Teras Kasi Archive
Thread: OFFENSE 3 !?!?!
TravonLepen wrote:
iijin wrote:
atone48732 wrote:
TK is fine as is.. I would hate to see it nerfed down the road and becoming FOTM like pre CU.. leave it alone..
LOL, /bonk it is a FotM.....there is no way we would get nerfed........I am sorry people you must not get out much but we are not "that good"
...but we're certainly not as bad or as "far behind" other melee professions as you suggest.
We are far behind in terms of damage, attacks and weapon choices far far far behind
yes, we lack a large number of available weapons compared to other professions.
We have never been touted as damage dealers. The new combat system is designed so that no single profession (outside of jedi) can be great at everything. Players now have to make the choice as to what skill sets benefit their character.
What do you think would hurt more, getting punched in the face with a fistor getting hit in the face with a giant hammer? Honestly, the Pre-CU Teras Kasi artist did too much damage, and as such, was made necessary to any stacker template. Can you honestly tell me that TK's should hit for 2k damage? All while not ever having to wear armor, getting a +500 point Health boost whenever we want, plus being able to stack all spices, foods, and doctor buffs on top of it? Not to mention Force of Will... (when it finally works, lol) I believe that our other abilities make us balanced, adding more damage, or even more weapons that increase our damage by ungodly amounts upsets everything the CU has tried to achieve.
The fact is, TK is quite viable on it's own.
TravonLepen wrote:
yes, we lack a large number of available weapons compared to other professions.
We have never been touted as damage dealers. The new combat system is designed so that no single profession (outside of jedi) can be great at everything. Players now have to make the choice as to what skill sets benefit their character.
Maybe you didnt catch the original post where the developers "touted"our secondary role as....you guessed it.....close range damage dealer. Also these were put together to represent the one elite profession not the hybrid possiblities. Where as I agree that you must have two elites to really be effective in combat, the only options shouldn't be swords or pikeman. TKM should have the offense to stand alone.
incase you missed it the first time
Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)
What do you think would hurt more, getting punched in the face with a fistor getting hit in the face with a giant hammer? Honestly, the Pre-CU Teras Kasi artist did too much damage, and as such, was made necessary to any stacker template. Can you honestly tell me that TK's should hit for 2k damage? All while not ever having to wear armor, getting a +500 point Health boost whenever we want, plus being able to stack all spices, foods, and doctor buffs on top of it? Not to mention Force of Will... (when it finally works, lol) I believe that our other abilities make us balanced, adding more damage, or even more weapons that increase our damage by ungodly amounts upsets everything the CU has tried to achieve.
You are really exagerating this, when did I say we should do 2k in damage? and whats the big deal with not having to wear armor? pretty cool, but deffinantly doesn't make the profession....great and Doesn't everyone get to stack foods and spices?...thought so.
The fact is, TK is quite viable on it's own.
BS, our combat and damage abilities are laughable...
atone48732 wrote:
TK is fine as is.. I have to agree that we are balanced now.. you want to be a damage dealer please pick up swordsmen or something
master dancer............do you even fight?
Vander_Legion wrote:
crafted armor is NOT that much better then innate, you only get a total of likea few extra percent resists. and personally, i believe that we ARE a 3 in offense.
I don't doubt that at all you ARE a FotM swordsman...
yes I do fight.. and I like TK as is.. look we kept FoW meditation healing wounds and all that can't ya'll just be happy with that?
or would ya all rather loose alot of that just to do more damage?
myself I'd rather keep FoW and healing and innate armor thank you very much
Otegu123 wrote:
Some people just seem unable to understand that we TKM's should be a 3 in offense, no matter how many times you say it, some people still think we're asking for ungodly damage, and say tkm is a tank not a damage dealer... This is why tkm will stay like it is, they just cant understand the problemand no matter how much you explain, they're unable to comprehend.
but ill try once more...
