Teras Kasi Archive

Thread: Top Issue Defense

Nyachani
Wed Jul 23, 2003 5:54 pm
#27

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





-Destiny Rider
Dragonsilk Weaponmistress

Passion is the Star that guides me..
Kakeemono
Thu Jul 24, 2003 12:13 am
#28

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.




Thwk + MSwordsmen / MRanger [] Bria
Julie- Anefi + MCarbineer / MCMedic / MMarksmen / Pistoleer xxx3 [] Bloodfin
Shadowleader3
Thu Jul 24, 2003 12:25 am
#29






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.




________________: Wu'Jen :: Chilastra : Sacred Nemesis, PA : 1st Master Squad Leader
Nakaguss
Thu Jul 24, 2003 5:40 am
#30

i would rather see more dodge then counterattack or blocking.



"Yeah, dont you know? when you die your body emits a powerful form of radiation that penetrates all containers and crates, and pretty much anything and everything on you.

But have no fear! If you insure you get radiation protection on your items. The problem with that tho is that it only protects 99% of your items integrity."
Nakaguss
Thu Jul 24, 2003 10:13 am
#31

ohh and make it so melee def is worthwhile on creatures i only think it working on NPC and no creatures. Really annoying having def that dont work on creatures.



"Yeah, dont you know? when you die your body emits a powerful form of radiation that penetrates all containers and crates, and pretty much anything and everything on you.

But have no fear! If you insure you get radiation protection on your items. The problem with that tho is that it only protects 99% of your items integrity."
Nakaguss
Thu Jul 24, 2003 10:19 am
#32

forgot to mention one thing. I bellive we should get more resist to effects like stun, blind, dizzy, knockdown etc..



"Yeah, dont you know? when you die your body emits a powerful form of radiation that penetrates all containers and crates, and pretty much anything and everything on you.

But have no fear! If you insure you get radiation protection on your items. The problem with that tho is that it only protects 99% of your items integrity."
Nikolai_Xavierov
Fri Jul 25, 2003 12:46 am
#33

I think maybe even more so than damage reducing Defense +'s and even Evasion mods (dodge/block etc) there needs to be SERIOUS upping in x vs status mods. I.E. Defense Vs Stun, vs Knockdown, posture change, Dizzy, Blind etc. Balance Conditiong implies a TKA is honing his body completely, it IS his weapon. He should be much more hardy vs physical debuffs, especially knockdowns and such. Thats the entire point. The Toughness is great too, but I'd much rather take more damage from a hit than be more susceptible to Knockdown/dizzy/blind attack. We don't get too many plusses towards those defense vs x mods but a lot of other professions like rifleman and ranged classes, as well as some of the other melee elites get considerable more defense towards such attacks. Either raise the mods or significantly raise the TKAs Combat Equilibrium. What do you think Thunderwulf?



--------------------
Over and Out,
Xavierov
Thunderwulf
Fri Jul 25, 2003 12:50 am
#34

Hmm, I'm not sure really. To be honest, I don't get knocked down that often as it is and I don't have any boxes in the Balance branch.

For me, I'd rather take less damage. But thats just personal opinion.



Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
Rutgerhauer
Sat Aug 23, 2003 1:36 pm
#35

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.

High_on_bread
Sat Aug 23, 2003 2:00 pm
#36

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.




Please nerf TKA's! I just one hit incap'd myself again with knockdown!
DarkBrood
Sat Aug 23, 2003 2:56 pm
#37

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




Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
exile002
Sat Aug 23, 2003 3:21 pm
#38

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.




\\_ exile \\_
:server / intrepid
:guild / bLz - bLitZKRiEg
:char / Teras Kasi Master / Novice Doctor (0340)
DarkBrood
Sat Aug 23, 2003 3:23 pm
#39

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.




Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
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