Teras Kasi Archive

Thread: Lets hear your opinions on /tank

TerasKasi_Mistress
Fri Sep 05, 2003 5:36 am
#27

errr correction power boost from the meditate tree it's early <3




___________________________________________
Shaeri - First Twi'Lek Dark Jedi Knight of WanderHome

Anthom
Fri Sep 05, 2003 6:18 am
#28

I don't like this myself. I'd rather have a boost to our anytime defenses.




_____________________________________________________________
Ulliam - Teras Kasi Master / Master Brawler - StarSider


Opiium
Fri Sep 05, 2003 6:29 am
#29

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.




¤º°`°º¤ø,¸¸,ø¤º°`°º¤ ø ¤¤º°`°ºø,¸¸,ø¤º°`°º¤º°`°º¤ø,¸¸
soul in the music, soul in the mix

Teras Kasi Master | Blademaster | Rebel Colonel

DarkBrood
Fri Sep 05, 2003 6:48 am
#30






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.




Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
Lifebane
Fri Sep 05, 2003 6:52 am
#31

up the innate defenses.. NO to the /tank idea. No quick fixes please.

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.



----------------------------------------------------------------------
Harbinger, Kauri
DarkBrood
Fri Sep 05, 2003 8:54 am
#32

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.




Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
ORIGINALNOICH
Fri Sep 05, 2003 9:01 am
#33

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"

Valor
Fri Sep 05, 2003 9:14 am
#34

i'd rather have more defense mods than this...it's only a way to calm the melee's down imo...poor attempt at it too





LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
.......:::: Lt Colonel in the Imperial Navy ::::.......
.......:::: Vendor: East Crystal Oasis, Dantooine -2965 6673 ::::.......
| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
Zippoman75
Fri Sep 05, 2003 9:33 am
#35

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


Kastafar
Fri Sep 05, 2003 10:24 am
#36

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.




Kastak
Kastafar
Fri Sep 05, 2003 10:34 am
#37

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.




Kastak
FD_Pilot
Fri Sep 05, 2003 10:46 am
#38

Anything resembling "stances" would be an improvement....

And a little terrain negotion in the TKA tree wouldn't hurt either...
Nakaguss
Fri Sep 05, 2003 12:29 pm
#39

rather have them add more toughness or dodge to the skill tree i mean really how many people use /taunt cause it take to much ham



"Yeah, dont you know? when you die your body emits a powerful form of radiation that penetrates all containers and crates, and pretty much anything and everything on you.

But have no fear! If you insure you get radiation protection on your items. The problem with that tho is that it only protects 99% of your items integrity."
Page 3 of 5