Teras Kasi Archive
Thread: Lets hear your opinions on /tank
Lifebane wrote:
up the innate defenses.. NO to the /tank idea. No quick fixes please. And not to threadjack this but hopefully there will be more attention given to knockdown yet again, since burning my way through the balance tree to gain 2 special attacks that are basically neutered into uselessness is not quite what I call a fitting reward for that million xp. 30 second timer = way too long OR the only 5 second effect is too short. change one of them or both, but in current form.. garbage. threadjack done.
actually i look forward to mastering that tree soon because of the bonuses to combat equilibrium and status effects.
the only things we should be asking for right now is
1. a way to close in faster
2. more dodging of blaster fire
THAT IS ALL we need. Actually I think TKA is good the way it is now. If we keep pushing . . . this is what the devs are going to see.
I hope the devs think like us
^ perfect idea
/tank is too abstract a fix ... for a simple problem that requires a better, more elegant solution.Instead of a single /tank command,I think we should be given a few defensive abilities/special moves that work to supplement the TKA profession at higher skill levels. (Things like limited use 'iron skin', 'enhanced dodging/evading', 'forced combat regeneration', etc.)
The dev's keep screaming that we are overpowered. As a result, they continue to stop short of giving us new special moves (or fixing the one's we already have). What I think is often lost in the debate, however, is that TKA special moves (and any melee special moves, for that matter) differ considerably from ranged special moves in the way that they are 'applied'. Because of this, we should have more powerful/useful special moves thanother combat profession. (My opinion, of course.) If we are going to suffer the penalties of inadequate targeting and melee striking distance,we should at least have the advantage of having more special moves.
Personally, I find TKA a lot harder/challenging than playing a ranged combat profession. As a pistoleer, I don't even have to think when applying special moves. When using a pistol in combat, I'm at a distance, I'm not being hit, I don't have to worry about aggro/hate list, I don't have to worry about healing--I can just stand there and leech XP. Yay, really challenging.
Using TKA skills in combat, however, you have to be more aware of what's going on around you, especially in the middle of a large battle with multiple enemies. Because we are forced to constanty watch our HAM bars, equip/un-equip VK's for certain moves (KD, lunge), carefullytime our heals, know when to apply complementary debuffs, watch for the enemy to start kiting (so that we can run ahead of them), etc., we are already at a disadvantage. This is the challenge of playing a TKA. This, I think, is what attracts a lot of players to the profession.
A /tank command is fine. But, I say, why stop there? Shouldn't we have a handful of special defensive moves that we can use alternatively? Don't get me wrong, I'm not saying these abilities should be 'Uber Jedi-like' powers. I'm talking about minor, timed buffs/defensive abilities. But we do need something to help us out at the higher levels now that KD/lunge is practically useless.
Then again, they could just fix the defensive abilities we're *supposed* to have now and put melee lungeback the wayit was.
(Hmmm... of course, I'd still like something like a 'confusion-causing head hit' that removes me from the mob's hate list.)
I put my idea's on the /tank and other TKA command here :
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=15862
They can take their tank and put it where the sun don't shine. I have been investing a tremendous amount of time on developing my character in unarmed since June 27th. I am now a TKA (first level, some of next). Ever since the first nerf I have been getting my butt whooped and any progress has been brutally slow. My nephew has been developing ranged weapons and medical skills (he is now a Doctor). When he is not here playing, I group with him, put him on follow to me and off we go. I need him with me to keep me alive ..... and I am a TKA with knockdown. I am continually getting Death Blowed by IMPs that have dizzy and knockdown in ranged weapons. Someone 2 days ago shot me with dizzy, I immediately went to the ground. He didn't get to DB me because other players was still chasing him, but it was 2 full minutes before I could stand back up. AND NO ONE WAS SHOOTING ME. But yet WE (meaning anyone who is a TKA) are not allowed to have the same abilities by these stupid developers under the poor leadership of Ralph Koster. Something is truly wrong with this picture.
Someone PLEASE tell me where the hell that makes sense???????
I have totally fricken had it with the Devs. I am convinced, and I truly mean convinced, that the Devs don't even play the game. Especially as a TKA.
They just don't get the fact that we have NO range, nor should we as an unarmed profession. That is our weakness. Therefore we should be allowed to totally dominate someone once we are within arms reach. They can take VK totally out of the game as unarmed should mean unarmed.
If I wanted a first shooter game i never would have left Counter Strike. Anyways I have had enough of these idiots screwing up all the time I put into my character. I am canceling both my and my nephews account as soon as i break it to him. He loves this game as I did. But he also can see the impact these nerfs have had on me trying to develope my character. Isure he will understand, he has more common sense then these idiots nerfing us.
Wolf,
I would have to say it sounds good, but like some others have already said, havinga passive ability or increasing those we already have seems to make more sense. I'll take what I can get though. Thanks for bringing this up.
I just don't see what good the /tank comment would do. It's just patching up a very serious problem with a very half-edit atempted. Sorry, but that what it looks like to me.
So you can block some more damage then normally for 30 seconds or so, by that time you are either dead or so low on HAM that you need to take a break. I just don't see how this will help any melee class in this game at all. And while it's a nice idea I guess, it's no what will fix our class, or any other melee class in SWG right now.
Id have to toss my vote for the inate dodge/melee Defense,
after all, Defense melee or ranged is there, it just needs to work, or become effective. no need to toss some more code at it with a /tank command.
Freon77 wrote:
Horrible idea and typical of the SOE way of dealing with class problems.
Instead of looking at the TKA and attempting to change the core of the class somehow, they decide to copy and paste the battle defense code that a pet has.
Then instead of looking at the other melee classes and seeing what specific problems can be addressed they deicide to patch the same thing across the board.
/tank is a quick fix designed to appease the most amount of customers with the least amount of work.
A fencer and tka should not be looked at the same way. There are inherent problems invovled with being a melee class in this game and they should be addressed on a case by case basic.
275,000 customers and the best answer is..Ok apply the code that works with pets to all melee. That way we don't piss off the majority of blaster wielding customers and offer a bone to the melee base wiich will be a sloppy quick fix but allows us to work on the 2000 other bugs and lack of content in the game rather than address the real issues the customer base presents on classes.
Im glad they are alteast glaning at the issue, but they are using kid gloves. Get down and dirty.
agreed