Teras Kasi Archive
Thread: POST YOUR CONCERNS SINCE THE PATCH HERE:
Yes I know exactly why you get the damage mods, and the speed cap excuse is rather lame at best... all classes that are speed over power are effected by this. Take a fencer for example, their best weapon is something that resembled a walking cane. The damage can actually be quite impressive, but strap on a piece of armor and with no AP value it turns into a gentle massage, similar to a pistol using FWG5 (not talking a suped up krayt pistol either) TKAs always had damage mods before they upped the cost of the knuckles, so that excuse is basically forfeit as well. Speed caps effect all the light hitters.. its like comparing a pistol to rifleman. Both can hit the speed cap of 1 sec but damage on the two weapons pale in comparison to each other. Its known thatwe can take off the vibroknuckles and still do respectable damage with your bare hands except you have barely any ham costs. Face it, in PVP the prevailing strategy is de-equip knuckles, Dizzy, KD, reequip and just hit them.. or you can go for broke and spam with an unarmed attack. Be honest now.. how many times did you worry about dueling another melee class before the patch if you were a TKM ![]()
1) Defense acuity is not working at all.
2) CoB....what does it do and how does it do it (if it depends on Acutity thgen its broke)
3)KD Has definately been nerfed on the dowtime.
4) Warcry does not work nearly as often as it should.
5) FOW is a joke
6) Target is out Of Range
Target Is Out Of Range
Target Is Out Of Range
7) Unarmed Combos are still useless
8) Knockup bug still in effect
9) People are seeing less damage done than before the patch..ie...damage in combat window say 1000 and the floatie above targets head will say 700.
AlexiusDrakmoore wrote:
Yes I know exactly why you get the damage mods, and the speed cap excuse is rather lame at best... all classes that are speed over power are effected by this. Take a fencer for example, their best weapon is something that resembled a walking cane. The damage can actually be quite impressive, but strap on a piece of armor and with no AP value it turns into a gentle massage, similar to a pistol using FWG5 (not talking a suped up krayt pistol either) TKAs always had damage mods before they upped the cost of the knuckles, so that excuse is basically forfeit as well. Speed caps effect all the light hitters.. its like comparing a pistol to rifleman. Both can hit the speed cap of 1 sec but damage on the two weapons pale in comparison to each other. Its known thatwe can take off the vibroknuckles and still do respectable damage with your bare hands except you have barely any ham costs. Face it, in PVP the prevailing strategy is de-equip knuckles, Dizzy, KD, reequip and just hit them.. or you can go for broke and spam with an unarmed attack. Be honest now.. how many times did you worry about dueling another melee class before the patch if you were a TKM
im simply stating why they are there. they have nothing to do with why we dont have defensive acuity not working. you might think it has something to do with it, i dont.
TKA really is a hybrid profession in terms of what was intended for us. our styles cost huge amounts of ham simulare to what pike is, but we are supposed to be deadly fast, like fencing. our damage is less then that of swords, but greater then fencing.
ya fencing got the shaft with the speed caps and the lower end dmg tables, but how is that TKs fault? how is that swords fault who find a way to cap too?
think of a tk dmg alot like fencing, but instead of low ham, our styles are exspensive, but we return higher dmg hits as a result of it. We are supposed to be fast, that is part of the poitn of the class.
we are also supposed to have low defense vs dizzy, alot like how BH has no defense, because we KD+dizzy people.
orginaly TKs were not exactly designed to wear amor, and thus why we have greater defense vs range and melee.
CoB was designed to hit every melee class evently. give all melee class's the ability to tank better.
this is not a case of TK has good dmg mods and gets left out, this is a case of defensive acuity not working, and them missing exactly why that is, and thus making CoB pointless.
They gave us all the melee professions mods of counter attack, block, dodge, but we dont get as high as them in it. we have a chance to do one of the three, but we do it less then the swords who counter attacks, or the fencer who dodges etc.
the idea i seriously doubt ever was for us to go in and dabble in other professions.
And yes TK is suposed to hit extremly hard, and out of the three i would wager that we have the highest dmg per second, not counting bleed dots from a swordsman.
but thats not over unlimited time. we spend up that ham fast, like pikemen, and thus we are 30 second warriors because of it, while swords and fencing can do a more steady dmg over second over a longer period of time.
So what exactly is your point again? that because we have dmg mods, and supposidly an increase to these mods that in affect made us do less dmg some how , we are supposed to not be able to have CoB because a skill in TK that is supposed to be a TK only skill does not work?
am i missing something here? thats what your saying right?
Ok, why do we...UNARMED fighters get COB anyway? The description of it in the game says it only works if you have a melee weapon equipped.
What about us TKA's that have stopped using VKs?
- I like the way Powerboost is working now
- I love the new 10m range on specials it really does help out in pvp of course not with the sliding bodies
but lets not go there.
- I like the new red tracers, like someone said its alot cleaner looking now
That being that thats about all I liked with the changes in the last patch
- FOW sux no point in even having it on your qbar 1 hour timer wow thanx lets make a near worthless skill
even worse.
- KD has been decreased no way around that one I KD and mob stand right back up as soon as it lays
down.
Not sure on the Warcry and Intimidate b/c Invr really use them b/cI got burned on them long ago and have never really wanted to try them out, glad now sinceapprently they seem to still be failing alot.
Not sure on the Warcry and Intimidate b/c Invr really use them b/cI got burned on them long ago and have never really wanted to try them out, glad now sinceapprently they seem to still be failing alot.
I would 100 percent recommend you go out and buy yourself some enhanced clothing. I have +30 to warcry and intimidate from my clothing. They work 2 out of 3 times now and Warcry will affect multiple targets. These skills are vital to any melee class character. If you are fighting without them it's like you are fighting with one arm tied behind your back. Seriously.
The hour timer for force of will is crap. Just as upsetting as we were not told about this before hand. -_-'
KD time reduced. Very unfun.
Knock Up. Not Fun. I am careful about making sure when I KD I do it once at a time so I don't waste a hit on that and just use Spitting Rawl. But when an NPC is prone and I use KD to make sure he stays like that, about a third of the time he is suddenly on his feet? Uh-uh. Not right.
CoB. Have not seen any use for it. Doesn't seem to work for me.
I only ever used unarmed combos when I needed to hit a specific HAM bar and I did not have Body/Leg/Head hit to do it alone. At master, combos are pointless. KD2-warcry-UA3x2(or 3 if only one mob) then if it STILL isn't dead, mop up whichever bar is lowest with the corresponding aimed shot.
Ok, can we get some hard numbers on this stealth damage nerf people are talking about? Your damage should work according to the following forumula
(Unarmed damage mod + VK damage) *1.5 *style mod
If at master, with125 averagedmg VKs, you should see about 1690 average damage with UH2 (3x mod).
I did a quick test and came up with about that. It's hard to read those silly floaty numbers because they're obscured by the *left leg hit* text, but the few I could see looked more or less righ accounting for AP and resists.
Need more info here.