Teras Kasi Archive
Thread: DWB Razor Kuckler
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Light_Brasner
Mon Aug 02, 2004 3:34 am
#14
I don't get it. TK is one of if not the best combat profession in the game. Giving them a weapon with low speed and high damage is like giving Jedi a one hit KO move. with this weapon, how would a Tk EVER LOSE?
Utess
Mon Aug 02, 2004 6:06 am
#15
Well first you have to keep in mind the nature of the way our weapons work compared to other professions. Our weapons don't replace the damage we can do, they stack with our innate damage. So that is 500 damage plus our innate damage.
Meh, anyway, these things were really unbalancing in testing so they were pulled. And we did a lot of dueling with various profession types, testing in PvE, etc. Basically, for PvP, unless you were kited by a ranged profession or the usual cm poison stuff, a TKM with an RK would beat any other profession one on one(even with composite, etc) except another TKM with an RK 90% of the time.
In some form or another the RKs will be back again, but not until the systems have changed, or the weapon has been changed pretty heavily from its current incarnation.
Ryuukon
Mon Aug 02, 2004 7:39 am
#16
Well, whatever they do I wish they'd hurry up. Even if they put it in the game with the exact same stats as a VK I'd be happy. As long as I'm not doing kinetic. Been dabbling inalot of profs lately looking for something I like that'd compliment TKM when I can't damage stuff cause of kinetic resists. So far the only thing remotely interesting to me is Swordsman, but I'm not too hip on the idea of having to pay millions in speed tapes to get a power hammer to a decent speed. Either that or crank out the cash for scythes that still do kinetic, but have AP2. 600k+ for a weapon that'll last a weak... Meh...
Atama
Mon Aug 02, 2004 12:18 pm
#17
"so why on earth did they do it in the first place"
It was never meant to go live. It was on Testcenter and they realized they were buggy so they decided not to put it in the publish. But it went in anyways and for the first couple days that the DWB was in the game the schematic for the RK was dropping. The devs stopped it as soon as they could and have been confiscating the RKs and schematics ever since.
The devs didn't pull it because they don't want us to have heat though, on the contrary they agree that TKAs shouldn't be stuck with just kinetic.
Pez
Mon Aug 02, 2004 10:42 pm
#18
i got flamed big time for suggesting alternate damages or med armor vk's, my point was to give us options, not to overpower. i mean, 2handed u have choices, heck every class practically has more than one damage and med armor abilities 'cept tkm. i don't even care if we have alternate damage really, med armor would be nice. i love tkm, i don't want to have to have 2handed to do the bunkers and such, but i have to.
NosgothTKM
Tue Aug 03, 2004 12:25 am
#19
Overpowered? bah.
Only way i could see one of those overpowered was if it can be crafted using exceptional loots.
251 max dmg from that picture posted from test server. (pre-slice) so 330max dmg with a 30% slice.
If too much dmg is the problem fine, then just drop it down to the VK range(heavens forbid a lil higher)
If VK is never going to have higher than Light AP then give us different types.
Stun Knuckler.
Shock Knuckler.
Something to compensate for Medium armored, 100% Kin Resistance mobs or the like.
I do really love the idea of having several special weapons for each combat class. I.e. Scythe, Executioners hack for swordsman
Why is the obvious so difficult
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