Teras Kasi Archive
Thread: Teräs Käsi in the CU Current Top Three Issues. Compiled & posted in corre forums
2-Lack of usefull specials, combo strike, leg sweep, mele strike, armor break and dizzy attack make the game too boring to a tk.
3-Speed, we are unarmed combatents, we are like a kung fu player! we want speed witn beatufull animations (like unarmedhit3)
And now a word from our sponsors...
TKA is in the Combat Upgrade is not a unique class with a unique role. As to my understanding there are supposed to be two central tanking classes. TKA and Bounty Hunter. Now i've always loved the idea of tanking and i know quite a bit about how it can and can't work. But there are a few things nessesary to make a great tank that TKA's or TKM's are currently lacking.
A solid tank would be someone who can "fool the mob into thinking that it is the biggest threat out of all it's companions, therefore needs to be killed first." How does a tka accomplish this? Hate. There are supposivley a number of obvious ways to generate hate and TKA should be the masters of this. Examples.
Damage Hate - simple enough to explain the person who does the most damage generates the most hate, thrus draws aggression from the targeted mob.
Healing Hate - on a slightly different scale than damage hate , as a master doctor could never heal damage fast enough to keep up with damage hate Healing Hate becomes more potent. Such as healing someone for 1000 damage during a fight may attract aggression from the targetted mob faster than doing 8000 damage to a mob.
Avoidance Hate - When a mob continuously swings at you and misses the damage that he should have done to you if he was hitting you is repooled and slung back at him as if it was hypothetical damage done to him keeping his focus on you.
Provocation Hate - The old taunt. When you can't do damage there's nothing that can help you out more in keeping the mob glued to you than tossing a big ol bucket of hypothetical emotional damage at the mob. A rude gesture perhaps, a beckoning motion. maybe just calling his momma a hoe.
So What tools does TKA have currently.
Avoidance , provocation, mid-level damage.
The systems needs to be mathematically accurate, and the jobs in order to fulfill their roles need tools to effectively fulfill their duties. I have no problem with not having armor, i have no problem in the dev's perseption of how they want TKA's to tank. I like the way my character is dressed way more than i like the way any of the new armor looks anyways. So my top three issues.
1. TAUNT. The first thing a TKA needs to be able to do is get the Mob agressively pursuing him. Now it's obvious he isn't supposed to do this with his high damage attacks. And he has no ranged attacks to start off a safe pull with. So the logical first step in making TKA's an effective tank in my eyes. Is their taunting ability.
---- issues with taunt ----
A. SHORT RANGE - that's a bit assanine. Us melee types have to run enough as it is, It causes no states on people in pvp so i can't see why anyone could possibley have a problem with it. Simple enough give it 30-40 meter range.
B. SOCIAL AGRO - We didn't shoot their buddies in the face with a high power long range rifle, It's not a damage action. Taunt should have no effect on social creatures in the immediate area of the tauntee.
C. TAUNT STRENGTH - Taunt should be more powerfull. Especially if we only get a single provoking action on a long timer. Maybe if we Had two that we could alternitively fire off every 10-20 seconds to draw agro when absolutely nessesary the strength itself wouldn't be too much of an issue. You could either hit them mid-way between each other's cool down or fire off two in succession in insure agression.
These 3 major points with just our ability to draw agro need to be adressed before anything else is changed with TKA. Because if we can't keep the mob fixated on us. We can't avoid damage . If we can't avoid damage we can't tank. If we can't tank.... Who can? And if no one else can. People are gonna leave the game very quickly because face it? who wants to only hunt durnis and lesser plain's bols all day?
2. CENTER OF BEING - The second Major Issue Is obviously Center of Being or TKA's innate armor. For Tka's Innate armor... scrap it, if we don't need armor Certifications we shouldn't need any type of armor at all Natural or otherwise. It almost seems like the devs are honestly being down right sadistic about it. We won't need or want to wear armor, but... here's some armor. Fix the problem, don't patch it up.
Center of being sure it works against a a creature that's 1/4 the level of me extremely well. But heyy guess what, i don't get xp for killing those things. And eventually guilds are going to get tired of the great carrion spat hunts in the deady open ranges of corellia and actually want to take on a krayt. So heyy i'm not sure how the devs want it to work. But let's look at it logically. Center of being is an ability that has no ham cost, and lasts for about 45 seconds (estimated.) You can not reset the timer by using it again, and it seems (buged or not) that if you try to use it as the timer is just running out you glitch it up and have to wait for another cooldown to before you can attempt to use it again which will normally fail. Now if devs expect us to be able to avoid hits and effectively tank for long periods of time with a group of only 8 in order to kill a krayt dragon we're going to need to be able to dodge hits from creatures double our level and in some cases triple.
3. BORING CLASS
I'm dropping this in at the end here because it's the least important of the issues adressed. If the profession is effective it doesn't nessesarily need to be fun or stylish. But that's always a plus. I find that if the above two issues where fixed Devs could easily put off adressing this to deal with other core issues of other professions.
But the fact of the matter is, for some odd reason i had more fun in live playing tka when all i did was press F3,F4, then spam F5, than i have with all of testing out different professions in the CU in the past week. Dizzy hit 1, KD2, and UAhit3 over and over again is truely amazing when unarmored unbuffed taking on some red cons on endor. the damage was insane, i love the speed in which you'd see 1-2k damage flying over the mobs head and all those red tracer effects off the spinning kicks were truely something to get excited over. As you progressed up the tka tree you'd always get another attack that looked even more impressive than the last. And it was the animations and the raw speed of tka that really drew me to the profession. It's not completely nessesary to our role, but it would sure make tka more enjoyable to play.
Taunt - missing animation
Armor break - missing animation
Leg Sweep - missing animation
Dizzy Hit - sometimes old Combo2 animation? sometimes nothing.
Melee Hit - this costs ham?
Melee Strike - same ol same ol
UAcombo - missing animation.
Lunge - sometimes lunge animation sometimes UAheadhit animation
So judging by the abilities we have, Our main job should be Taunting the mobs aggression towards us, Avoiding damage Keeping them dizzied and on their backs. knees, whatever. If this is the role we are supposed to fullfill then we're going to need our abilities fixed.
Final note... powerboost. Offically TKA has a self buff that costs nothing that is expontially more powerfull than any doctor buff. Now i shouldn't be the only one to see something wrong with this. Once again, if we're not supposed to get hit we don't need massively large pools of HAM. Simple idea is to change the way powerboost effectively boosts us. Maybe a damage modifier, maybe an ability to buff the chances of us sticking our status effects on a mob. It should be something powerfull. But not better than a doctor's buff.
- Slow attacks
- Avoidance vs Offense is not balanced
- Animations removed
- Avoidance not worth losing armour certs IMHO
I'll post up a copy of the post up for your guys in a day or so, probably once I've added a few numbers to back up things.
Unstickying this now.
When I can, I will.
Now I need sleep though.