Teras Kasi Archive
Thread: I heard we were getting NERFED big time
Healing wounds should be left to TKM's and PB should be moved to Meditation IV, the other things should be kept in IMO. This nerf will just break something else which the devs will have to fix in the future. I guarantee Riflemen won't have toworry about this patch.
ace1138 wrote:
I just heard that we were getting nerfed because of a screen shot that showed a tkm hitting something for like 3k points of damage.
It's quite easy to hit 3k worth of damage if you use VK's and specials and they are unarmoured and knocked down, then again it is easy to hit with 3k with a pistol if they are knocked down.
TKA will probably be cut back a lot, due to even with the limitations it is a very powerful class. If youadd high resist armour and doctors buffs to a TKM, then at close range they are very very powerful. But is this due to the TKM side or the fact that they have been buffed so high with doctor buffs, any damage they take is minimal.
In the end it will probably be easier to cut down on the TKM power than bring the other melee classes up to the same level. They would only need to change one class this way. Too many people class the brawler skills lunge, intimidate and warcry skills as TKM skills, instead of the brawler skills they are.
But if you play TKM because you like the play style, the only thing you will have to change is how you play. Before we got the damage boosts, TKM was good, you just had to know how to fight and survive.
People in this game are more concerned with how other proffessions work, instead of trying to get their own proffessions fixed and improved. So eventually we will all be fighting each other with feather pillows.
I have read so many nerf posts that I almost don't even want to write this post, but I feel that maybe someone should. Everyone that is screaming "nerf this profession, and that profession," do not understand what it is that they are doing. The bottom line here is that every profession in this game has its strengths and its weaknesses. My character is a master commando and almost a master teras kasi. Due to this combination I have every nerf herder on the forums trying to get both of my professions dismantled. No one likes commandoes because "commandoes are too powerful nerf the flame thrower", and no one likes teras kasi because "nerf teras kasi, they are too strong and can heal their own wounds, and they knocked me down and kicked my ass blah blah blah blah". As a commando I've killed master teras kasi, as long as I managed to burn em and run away. If they hit me and caught me I died. As a teras kasi I've killed many professions....as long as they didn't run away. I have had my but handed to me by more people then I cound count. Sometimes it was luck, sometimes it was because they were buffed and I was not, but usually when I lose it is becuase they have better tactics. Yet for some reason, all I hear is nerf nerf nerf from every jerk who has lost a duel and cannot handle losing.
Now
I have read so many nerf posts that I almost don't even want to write this post, but I feel that maybe someone should. Everyone that is screaming "nerf this profession, and that profession," do not understand what it is that they are doing. The bottom line here is that every profession in this game has its strengths and its weaknesses. My character is a master commando and almost a master teras kasi. Due to this combination I have every nerf herder on the forums trying to get both of my professions dismantled. No one likes commandoes because "commandoes are too powerful nerf the flame thrower", and no one likes teras kasi because "nerf teras kasi, they are too strong and can heal their own wounds, and they knocked me down and kicked my ass blah blah blah blah". As a commando I've killed master teras kasi, as long as I managed to burn em and run away. If they hit me and caught me I died. As a teras kasi I've killed many professions....as long as they didn't run away. I have had my but handed to me by more people then I cound count. Sometimes it was luck, sometimes it was because they were buffed and I was not, but usually when I lose it is becuase they have better tactics. Yet for some reason, all I hear is nerf nerf nerf from every jerk who has lost a duel and cannot handle losing.
