Teras Kasi Archive
Thread: Poll Do we need an anti-kiting skill?
Yes!!!
I have heard about a skill that will let us do KD from like 10 meters out? That would be helpful.
Sneeze
I don't want my favorite class to become the new BH or Commando (In other words, I don't want EVERYONE to be a TK).
I vote no.
The two main issues that allow a teras kasi artist to be lead around on a leash are:
1.) The "That target is out of range" issue, and
2.) The fact that unarmed lunge is very close to absolutely useless.
Unarmed lunge needs to have a longer delay in the posture change. In PvE encounters, the posture change is 2-3 seconds; this is long enough to actually catch up to an opponent and get a swipe in. During PvP encounters, the other player recovers from a kneeling posture change instantly, and therefore negates any advantage that lunge would allow.
We do not need a "stick" command, nor do we need a speed increase. Address the "out of range" issue, and *then* take a look at where we stand. In my opinion, anyone that engages a ranged player (or npc) outside of 15m is silly and deserves to die anyway.
Cause once we got something in close range, its all over for him. If we get a anti kiting skill, I think it would make TKA overpowered. Our close range abilities are very good, so that the opponent usually has no chance.
What I do like to see is some sort of Terrain Negotitian in brawler, since its part of the melee profession to run after things, they should be somewhat skilled at it.
Yes...I am sick of having out of range when im using unarmed lunge 2 ....grr
Cloves(Starsider)-Master Dancer/Master TKA/Master Brawler
it's to make up for server-client discrepancies. /stick should tell the client to keep you in range as long as your target isn't moving faster than you. you might need to burst run to get into stick range of a far-off pistoleer, but that's ok. once you GET in range, it'll KEEP you in range while you fight.
we have lunge as an anti-kite skill. if it's not enough once the server lag issues are fixed with /stick, then perhaps an adjustment could be proposed. maybe a small boost for meleers to movement speed while in contact...
but as a TK, i'd be happy if meleers get a speed monement bonus while in combat. the problem is, it wouldn't help for kiting if the out-of-range issues don't get fixed, and that's where /stick is supposed to help!
another issue--at what skill level do you grant this ability and how do you enforce it? i mean, what's to stop a commando (UA4) or smuggler (UA4) from having this ability and speed-walking right back at ya? TKAs know how easy it is to change/remove weapons in combat. the skill would have to be way up at the top of the various melee trees.
I agree that kiting is a problem that should simply not exist. Any weapon bigger than a pistol would be impossible to hit with while shooting backwards running at full speed, and even the pistol would miss a lot.
Large weapon wielders should suffer a speed drop (nothing large, just enough to let us catch up) and an accuracy drop. Accuracy While Running modifiers are dumb. Sure in an RPG sense a master rifleman should get the ability, but in any kind of real world situation it's totally out of the question. There's a reason you always see snipers laying prone or propped on a window or something - it's EASY to miss.
As for pistols, accuracy should drop while running, but speed could stay the same.
You said crying 'nerf' is bad. What about crying 'balance'?
If all an opponent is going to do after starting a fight with me is run away, they shouldn't have started the fight at all.
If you said NO the right answer was
YES, hell YES please please we need somthing
Pop quiz hotshot: your client says 1m range, no no, make that 0m range but the server says "target out of range" what do you do.... what do you do