Teras Kasi Archive
Thread: Why should we get an additional damage type? Dev's want to know.
yeah, we can but every other melee class has really godo area moves, we dont, they all have WORKING 2ndary defenses, they all have better HAMS, we need 2 damage types like EVERy other class, seriously, we can buff ourselves yay! that 500 extra matters so much when i do 0 damage
We do not really need a new damage type, one of the things that make TKA so balanced and working is the restriction in damage type.
I'm not saying that we don't need other stuff to increase our power or usefulness in certain situations, but an extra damage type isn't it.
For me there are a couple of solutions, but before that we need to show the problem, I will explain the problem as I see it.
In PvE we are fine, we have no issue at all, Sure we can't solo nightsister elders, but nor should we be able to, what we can do is tank them and hold the agro from people who can't just fine.
I am a Master Brawler, Teras Kasi Master, Master Fencer and scout 3/0/0/0 and medic 2/1/0/0 and I was doing this last night and it worked a treat (felt like EQ tanking), NS Elder comes in, bang I hit it with intimidate II and taunt, hit CoB and keep on taunting, everybody else stand back and whips out the damage and I barely even need heals (obviously I'm running the equipment needed for doing this job and the food, drink and buffs etyc), sure I can't damage her hardly until shes real low on health, but I AM doing my job.
In PvP we have a problem, with only light armor pearcing and armors being to effective.
The problem lies in comp armor being to good across the board, it is not to much of a problem to come out with a suit of armor with 80% resists across the board after slicing and this kills us, but alot of other classes to.
Now there is a couple of logical things I see to be done about this, first off I'm not sure why they didn't have a cert system for armor, comp for instance would require Master Commando and possibly Master BH to wear a full set, and these classes should have the lower natural defenses to combat thier advantage (I.E. a TKA moves about in light armor and avoids damage but takes heavy damage when hit by the right weapon and a commando takes the hits but has the armor to deal with it), but the way the game is set up now this would be a massive change, alot more armor would have to be introduced for a start.
If nothing EVER AGAIN, gets tweaked, changed, nerfed, fixed, improved, or anything otherwise as it relates to the TKA professions. I'll be happy.
I dont want new damage types, no new specials, no new modifieres, no new fixes, no more advantages against kiters, NOTHING. not 1 damn thing I want for this professions except that it be left alone. period.
Lock this one down SOE you got a winner here in TKA. Now "move along...".
I'd like to see break or bleeding damage. I'm sorry, but one of the major ideas behind many martial arts is t take down your opponent in as quick a time as possible. This is often done by breaking bones/blood vessels. Why not allow TKs to bleed an opponent? Is it so hard to imagine a TK breaking a rib & thereby slowing an opponent down & causing DOT?
What bout an ability to reduce the effectiveness of armour? An armour strike would be great... especially against high kinetic resistance. I could see it in a master/expert TK tree. Ability to reduce effectiveness by 10 - 50% (once only/mob|player). Or what about precision strikes.. every armour is supposed to have w weakness (or so they say), so why not include a precision strike that in effect does moderate/medium damage and has a change of doing a break/stun?
Message Edited by The_Swain on 03-24-2004 12:50 PM
PhoenixOrion wrote:
I think we should get Stun and Kinetic.
A fist or a foot can stun an opponent.
Lol stun....stun on comp...that would never happen
All I want is lots of more moves, such as unarmed blind 2, or stuff along that line