The results of this constant complaining will be the end of every combat profession in the game. Maybe we should nerf combat medics since they get terrain negotiation, and that whole dodge thing going on with the pistoleers and the fencers...yeah lets nerf that too. Oh and we cannot forget the bioengineers, we should nerf them because creature handlers should be the only ones who can produce pets. Also I beleive that image designer is over powered, we should be able to alter our own appearences. And lets just get rid of weaponsmiths and armorsmiths and make em one profession. Furthermore, pistoleers should have to add ammo for every shot, and commandoes should not be allowed to shoot anything unless it is three meters away, 64 meters is simply too far to shoot anything with a heavy weapon. I would also like to suggest that bounty hunters be further nerfed, and only be allowed to use one weapon, skill points be damned in the movies jango and buba never had an llc <----------NERF HERDERS THIS IS WHAT YOU ARE LEADING TO, SO DO YOURSELVES A FAVOR, GO OUTSIDE AND STARE AT THE SUN UNTIL YOUR RETINA'S BURN OUT....
beware once you summon the nerfbat it swings widely
Cakins7005 wrote:
The most I have ever hit for is8.9 k with a damage sliced and damage powered up hammer against an animallair under 25% condition. The 18 k hits were from the old days..... when krayt's could be killed with pistols and krayt loot (pearls) were easily looted by anyone. It was during a time when some mobstook a 2.5x damage penalty from melee weapons.
Please admit that TK is the most overpowered profession out there. 3 times more melee defense than the alleged "high" damage melee classes plus a much higher damage output against 95% of the MOBs out there plus the abilty to buff yourselves and cure any stat ailment plus dizzy/knockdown is what makes tk overpowered. The benefits of thesespecial abilities grossly outweigh the down falls with only one damage type and no dot attacks.
Listen it might very well be that teras kasi is overpowered, but I'd reserve that judgement till the other melee classes are brought up to where they're supposed to be (specifically swordsman and pikeman). Then we can really judge their level of overpowered. Right now you're just comparing a more or less fully functional class to classes with moderate to severe problems. I mean compared to a swordsman or a pikeman a fencer seems pretty damned overpowered, but that's because fencer actually works.
Nerfing is nothing more than a perpetual motion machine that moves from one profession to another..
A moron will go to a profession board other thantheir own asking for the axe on a profession that he got pwned by.....
And to the person who will respond with "nah I didn't..." Yes you did... No one goes on a crusade about something that doesn't benifit themselves in some way shape or form.
A smart person would go to their forum and ask for improvements to their profession.
It keeps up and pretty soon all classes will be so equal it will just be a matter of who gets what to stick... Then you will be saying Nerf that as well... They should not be able to get that off before me....
Combat will be replaced with patty cake matches where everyone "wins" so there won't be any sore losers..
You are the ones saying that there shouldn't be grades in school as the ones that won't study shouldn't get there feelings hurt because others get good grades....
this thread is still going? lol, it's almost like discussing politics. this is my suggestionto tka's, we need to quit trying to discuss this issue with any other group except fencer. has anyone noticed there haven't been many, if any, fencers complaining in the tka forum lately
it's not fair...why does that profession have this ability...i think it should go here instead.
What I don't get, is why can't the poeple who complain about nerfing certain professions just go that profession? I've heard good things about Teras Kasi, so with one of my characters I decided to go Teras Kasi. I've enjoyed it very much and it was the longest combat grind I've ever had, longer than my bounty hunter grind. What I'm saying is that if you all think that this profession is overpowered, why don't you try the profession and I ***guarAntee*** (happy?) that you wont be complaining as much...
I'm not a usual nerd flamer, but some things just piss me off because there is no point to them..
ArkMindSpear wrote:
WHen i wear armour i can do 350 damage to myself with polearm hit 3. Can you?
That depends. Let's consider good damage VK's base stats: 30/50/30. Alright let's factor in UH3's special modifier: X2. That turns VK's into 60/100/60. That's 220 HAM per UH3 without even considering armor. With armor I'm sure that can be jacked up to 300 or so. The real question is if that 350 HAM you say polearm hit 3 is just 1 stat or the sum of all three.
If it's the sum of all three HAM's on a pike than I can safely say, "yes we can do that to ourselves too." If it's just one pool then no I cannot say that. Take that for what it's worth.
sit idle and wait for them, wait while if we try and walk around overt and we walk into a town, we feel good about ourselves, we can put up a good fight, but when that (Teras Kasi Master) comes floating around a building, we might as well just type /suicide, so maybe at least we can load the cloning center faster....
and you know why?
