Teras Kasi Archive
Thread: Top Three Issues Compiled Thanks
I think the reason some of these skills like area taunt are not where you think they should be is the idea of mixing and matching. You master tka then take some of sword and some of pike to make the pc you want. This is an okay idea, but then why ruin tka's damage and give it a high cost?
If melee toons were more or less equal with different specials then the master box would be the profession's defining skills. It should work like this:
Tka takes sword. He has defense and offense specials which gives his him strong def and strong off and good taunting.
Tka takes pike. He has mostly defense specials with some damage and aoe. He has very strong def and okay offense and okay taunts, but may reply more on aoe's to hold agro. He would be better at tanking groups than the tka/sword whereas the tka/sword would be better at tanking a boss types where his high damage and good agro holding would be a great help.
Sword takes pike. Thisgives him strong def and off with aoe's and taunts. This would be good good with a high damage group. He can tank many foes, but needs his own and the group's high damage to take the foes out fast.
One flaw in this is the 3 elite build, which needs to be fixed.
The other problem is melee in general. We run around like chickens with our heads cut off trying to get within range so we can attack. Or range locks the mob down so now we can hit it, but it feels pretty dumb totake a beating from a mob that isn't a threat to anyone, but our only other choice is to stand there and watch the range builds take it down.
There are a few mobs that need a tank, like General Gevious, but we can't tank him. I think what bugs me the most is knowing all melee professions could be removed right now and it would effect nothing. We aren't needed.
Maybe so but when I'm asked for only 3 top issues, geting loads from everyone doesn't help me list the top issue.
Kaylais wrote:
Mankind00 wrote:
The deffinition of 'one' for the person who seems to be unaware of it.
Dictionary.com wrote:
one
adj.
Being a single entity, unit, object, or living being.
1 is not enough. Heck, 6 would not be enough.
Was going to do it earlier but got caught up in my book.
Message Edited by Mankind00 on 06-02-2005 07:56 PM
Mankind00 wrote:
Ok posted the top three, so you know they were
- Innate Armour failing.
- Centre of Being issues.
- Unarmed damage SEAs.
The non-proffesion issue was Agro-managment.
*unstickies thread*
Cheers everyone.
Forgive me for saying, but 2 of the 3 TKA issues aren't issues. Stopping to apply CoB is no big deal. Think about it, you are centering your mind to better defend yourself.To do this, you need to focus. It makes sense that you'd have to stop while doing so. Remember, we're not omnipotent any more.
Innate Armor failing? I just don't get that at all. Since when does it fail? It never has for me.
***Please tell the devs that the increased damage has destroyed our tanking abilities. That is the only problem we have IMO. We're supposedly the best tank, yet I cannot tank 5 or more pikets for more than 10 seconds or so. I've been popping Stim D's right and left since Publish 17 because of this. It needs to change back to post CU - Pre-17.
Zodiac.
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Try fighting a Range player and tell me if COB isn't a issue.
If you activate COB and you use burst run to catch up with the range guy, by the time you start attacking him you have to reactivate your COB and pray that it sticks.
That gives him enough time to get out of reach.
PS:
If Jedi Defender can activate AURO while moving, why not let TKAs activate COB while moving..I mean we are suppose to be the "Tanking and Defense Specialist" correct?
Message Edited by ITK5 on 06-02-2005 05:06 PM
ITK5 wrote:
Forgive me for saying, but 2 of the 3 TKA issues aren't issues. Stopping to apply CoB is no big deal. Think about it, you are centering your mind to better defend yourself.To do this, you need to focus. It makes sense that you'd have to stop while doing so. Remember, we're not omnipotent any more.
Zodiac.
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Try fighting a Range player and tell me if COB isn't a issue.
If you activate COB and you use burst run to catch up with the range guy, by the time you start attacking him you have to reactivate your COB and pray that it sticks.
That gives him enough time to get out of reach.
PS:
If Jedi Defender can activate AURO while moving, why not let TKAs activate COB while moving..I mean we are suppose to be the "Tanking and Defense Specialist" correct?
Message Edited by ITK5 on 06-02-2005 05:06 PM
Putting it that way (Jedi can apply Force Aura), then yes, we should be able to do so as well. But also think of this, we are the tank and we aren't tanking with the Pub 17 hitpoints we're receiving. Something's got to give.
Other - General brawler tanking issues, both related to taunt, DPS and general hate generation.
Just updated the subject to stop any new posts of issues coming in.
Zodiac-B wrote:
Mankind00 wrote:
Ok posted the top three, so you know they were
- Innate Armour failing.
- Centre of Being issues.
- Unarmed damage SEAs.
The non-proffesion issue was Agro-managment.
*unstickies thread*
Cheers everyone.
Forgive me for saying, but 2 of the 3 TKA issues aren't issues. Stopping to apply CoB is no big deal. Think about it, you are centering your mind to better defend yourself.To do this, you need to focus. It makes sense that you'd have to stop while doing so. Remember, we're not omnipotent any more.Innate Armor failing? I just don't get that at all. Since when does it fail? It never has for me.
***Please tell the devs that the increased damage has destroyed our tanking abilities. That is the only problem we have IMO. We're supposedly the best tank, yet I cannot tank 5 or more pikets for more than 10 seconds or so. I've been popping Stim D's right and left since Publish 17 because of this. It needs to change back to post CU - Pre-17.
The Innate armour issue is acctuly a very common one & for many people they can't do a work around so I had to make sure it went on my top 3.
CoB again, the fact there is lag related issues & the fact that Jedi don't need to stand still to do their version I figured it would be a good time to place it in. It is causing alot of pain for some people, especialy those who arn't on a server that is near them (a Brit playing on a US Server for example). I also included the other issue of some people feeling the skill was too dabbler friendly to get another point across.
I also tried to make the list out of things I didn't feel would be coming up loads in the In Live issues threads (hence why I didn't mention the damage thing in the post). I will probably (not deffinatly though) skim through it tomorow & make sure I cut any refrences to Corre forums stuff out & you will get to see the post I made, it deppends how much time I have tomorow etc.
I might add that I know alot of people asked for mention of animation fixes. All I can say is, I havn't included them for a reason... You've seen the Three Questions Answered thread... we know it's coming... hopfully when it's coming will be possible to say soon. ![]()
They are not necessary to play TK at all, so why is it a top issue?
The other 2 choices I can understand (although CoB would not have been my choice as it never ever fails for me).
I just don't see how something that is optional can be considered a top issue.
there were a LOT of posts in here about our damage -
if unarmed SEA's worked, we could easily attain +25 to unarmed damage - that would be a good start to having our damage being turned up.
so...not a bad decision, imo.
It also let me get another issue in under ths same catagory in that I could mention the problem with the mods on the Necrosis Nightblade.
Keep in mind just as this is what I've submitted as the top 3 doesn't meen other issues won't be addressed.