Teras Kasi Archive
Thread: Lets hear your opinions on /tank
I don't like this myself. I'd rather have a boost to our anytime defenses.
To put it bluntly. I hate this idea.
Just fix what we've already been given, sort out the passive abilities so they are more effective when we are fighting.
Thunderwulf wrote:
I personally love the idea. I don't want to be to bold here, but I personally think it could save our profession.
I'm really not sure how I feel about the proposed skill yet *BUT* I will hate it unless it's balanced by offensive output.
Most Offensive Melee = Tank 1
Second Offensive Mellee = Tank 2
Third Offensive Melee = Tank 3
Least Offensive Melee = Tank 4
The higher your "Tank" the less it cost and the more effective it should be, this is only IF it goes into affect.
And not to threadjack this but hopefully there will be more attention given to knockdown yet again, since burning my way through the balance tree to gain 2 special attacks that are basically neutered into uselessness is not quite what I call a fitting reward for that million xp. 30 second timer = way too long OR the only 5 second effect is too short. change one of them or both, but in current form.. garbage. threadjack done.
Change to my thoughts... ![]()
The more I think about this solution the less I think the "Tank" skill is less the way to go:
Issue 1: Slow Hard Hitting Mobs wouldbecome Trivial
Issue 2: Fast Hitting Mobs deplete HAM at too Rapid a Pace
Issue 2: Reduces Armor Degrade, Hurting Crafters
Issue 3: Does not take advanatage of current gameplay resources.
Issue 4: Leads to homogenize melee play.
Issue 5: Creates booring gameplay element.
Suggestions:
Grant Armor Training for Pikeman, Swordsman and Fencer (Higher Skill= Level lower Armor encumbrance)
Armor 1 Lowers Encumbrance 10%
Armor 2 Lowers Encumbrance 20%
Armor 3 Lowers Encumbrance 30%
Armor 4 Lowers Encumbrance 40%
Pikeman
Armor 1 Advanced Stances
Armor 2 Expert Stances
Armor 3 Master Stances
Armor 4 Master Pikeman
Swordsman
Armor 1 Expert Sword Defense
Armor 2 Master Sword Defnese
Armor 3 Master Swordsman
Fencer
Armor 1 Master Footwork
Armor 2 Master Fencer
TK
NONE
Now, the more Armor skill you get the fewer passive defensive skills. TK's passive defensive get defensive skill buffs ONLY if truly unarmed.
Pikeman= Big strong slow, hard hitting offensive melee that gets hit pretty often, but can wear the best armor with the least penalty.
Swordsman= Not quite as hard hitting as pikeman, can wear armor with little encumbrance but gets hit less often than pikeman due to better defensive mods
Fencer= Fast, lighter damage than Swordsman and Pikeman sitll encumbered by armor but hard to hit due to very good defensive mods.
TKM = Very Fast, lower damage, no armor, VERY hard to hit due to (more) defensive mods and multi slot defensive mods in robes.
Positives:
Crafters happy (even the tailors and BE's making the multi slot robes), melee is not homogenized, slow hard hitting mobs are not trivialized, mind damage is not further made the limiting factor to combat. Also TK's who truly go unarmed should get more defense perks.
the only things we should be asking for right now is
1. a way to close in faster
2. more dodging of blaster fire
THAT IS ALL we need. Actually I think TKA is good the way it is now. If we keep pushing . . . this is what the devs are going to see.
"Hmmm these guys are power hungry . . . lets nerf the ***** out of em"
I fully disagree with /tank idea. we shouldn't need a command to do what we should be able to do naturally.
1. improve our innate bonuses.
we should be able to dodge fairly well and should have a high bonus for save vs. KD. we're unarmed, not carry some cannon or rifle that would throw us off balance easier.
2. put lunge on a 10 sec timer and/or givemelee a slight increase in run speed
thats what i'd rather see in the very near future
If it was /tank or nothing, /tank is a nice addition and allows us to play a bigger role than we currently do, and gives us a chance to play a role in higher end encounters. Yes it's a generic fix, and in most cases passive benefits would be better.
However, everybody was complaining we can't do anything in fights vs Krayts, Kimos, etc because we get incapped in 1-2 hits. I don't think improved passive (dodge/counterattac/parry) would help us that more in those situations. Suppose passive defenses were increased so we avoided 33% of hits (hell even 50%). Sure on a monster that is hitting you relativly quickly for a few hundred damage, over time you'll avoid a lot of damage. Still though, we're screwed in Krayt level fights because they only have to get through once or twice and we're toast. They make the change, people still cry that they play no role in high end PvE encounters.
Just because melee can suddenly stand up against strong monsters and live a little while does not mean they are turning this into Everquest. Would as many people be complaining of that if it was named /defensiveStance instead of /tank and lowered your offense while it was active? This is better because it doesn't lower your offense, don't focus on the command name, that's a silly argument.
Sure it's generic, sure it's an quick&easy solution and there are better ones available, but it addresses the concerns that all melee classes had.
Also just as a pre-emptive strike, note I said "concerns all melee classes had" and not "all concerns melee classes had".
Sure there are still open issues. Some form of /stick, leave knockdown at 30s but look into 10s for posture changes, at least pvp, etc, <insert your favorite issue here>. /tank is great to give us what we wanted as far as a more useful group role goes.
And a little terrain negotion in the TKA tree wouldn't hurt either...