Becouse of KD2+Dizzy+UH3+UH3+UH3 that is all you have to do to kill us.
Or if you prefer KD2+Dizzy+MindHit1+MH1+MH1
what ever floats your boat
Well let's examine the teras kasi arsenal of special moves and let's see what a TKA really has to work with.
Okay first up is The Unarmed hit line. We get hits 1,2 and 3. Well this is easy UH 1 and 2 are clearly inferior to UH3. UH3 wins easily.
The combo moves, combo 1 and 2,spread the damage out to 3 pools and have weak damage modifiers. Who in their right mind would spread weak damage over 3 pools? UH3 wins again.
Spin attack 1 and 2.These moves might be useful in group situations but even then they don't do very good damage for as much HAM as it takes to do UH 3. You're better off 95% of the time to use UH3 on each person/thing individually. UH3 wins again.
Our status affect attacks: unarmed dizzy 1, stun 1, blind 1, knockdown 1 & 2. Dizzy is a useless status affect on it's own and has a tendancy to not stick. Stun and blind are actually quite useful in pve but in pvp you have to justify how a stun or blind status effect that only has a chance of sticking is better than a good damage hit. KD 1 is completely outclassed by KD 2 since KD 2 also has a dizzy effect.So stun and blind are useful sometimes but usually you're better off with UH3. UH3 + KD 2, amazing! We now have 2 useful attacks!
Finally we have the percision hits: body hit 1, leg hit 1 and head hit 1. Body hit 1 does insignificant damage and costs only slightly less than a UH3. Leg hit 1 is just plain useless, I have never ever needed to hit the opponents action pool. Head hit 1 can have it's uses in pvp if the opponent isn't wearing a helmet or has the other 2 pools are buffed. UH3 + KD 2 + sometimes Head hit 1. There you have it, TKAs have 3 useful moves.
And that my friend is why we KD2, UH3, UH3, UH3, UH3, UH3. If you can somehow show me that TKA's would be better off doing something else I'd love to here it. So you see, It's not that I don't have any "skill" it's simply that I only have 2 moves that are worth their salt.
I love tka nerf post, you get the rational guys that are honest and admit "ya we are over powered for skill points and in relation to other melee classes"
Then you get the "well we are jedi watcher/killer we shoudl be uber, in fact we're not strong enough"
then you get the smart ones that play up the limitations "we have no dot, we have one dmg type, and we only get ap one, but its high ham"
I was tka for a couple months, and my two cents is that opinon one is right. PvP wise its too strong, PvE wise its fine.
explanation:
PvP: get a mind attack, a kd/dizzy, one sec speed on every attack, no dmg range so mitigation does nothing, and perfect accuracy
Since the lag is no were near where it was a couple months ago, and range is uped to 7 or 8 m it looks like the out of range issue is less of a deal, but to be honest if you are at zero and you aren't hitting its becasue your target says your at 40 so if you where hiting, and this happens too, it seems you get 40 m range.
PvE: 58% melee toughness, this is like armor and since most mobs are kinetic a huge plus, no dot but can hit every sec with vk's, ap 1. Yes i understand that medium and heavy armor mobs are hard, but they are still kill able and you do have tons of skill points left.
just for fun:
my solution would be to flip the dmg on body hit and mind hit: basicly in PvE body would do 1k now and mind hit would do 400
then keep kd/dizzy attack
and then i'd probably take away VK's all together, or if i had to let you keep them i'd take ap1 away and give them blast dmg type or a stun type with a speed hinderance stat
finally i'd spreed the meditation tree out over all four profesions, basicaly tka's meditate to clear status effects, say fencers can use power boost, swordsmen get FOW and make a new thing for pikeman to get "speed boost" or somthing to boost speed