Teras Kasi Archive
Thread: Updates from test..
Xaniss,
Don't forget about Warcry. It paralyzes a mob for a brief time if it actually lands....
As for the changes listed, Excellent. I'm happy to finally see a higher damage output above buying a better Vibro Knuckler.
wow I just wish I was a TKA on tc now...![]()
thanks a lot Thunderwulf!! I wonder what else they changed...
StrychnineRictus:
"It doesn't matter HOW many tries it takes him to actually shoot me, as long as i CAN'T hit him, he's ok, and i am not."
- I've been saying this for ages. So what if he has a 1% chance of hitting me, if I have a 0% chance of hitting him back ![]()
- Maybe they are hoping that Players will actually stop to take aim occassionally, giving us a chance to catch up and pound on them ![]()
Yes, I know we have some serious issues tyring to hit targets moving away from us. In fact, I have recorded footage showing this in sick detail where I am kited by a hermit spider walking away from me.
Anyways, these are steps in the right direction and it will help a great deal. True we still get target out of range issues, but we have more time to land our hits or try something else. The one running will also likely be burning his HAM missing those sytled shots. Also, you can use Intimidate/Warcry from 20m away, these come in handy, especially in duels. ![]()
Also, if your grouped, your ranged users may be stationary and can light the target up while you chase him around.
Again, we are heading in the right direction, just some food for thought.
The problem is thedefinition of the class - I mean: profession.
Something SOE has to do.
What is the place of melee in this game and what's the difference between the four melee professions ?
I personally think, that TKA should be the"mystic" profession (and before the flame war starts: TKAs are described as force sensitive; in fact, they are force users, but can only channel the force inside their own body, therefore, they can do some things, normal humans cannot).
TKAs should be more stylish; more defense, less damage, many different special moves.
And one more thing: the melee classes should stick together. After all, we share approx. 99% of our problems. If I read the forums, I sometimes think, we are fighting against each other.
Perhaps SOE should merge all melee elite classes into one. Then they only have to balance ONE melee class against the ranged ones ...
Accuracy: 170
Damage: 128
Speed: 125
Toughness: 62
Im a trandoshan and a master brawler, but I didnt think I would get THAT big of a difference in my stats. Most of the other stats are affected because I'm a pistoleer too, but jeez I'm way higher than what you posted.
Thunderwulf wrote:
Unarmed Damage: 98
His unarmed damage appears to be coming from the pre-patch numbers.
My Stats: (Trandoshan as well)
Unarmed Accuarcy +170
Unarmed Damage +128 ( pre-patch +113 )
Unarmed Speed +125
Unarmed Toughness +62
Now, after that patch, all TKM gained +15 points in unarmed damage. Trandoshan also have +15 natural ability to unarmed damage. So, his character is obviously not a Trando so pre-patch his numbers would be 98.
Looks like a good list of improvements to me.. The damage I was glad to see. We should have the fastest attack of any profession IMO, but since other professions hit the 1s cap also, I was feeling pretty gimped. Looks like the dev's saw that, too. ![]()
i could be wrong but I'm almost positive that unarmed damage only applies to without your vk. Thinking this is why I used to see novice brawlers hitting harder than me as a 0/4/4/2 tka, both of us using vk's.
This is more of a move to promote true unarmed fighting by bringing damage closer in line with vk's than anything else.
Huh, Unarmed Damage +98........... you kidding??!
accuracy and speed are dropped too?!!?!?!
**edit**?!!?
and unarmed toughess is.....47 ?!
why all dropped?!
Ooh crap nevermind I read the wrong line.........
Ignore my post please