Teras Kasi Archive
Thread: Some proposals for TKA
-"Changing Action Cost from 29..46 to 30..54 (different)
Changing Mind Cost from 15..29 to 18..36 (different)
You dont mean different, you mean WORSE!
Hi, how's everyone doing? I posted the this reply on another thread, but wanted to share it here as well.
1. It would be cool to be able to use dual VK.
2. (VK)-VK should have the option to be crafted to us different types of damage. [essential a TKA would carry a varied assortment of VK depending of the damage the TKA needed to do]. I also agree that it should be craftable to use other componets that increase its capabilities. Those who argue against the VK should keep in mind that we only do kinetic damage so we need all the help we can get. The only other way this could be avoided for those who don't want VKs (for what ever reason) whould be is that we had a special ability to avoid an opponets resistance to kinetics.
3. (Power boosting) - Change the fixed point value assoicated with PB and make it a fixed standard + a % of mind (maybe 50%) [example: say the fixed rate is 200 and TKA person has a mind of 800 their total power boost would be 600,and work the same as it does now.] This will make each TKA a little more unique. Also as one grows in the meditative branch youshould have the PB last longer.
4. (Special abilities = SA) - I agree with some of the problem that were stated about SA. I do like the Idea of that someone offered and that is a stun / knockdown ability that temp incap an oppoent. Also, the idea of them doing more damage or simply making them more effective.
5. I like the idea of Dojos and possible competition between Dojos. In fact, to help architects as well, a special building should be created for TKA dojos / training hall ( have some different Floor Plan styles), that have a cloning and insurance terminal in them for recovering from competitions. Also, the allow the dojo master to initate music to get player in the mood for competition.
6. (kiting) -I have two ideas, either a special tangle weapon for brawlers and TKA, and / or a Special range attack for TKA meditation branch which allows them to focus their mind through their VK (and its specific damag type, or some other type of special TKA weapon) and shoot a range beam that does stun / knockdown damage (temp incap them), or it could be with out a weapon (i'm not picky).
7. (XP) - I think the XP should stay were it is, or if you have tomake slight change in the XP requirements for different branches (but not much difference).
Well, that's it for now.
Good luck everyone,
Tyr2100
ok guy im zhuge and if u know me long enough you know that i was all out brawler long ago, yes melees sux in pvp. with that said i was still ok with it cause if by any chance i could get to 15m range i could use lunge2 and catch the ranger. so there a 30% chance for me to win a duel, but thx do the 30sec KD timer now if you use lunge2 the guy will just get right back and start running away from u again. DEVs came up with center of being , but what i wanna know is how does that help in pvp? also what u need to relize is melees go to a 3m range against creaturs while rangers can run and kill anything . melees need something to make them live longer vs creaturs.
also here is what i hate about this game, i hate the fact that smugglers get all their fighting ability in one full colum which is 14skill points, this gives them enough skill points to master a melee porfession and steal or defences and take pistole to help them use smugglerskills better. this is cheap and this is why DEVs are not increasing our defences , cause those guys will just get unstoppable.
DEVs tell me this have u ever seen a sniper monk?????
600 ham cost for a **edit** kd? thats bull.
we should stop complaining about being weak though since we are the kings of melee.. think about it, TKM have multiple attacks per second and health targetting attacks (so does fencer), action targetting attacks (so does pikeman) and mind targetting attacks (just like swordsman). TKA get higher toughness then all of the other melee classes, and also get more chance to evade attacks. They get most of the advantages of the other 3 melee trees in 3 lines in TKA and they get the meditation tree which gives them the ability to buff themselves and cure themselves of states (less effective version of master doctor). TKA hit for less dmg then pikeman and swordsman and fencer now i think is at about the same level as tka - meditation.
Tka even though they are the best melee class still loses against all ranged classes.. hmm. Bounty hunter is alright, i cant see how they can beet us in pvp since that is waht they are.. they are a hybrid class with lots of skill points used up trained to kill people. Pistoleer though? they are ranged yet get all the advantages of melee.. they get all the defense, the dodging, the kds.
Alright im done complaining... 600 ham is allot, other then that though, im fine.
i could kill master pistoleers when i was a master brawler a little while ago.. now i cant.. but i could. That got fixed, gj. but you OVERFIXED it.
thanks. im tired. forgive me im not making sense.
