Teras Kasi Archive
Thread: Everyone go read Q's post....
I have to agree with Selwynn. I don't think they are going to remove KD they are just saying they are happy with the way it is now and will add another ability that allows us to take less damage. Hopefully it will be passive.
As for meditation apart from fixing the current specials the only thing I would like to see added is the ability too regen mind HAM faster, I think regening all HAMs would be to much.
Any positive changes are better than nothing, but I also agree that the PvP KiTing issue is being ignored and that we should be granted more passive defensive abilites rather than a temporary tank boost command.
I sent the following PM to Holocron & C-3PO, but it was not read by either of them:
It appears the general concensus of brawling professions would like tank passive abilities that would allow them to absorb more damage and to dodge melee/ranged attacks without having to issue a tank command.
However, any postive additions and/or changes on the tank and damage issue for all brawling professions would be greatly appreciated.
Our biggest PvP issue is not being able to catch and stop ranged attackers so that we can get into melee attack range/mode. Some feel that things like the ability for us to attack on the run, a "/stick" command, ability to dodge some gunfire, longer burst run, and even the ability to not show up on radar (a temporary stealth mode) would help close the gap AND/OR severely limiting the accuracy of shots fired while running and making heavy weapons only usable while standing still.
We brawlers do need a "/stick" command that would allow us to follow mobs and PCs more closely since "/follow" is always stopping outside of the melee combat range.
In addition, we TKAs still cannot make contact with larger mobs while wearing Vibro-Knucklers, like Bull Torturs, because we cannot get close enough to them unless we are directly under them (mobs won't allow us to stay in that position).
A good marksman can KiT/ Run & Gun mobs all day without ever getting scratched. We melee users do really need to be able to tank effectively because we are beat on endlessly by mobs; armor, vibro-knucklers, and special moves do not go well togther at all. To get around severe HAM stat drains we even have some TKA players macroing armor and vibro-knucklers on and off during a single fight.
Thank you for your time!
Lee (TKA/CH/Pistoleer-Smuggler) on Kettemoor
I believe they've already made the changes to knockdown they're talking about. They won't be removing knockdown as a "tank" ability in the future, because they've already done it. You can't use KD to tank any more because of the timer.
The only thing KD is good for now is KD/Diz in PvP, which can be extremely effective, BTW.
I normally pay pretty close attention to dev posts and whats on the cards so forgive me if this has already been answered.
What about the ham cost for knucklers? It just about triples the cost, but I really want to be able to benefit from the ap AND the extra combo damage. I'm starting to think people beleive its ok to have to take them off to use combos but its not.
Idon't like comparing to other classes but my commando friend, now master, can use flame cone 2 for 20 ham, and hit 5 mobs for 4k+ damage each. And unarmed combo 2 costs 120+ ham and does far far less damage to ONE opponent.
I feel quite strongly about this because in the higher lvls armor piercing becomes quite important.
That's like the pitcher being able to tag a runner leading off first without leaving the mound. I don't see the ranged classes sitting for that one silently. The problem is not on our side orthe ranged side, but on the server side where they are using fudge factors rather than a robust design.
Tyral wrote:
YES YES YES YES YES! I just hope they scale our lunge range up accordingly(maybe 20-25m instead of 15m). This will solve the target out of range errors that haunt melee classes.
Trust me. You don't want anything in the med line to have anything to do with the way maskscent works. They tried completely reworking it and borked it at every opportunity.
Telerios wrote:
I agree 100% with you Rafed. It would make more sensing treating Force of Will and Power Boost like Mask Scent in the scout line.
Personally I think this sort of skill will be reserved for jedi only. But I too think that increased regneration is overpowering just as anything else thatwould reduce downtime for one class only. Healing wounds at Med IV I don't think is too overpowering, considering the skill points and unarmed exp needed basically just for that. The abilty to heal mind wounds without an entertainer makes us fairly unique, though.
Selwynn wrote:
"I don't think it would be overpowered for the simple reason we would have to be meditating for it to take effect (if it was a buff you could use during combat then yes it would be overpowered, but you can already get that effect from a doctor,food or use spices), while meditating you cannot use stimpacks, unlike when you are sitting down."
Ok that's a fair point...
I'll certainly take it if they give it to us, just don't mess with wound healing please
man did i call it or what?
i said combos, here they come.
i said different vks with diff damage, here they come.
Now my thoughts here bout getting rid of knockdown. Hope they do it AFTER they fix the out of range issue. Even so if they do fix it i'm hoping they get it right, before they take our KD away. My question is does KD go for lunge as well? If so what good is dizzy then? I'd rather have a melee have kd than a range person, so does the loss of kd go across the board? Will dizzy be turned into the Dot that knocks the enemy down every few seconds?
I fear that increasing our range won't help much. But if done right it should be ok. With the changes we are talking here it'll be MONTHS if not a year to come.
No where does it say bout HAM costs, so am i to understand that if i want defense i'll have to do a combo, and spend the HAM? Hopefully they don't forget that ham costs is still an issue.
I know that, I am MTK and I was nearly a Master Pistoler (nearly Master Doctor now). The question is if the developers know that.
LoBai wrote:
Tolo...
As far as speed caps go...My master pistoleer buddy gets about a +60-70 mod on his pistol speed...master TKM gets in the vicinity of +120...you do the math.