We are not a 3 in offence, therefore, our offence needs to be improved until we are a 3.
on the note of tanking.. we have slightly worse armour thanmost other people (who's bought goodstuff)and is more susceptible to AB. Our innate armoursaves us money, atthe cost of effectiveness.The only thing that makes us good at tanking, and i mean the only thing, is imp.cob at 0100...
iijin wrote:
TravonLepen wrote:
yes, we lack a large number of available weapons compared to other professions.
We have never been touted as damage dealers. The new combat system is designed so that no single profession (outside of jedi) can be great at everything. Players now have to make the choice as to what skill sets benefit their character.
Maybe you didnt catch the original post where the developers "touted"our secondary role as....you guessed it.....close range damage dealer. Also these were put together to represent the one elite profession not the hybrid possiblities. Where as I agree that you must have two elites to really be effective in combat, the only options shouldn't be swords or pikeman. TKM should have the offense to stand alone.
incase you missed it the first time
Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)
What do you think would hurt more, getting punched in the face with a fistor getting hit in the face with a giant hammer? Honestly, the Pre-CU Teras Kasi artist did too much damage, and as such, was made necessary to any stacker template. Can you honestly tell me that TK's should hit for 2k damage? All while not ever having to wear armor, getting a +500 point Health boost whenever we want, plus being able to stack all spices, foods, and doctor buffs on top of it? Not to mention Force of Will... (when it finally works, lol) I believe that our other abilities make us balanced, adding more damage, or even more weapons that increase our damage by ungodly amounts upsets everything the CU has tried to achieve.
You are really exagerating this, when did I say we should do 2k in damage? and whats the big deal with not having to wear armor? pretty cool, but deffinantly doesn't make the profession....great and Doesn't everyone get to stack foods and spices?...thought so.
Ok, so how much of a damage increase do you recommend? Whyare you so adamant about it doing more damage? MCM/Commando not working for you against jedi?
So.... innate armor isn't good at all? You know it's far more than a "money saving" ability.
The fact is, TK is quite viable on it's own.
BS, our combat and damage abilities are laughable...
I understand perfectly now, you must be a pvp'er.Explains a lot about why we don't see eye-to-eye.
TravonLepen wrote:
Otegu123 wrote:
Some people just seem unable to understand that we TKM's should be a 3 in offense, no matter how many times you say it, some people still think we're asking for ungodly damage, and say tkm is a tank not a damage dealer... This is why tkm will stay like it is, they just cant understand the problemand no matter how much you explain, they're unable to comprehend.
but ill try once more...
We are not a 3 in offence, therefore, our offence needs to be improved until we are a 3.
on the note of tanking.. we have slightly worse armour thanmost other people (who's bought goodstuff)and is more susceptible to AB. Our innate armoursaves us money, atthe cost of effectiveness.The only thing that makes us good at tanking, and i mean the only thing, is imp.cob at 0100...
and some people use big fonts because they think it makes them more credible.
the number "3" and the offensive power it represents isn't going to be based on what YOU think 3 is...
I've been asking the same thing all along, what IS fair in your opinion?
Should webeable to do 2k damage with our hands? Is that fair to every other melee profession? Is that balanced? You can't just decide what's best for TK and say "to hell with everyone else."
I wouldn't say swordsman are a "5" in offense either when compared to ranged weapons, or even compared to fencer. Does that mean they should get their damage upgraded to hit for 3k?
If you're going to talk about me and my opinions, then at least use my name.
Iweren't referring to you directly, rather the many, many people who have the argument: tkm is a tanking class, therefore, should not do damage.
Secondly, of courseI dont think we should do 2k damage, where did you get that from? high end mobs only have 20-30k ham..
Otegu123 wrote:
the number 3 is slightly over halfway between 1 and 5.. that means 3 should be slightly above average damage.. are you saying you seriously think we do above average damage?
And lastly, its not what I decide.. its what the devs decide, and they've decided that tkm should be slightly above average in terms of offence. wow... just, wow