically click through their specials in a show of ‘who built the smarter template and who knows best how to utilize it against their foe’. But that just ain’t the case. The combat system, instead, gives the advantage to the guy who runs around even in small circles and keeps the majority of opponents outside of a 64 meter parameter.
- Kiting happens even to ranged players in an attempt to maximize the good-guy to bad-guy ratio. TKs are swallowed by this process. All melees are. But at least the rest have defensive compliments to their ranged counterpart (fencing dodge to - pistol dodge)
This is then further made necessary and urgent due to lag (he is closer than he seems); so people ‘over kite’ if you don’t mind me coining a new phrase.
I think TK is great fun when fighting mobs but even then… now that I am master rifleman I actually tank better with my rifle because Block rocks
I never get hit…
/end rant
hope this will be read in a non-negative tone of type because that is how it is intended.
can-i-bus wrote:
yeah they shuold fix the damage
master gunfighter doing 1,5k with stopping shot? and fan shot is the biggest waste of space i''ve seen for a level 4 skill, the entire pistoller tree needs a re-work such as double pistols now that would rock
Yeah but you can do that while running... We can't hit jack while moving and if you are over 20m out... we are dead... Master Brawlers can lunge for 25 but not a tka.