Teras Kasi Archive
Thread: Balance Issues Post here
lower ham costs on VK's
a new wepon
fix "out of range" problem
give us running speed so i can out run some one with a huge gun shooting backwards at me. or if you dont want to do that give us posion darts!
i like the medition ideal with the stat buff wile your in medition. even if its just for willpower.
It might be a little more balanced if melee as well as ranged attacks received the bonus from these professions. I can't think of a good reason why they shouldn't.
A suggestion for the "more weapon types" problem
Look at other melee classes, they have weapons at novice brawler, they just arent as good.
How about Steel Knucklers, Spiked Knucklers or hell even good ol Brass Knucklers
I am also in favor of some kind of "iron fist" skill that allows us to be truely unarmed.
My only other HUGE peeve, give ALL melee some freakin running speed, We work out alot more than those trigger pulling pansies, lets see some kind of benifit from it.
Also can we please have meditate give regen? It just feels rather silly without it.
personlol wrote:
Leomi you just got a really bad pair of vibro.I got a 48-186 damage with 2.1 speed and dont really remember ham cost but wasnt too far from urs.I think ham cost should be reduced to at least 20 less so i don't kill myslef by doing uarmed hit 2.Without my bro(his a doctor,ch) i would not survive anything since ham does me too much damage.Plz fix this we dont have to do macros that dont kill ourslef and does half the damage then if we had vk's on.But all your fix you listed here were really good.
if those were bad VKs then we're kinda shafted on wanderhome...
i haven't found anything with that low HAM costs in health and mind...
I really don't give a **edit** about kiting that much any more. I've more or less resigned myself to the fact that SOE doesn't give a **edit** about melee professions, and has always intended ranged professions to have the upper hand while at range ... okay, fine. I don't have a problem there. Give the gun-toting whuss-boys their advantages.
What I do have a problem with, however, are the freakin' knockdowns/stopping shots that ranged professions can do, while my own KD2 does NOTHING.
In a test tonight, I took on a couple of enemy gunfighters. Expecting them to kite me, I used burst run and proceeded to run after them. Nothing new there: just standard operating procedure. Instead of kiting me, however, I was simply hit immediately with stopping shot or knockdown fire, dizzied, and subsequently shot to incap from a distance.
Fine. No problem. Let's try it again.
Went after the same guy ... ran up to him, knocked him down with KD2 ... he stands up a second later, runsa away, and hits me with stopping shot/knockdown fire. I go down ... and don't stand up for the rest of the fight. Dizzied, I just lay there and wait for the deathblow. Yay ... what fun.
Fine, I say again ... he got lucky. Let's try it yet again ....
Went after the same guy again .. this time got in close .... sicked a pet on him for distraction ...hit him with KD2 again and .... after a second of being on the ground, he stands back up, runs away, shoots me with another dizzy knockdown shot, and proceeds to blast me to death as I just lay there.
So, TKA's KD2 does nothing .... but a ranged pistoleer can stillknockdown/dizzy from a distance, seemingly without failure.
Aren't TKA's supposed to have some sort of resistance to knockdown? Why do pistoleer's knockdown/dizzy work EVERY **edit** TIME, but I can't KD2 someone (as a master) even once?
As I logged off tonight, I just realized that this game just isn't any fun any more. As I sit here, I'm trying to think of a reason to log back in ... and I just can't. Lame, cookie-cutter missions? New content that's freakin' broken all to hell, as to be unplayable? Lame, overcamped holocron drops, for a lame, ill-conceived FSCS/jedi element of the game? Totally unbalanced PvP and a GCW that has become a treadmill excercise in futility? Blah ... what's the friggin' point? I'd probably have more fun playing checkers.
In addition, the Teras Kasi Novice box should have a new weapon that has the same ham costs as the VK, same speed, lower damage, and armor piercing 2. Possibly a different damage type (NOT stun).
At Master Teras Kasi have a third weapon available. It would have AP0 or 1, the same stats as the VKs we have now, and do stun damage. The reason for AP0 as a possibility is that lots of armor and creatures have vulnerability to stun, so it'd go through their armor anyway, get it? This would fix a big problem with TKA.
As for kiting, I liked the idea about making weapon wielders firing backwards run slower. A speed decrease of only 10% would work to allow us to catch up while still being perfectly fair. Making melee fighters run faster is a bad solution, IMO.
From a purely PvE standpoint, Id like to see any other damage type aside from kinetic!
Every high level mob we fight has resists to kinetic. I know this is to make the mass amounts of CH's take a little longer to kill the critters, but us TKM's without any pets (except faction, which dont deal kinetic dmg anyway) really have to work that much harder fighting bols(25%+, depending on species) or pickets(10%+).
If there were vk's, same HAM, same dmg amount, just different dmg TYPE, it would give the TK's, in fact ALL Brawlers, the same choices that marksmen already enjoy with their different weapon options.
If my speed without VK's wasn't really really slow I'd go without them and use special moves much more often.
The post-patch VK's seem better but slightly high.
min dmg 192
max dmg 730
speed: 0.3s
dmg type: heat
armor piercing: none
h: 13
a: 36
m: 13
no powerup applied
it's a pistol that can do 1-shot incaps
anyone think this is a balance problem?
Tab_FRen wrote:
If there were vk's, same HAM, same dmg amount, just different dmg TYPE, it would give the TK's, in fact ALL Brawlers, the same choices that marksmen already enjoy with their different weapon options.
All brawlers *except* unarmed/TKA already have two damage types. Stun baton (stun)for fencers, power hammer (blast)for swordsman, vibrolance (electric)for pikeman. Remind them of this next time they're telling you how TKA's are the only meleeclass that get any love.
Vaedross wrote:
Check out these stats for a weapon:
min dmg 192
max dmg 730
speed: 0.3s
dmg type: heat
armor piercing: none
h: 13
a: 36
m: 13
no powerup applied
it's a pistol that can do 1-shot incaps
anyone think this is a balance problem?
tka are supposed to be the masters of balance... well as of now a novice smuggler can kd a tka at 64m with a pistol shot.
if this aint unbalanced what is then ?
)
all melees need a lot more defences vs kd... fencers might have the upper edge there, but still the defences we get just dont cut it when pistoleers get more defences than us.