Teras Kasi Archive
Thread: TKA State of the Profession II
I would like the see all brawlers across the boards have higher defensive mods than the ranged guys. As it stands now pistoleers have better than TK defensive/dodge mods and I think better than 2 of the other 3 branches. I also think these mods need to be broken down to Unarmed Defense to Knockdown, Polearm Defense to Knockdown, etc. The reason being is that the, I guess you call em purist Melee guys are sorta getting screwed when A pistoleer comes in takes 1 line from us then his skills and wham has over 50% mods.
While im yappin out my wishlist I why not get them to remove Ranged KD completely, or at the lease make Melee (i know this will probaly nvr happen) be near totally immune to KD as long as there trained wep is equipped. The reason being is I dont see why classes who can run and stay at 64m from a target need to put that target on its back for any reason.
All in all tho, great job on the state of TK and thanx for all your hardwork.
Stroikabot wrote:Amazing post Mister_Heavy. Pretty much everything you said is good. Only one suggestion....if they implement some of these changes, especially any overall damage boosts, for any reason, I think they should raise the needed xp levels, for all the skills, especially from TK Student--to TK Novice, and perhaps all the level 4 skills. I'm only at 1-1-1-1 and almost at level 2 power, and quite frankly.....it should take a hell of a long time to become a MASTER of a martial art form. I'm glad it's taken me a long time to even be where I'm at. Although I am very far from a powergamer, you shouldn't be able to get one skill box after level 1 in any less than a week of pretty solid xp grinding. I wouldn't be against taking three and a half months to become master. Assuming all the unarmed (being generous) will take a week, then a week to make novice, then a week for each unarmed xp skill box. (not the precision tree which is combat xp) And assuming that to get master only requires finding a very generous master to train you.
It's the journey, not the destination. Once I'm a master.....i won't want to give it up for another profession......maybe swordsman. I'd like to see a show of hands of how many TKA's would like to learn any gun profession.....what's that?.....anyone?......didn't think so. We understand that TK is not just a matter of pointing and shooting.....it's a way of life. As is all the melee classes.....it's a much more civilized way. There is no honor in sneaking up to 64m, and then kiting.....and they know....if they don't run, they're toast.
I have been at master TKA for a few monthes now. I had Master ranger at one point, I am now working on Commando, which requires, you guessed it, ranged combat. Trust me coming from someone who had the same skillset for at least a month, maybe 2, the one thing Ive learned is that I get bored if Im not leveling or doing something. After I master commando, I may keep it, I may lose it, I may drop TKA; but the one thing that keeps me interested in this game right now is change, even if I have to make it myself. Heck I may even go to a crafting proffession or entertainer proffession, or maybe even doctor. The view from the top gets boring, especially if there is no journey left.
Well-organized, Heavy. Nice job.
While I personally don't think that all of the concerns raised merit mention, I realize and respect that your job is to reflect what the communal desires are, not just your own.
1. FoW Incaps you immediately after using it
This problem seems to stem from haveing wounds(even just 1) and using FoW. A success will return you to standing, then instantly incap you again, sometimes for the full timer that you were at before. You may try again to FoW, but you chance triple incapping yourself . It is no longer reliable in any sense of the word, as it has a 100% failure rate with this bug.
Id also like to say that any timer is too long for FoW, even in the buffed incarnation that Heavy is proposing here. The mere chance that you may die by using it in quick succession is enough for me. If you crit fail in FoW, the wounds that you get coupled with the lack of decent health will mean an almost instant incap in PvP and PvE unless refuge is found. Anything more than that will have already swung the battle, as you can then jump back into the fray, or surprise attack your opponent. The ONLY reason i see a timer even being considered is to curb its usefulness in PvP. You can do this by scaling the usefulness to be only truly reliable at master, to stop other proffessions from benefitting without the requisite sacrifice of skill points(a la CH, but not any where near as useful).
Thanks
I have to say you are the man Heavy....I have yet to see someone as dedicated and as thorough in your work and concern for our profession as you have been...
-KowTow-
Thanks and you were right on target in every aspect of this post!
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There's one more thing about the kd auto getup bug
it concerns pikeman but should be mentioned i think since were all together in this( heh my dear wife is a master pikewoman)
That current bug makes aoe kd and polearmhit3 useless as ur target will automatically get up
ex: aoe kd on 3 targets 2 gets kd 1 not.. u kd again, 1 becomes kded 2 get up..
ex: u kd a targetthen use ur high end polehit3 move
he gets up...
Melee kds should hit way more than ranged kds.. if we get close enough to kd em, they should be kded..
btw uahit3 piercin light would be pretty good, more than compensalte for its high ham cost
U rock Mr heavy
good job man ![]()
Excellent non-biased compilation and representation, Mr. Heavy - keep up the excellent work!
If the devs listen to 10% of the list we'll be doing good, please don't feel you're wasting your time, the dedication you're showing is commendable.
Definately great. As posted under yours, blind/flame would also be nice to meditate...not that we should be able to get rid of them, just to meditate while they're on.
Thanks Heavy, wonderful and comprehensive post.
Maybe I am missing something but you posted
(SNIP)
- Lack of truly high-end VKs: A related problem is the lack of optional, high-end components for VKs. Rancor teath replace as opposed to augment a critical part of the VK. Rancor teeth seem to be the VK version of Kryat tissues, so either rancor teeth need to be seriously buffed in terms of the bonuses they give, or they need to be made an optional component in the VK schematic, instead of a replacement part. Is there any way to get an "uber" VK, similar to the 700 dmg 0.3 speed FWG5 everyone is talking about?
(/SNIP)
While the above is true, we also can utilize HQ vibro motors which drop off of Nym's Brawlers(and some other of Nym's followers on Lok). Generally a set of VK's require certain resources and a "Blade Vibro Unit" component. The HQ Vibro motor is utilized while making the "Blade Vibro Unit". I Have a master weaponsmith on my second account, and was able to make a set of VK's with one of these HQ vibro motors, it gave a max damage boost of +30 and something else.. Its been a month or so since I made the knucklers... I want to say that my VK's have a max damage over 200 after slice, but I can not double check as I am not at home. That is without powerups also.
Another thing to note, is that on test center currently the FWG5 has been nerfed... The component that is krayt enhanced, has been removed. I last checked the status of this issue on Tuesday, and a dev had not replied yet as to whether this was a bug or intended. So, in the very near future we may see the undoing of that 550ish dmg fwg5.... course on my server that fwg5 would go for 2mil credits anyways.. hehe
i think a larger variety of weapons is a stupid idea
they dont call it umarmed for nothing
TKA should not even have vibro knucs
if you want a alarger variety of weapons choose a profession that is supposed to use them, duh![]()