Teras Kasi Archive
Thread: Top Issue Defense
Oops... perhaps I should have posted my PSG thoughts here... as they are a defense issue...
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=2339
-des
Ok, in PvP what will evade really give us?
All it will give us is a longer battle in which the Marksmen kites us longer until he kills us.
What needs to be changed it the ranged need a negative to speed when carrying a weapon and a negative to accuracy while running.
Kakeemono wrote:
Ok, in PvP what will evade really give us?
All it will give us is a longer battle in which the Marksmen kites us longer until he kills us.
What needs to be changed it the ranged need a negative to speed when carrying a weapon and a negative to accuracy while running.
Kakeemono wrote:
Ok, in PvP what will evade really give us?
All it will give us is a longer battle in which the Marksmen kites us longer until he kills us.
What needs to be changed it the ranged need a negative to speed when carrying a weapon and a negative to accuracy while running.
I agree 100%. There should not be damage MOD's against users of weapons (unreallistic) but instead you should have something like this:
Heavy weapon - Run Speed = Normal Run(Burst Run) x .50 I.e. you can only move 1/2 as fast as someone can normally.
Rifle - Run Speed = Normal Run(Burst Run) x .75 I.e. you can only move 3/4's as fast as someone can normally.
Carbine - Run Speed = Normal Run(Burst Run) x .90 I.e. you can only move 9/10's as fast as someone can normally.
Pistol - Normal Run speed.
To compensate also you need to have +/- to hit numbers. All which would need to be reworked. Pistol would get nasty past 20m and carbine nasty past 40m.
For me, I'd rather take less damage. But thats just personal opinion.
Im not a TKA yet but i was just thinking, if the main problem with TKA is that you cant fight marksman in pvp because you can't hit them while they are running. Maybe you could give them a ranged attack ability using some kind of power of theirs. I dont know much about TKA but maybe they can throw like ninja stars hehe... If they had a ranged attack that might help them out abit.
Actually, to be honest I've NEVER seen TKA as the tank. I've always considered them as a utility profession, as opposed to the "warrior". So instead of giving us a ton of dodge/counterattack/etc., how about giving us some working utility mods:
1) Working combat equilibrium: Let us recover instantly from basically every posture change at Master.
2) Increased healing rates: We take damage faster than the other melee professions, give us the ability to heal faster(inherent and automatic bonuses to regeneration based off the meditation tree, also give the ability to stop bleeding without meditating, though poisons/wounds still require meditation).
3) Damage redirection: Not sure exactly how this would work, but similar to zabrak equilibrium, allow a player to balance out HA for M maybe?
Just some ideas. These would seperate us from the other melee professions, give us a different role in combat, etc.
I am the one who has been posting the "Holo how can our defensive moves fire more, since we don't have any" threads and I am glad to see this idea bubble up to the top.
I disagree that each Melee class should have the same MODS. Each should have Mods that fit the role they have. The Class with the most damage should have the fewest defensive mods, and the class with the least damage should have the highest defensive MODS.
I'm not sure which of the Melee classes fall into each of the levels of damage, but that's how it should work IMHO.
They don't all need to be the same they need to be balanced.
Thunder, good points..good ideas..keep hope alive!
dB
Everyone is forgetting Defense Vs. Knockdown.. Being knocked down is our biggest problem. Ranged knockdown is horrible, what's the point of having a non ranged knockdown if you have a ranged one? There's no point to it. Since we can't take away everyone's knockdown we should at least have the most defense against is. I mean fencer has +40.. what's the point of them having different defense numbers compared to the other professions.
Another thing that I was thinking about would people be.. an attack that could slow down our target. I think that if we could slow down our target we wouldn't need a reason to knock them down... I think that would be pretty cool.
AN ATTACK TO SLOW OUR ENEMY
or something to speed us up.
BTW my previous post is not a "make TK's god" post..
While I don't get to choose I would see a Fencer as almost impossible to hit, but gets hard when they do as an example. I just don't want all Melee to be the same or we are the same except our choice of weapons.