I know I'm going to get flamed for this but I don't care, I'm also not posting this for other games, just the Devs. Seeing as this is the thread to let the devs know what we think of TKA right now. I think it's crap. You juiced what was otherwise a properly set profession. TKA's now have ranged attacks? That's crap and a half. A TKA throws a punch at someone 10m away and the person falls down. What on earth is that even supposed to signify? If it's an exploit these TKAs are using to hit people 15+ m away then almost all of them seem to know it.
Looking over the combat logs too TKA's aren't subject to delays anymore. That's right, war cry, panic shot, and crippling shot DO NOT EFFECT TKAs. I hit with panic shot after a knock down and TKA's pop right back up and punch me from 15m away. No 10 second delay like everyone else suffers (although I got the message that so-and-so had been delayed for 10 seconds) and they can punch me from across the room...for a point of reference that was 45 feet American. Get a tape measurer out IRL and try to measure off 45 feet somewhere...you can't because standard carpenter's tape measurers don't go up to 45 feet. So you'll need a surveyor's tape measurer. I may misunderstand the nature of a well placed kick, but how the hell can it travel beyond 2m?
The other day I was in the krayt graveyard and saw two TKA masters taking on a canyon krayt and winning. I asked them if they'd used doctor's buffs before hand and they said no, it was natural meditation buffs. Long story short, it took them 10 minutes but they killed the krayt. People complaing about immersion problems in the game, juicing a very simple combat profession to the point where they can punch a krayt to death is ridiculous.
I heard complaints that TKA was weak in comparison to other combat professions. Like a master pistoleer could beat a TKA. Well DUH!!! You're trying to punch someone with a gun, it doesn't take a rocket scientist to figure out how that's going to end. Compared to other brawlers professions TKA was even over powered. I've watch master pikemen flee in terror of a TK monk. Before it wasn't even close, but now I don't think you could pay a master fencer, swordsman, or pikeman to duel a TKA master.
I realize TKA is a very specialized unarmed combatant posessing powers of meditation and whatever, but even the most trained jujitsu master today can be taken out by a 12 year old boy with a .38 special if you give him 5 meters to shoot from. TKA's get meditate which, at level 4, can heal everything but fire including wounds, boost stats to levels only a doctor could do otherwise (not even neutron pixie can match it), and removes states like mind poison and disease in minutes (near master doctor again to remove those otherwise). So why are you giving this already over powered tank profession a ranged attacked to knock people down 15 m away? If you could at least explain to me what on earth that even correlates to I'd appreciate it (punching so hard that you create a wind that can hit someone 45 feet away sounds retarded).
This post is going to be narrowly focused, but perhaps the mind hits could be counteracted by the meditation skill. What if a system were put in where a player's mind regeneration was boosted by how high his meditation skill was. This bonus would not only take effect when one is meditating, but anytime during combat. It doesn't have to be a huge amount or anything, but a bonus would help that stat. I know that stat migration helps this as well, but it would be extra incentive for the mediation skill.
In reference to TKA's being subject to delays, part of the deal with balance conditioning is resistance to that sort of combat. After all, what kind of challenge would it be for a gunner if they could put the TKA on the ground every time he stands up while a novice medic heals his action. The TKA is already at a disadvantage having to first catch the person he is fighting and then keeping up with him while he is running away. By no means should we be invincible to it, but a very high resistance to it is not a stretch in my personal opinion. Make them just as subject as everyone else and you give us a double handicap.
Taquila, TKA Doctor
I have to agree with heavy on this one
"So you're going to leave our KD cost at 600 HAM? Or unarmed at 250? The pistoleers can get their move below 100 by using a low HAM pistol. I'm sorry but this makes no sense to me when you compare it to other classes. We want to be on par with others. Either reduce the cost of our KD, or raise everyone elses to make it comparable"
But bottom line dont change the mind cost on the Vk's, it's a bad idea. I've already been moving my stats already all over the place trying to find the "Sweet spot". Even with 1000 mind and 600 plus in focus and will power I still kill myself the majority of the time through the mind pool. The ham costs are just to dang high.