Teras Kasi Archive
Thread: Updates from the developers on our top 5
#2 - we may be a high dmg dealing prof, but not when we are facing MOB's with 50% kinetic resist and light-medium armour. a rifleman would still have the option of moving to a stun dmg weapon. additionally, we are not THE supreme dmg dealing prof, so i think we should have the added option of some different damage types. restraint would be nice, but it should not have any armour piercing abilities since almost no creature has a mod against it. i think our dmg types should be kinetic, electricity, and acid. vibroknuckles would be changed to electricity, bare hands are kinetic, and a new weapon called acid gloves. no armour piercing for the kinetic or acid, just for the electric. after all, the vibro lance is electricity dmg. we aren't looking to made more powerful, just get some freekin options, eh!
#3 - Ther is already a significant difference in damage from a master to a person who has filled all 16 boxes. it is a +70 to damage. now what we need is significant changes to defense. i saw a master TK get hit with 4 straight eye shots. this should not happen. TK's should have a dodge modifier based on distance. if you are 30m away and shoot, chances are, you won't hit me. you're gonna need to get closer. this will eliminate kiting because the gunman will HAVE to get closer if he plans on having an effective attack.
devs said very early on that a TK Master along with a Master BH are the only profs that could go toe-up with a master Jedi and have even a slight chance of Winning. They should be powered that way then. We need higher defense mods, and we need mods of at least 50 to EVERY type of defense, minimum (except against ranged. by adding the modifier that requires the gunman to get closer to increase successful hit rates, you lose the need for a ranged defense mod because you now have, in effect, a higher Dodge mod. call it "ranged dodge").
#4 - body hit, leg hit, head hit mods. what are they? 1.0? for a directional hit they should at LEAST be 1.5, and should be in line with unarmed hit 2, which appears to be 2.0-2.5 or something like that.
#5 - damage resistance based on armour. this is simply against the whole code of a martial artist. a martial artists idea is to block or dodge, not wear armour resistant to the damage they MIGHT take. for example, full contact does not use padded boots or gloves in the professional ranks. we should not have to wear armour, damage resists should be built in mods. it would work like this... armour level 0. 1st skill box +5, 2nd +5, 3rd +5, 4th +10, master +25% resistance to all damage types. So without armour my resists across the board would be 50% resistance, but a zero armour level, so heavy weapons can still do heavier damage. this would help to purify the type of class it is, and i think that all melee classes should have some level of this, not just TK.
well several of you will not agree with me, and that's ok. these are just my ideas, but i really do want to know... what the heck is FoW?
guy i agree with everything you said, and in Starwars tka is on par with a jedi, BUT, it doesn't cost anymore than an other combat class to get... to implement changes like that, you'd need to up the requariments of the TKM... personaly i'd be all for that, BUT it won't happen.
to much money involved, both in retooling the game, and in lost player who would not like the idea of reworking they'er guy...
so since that isn't an option, i say, we leave TKA alone until all the bugs in all the combat profressions are hammered out... then see where we stand...
right now tka works as intended.... and people are screaming for nerfs... i say lets not ask for anything other than fixes to bugs in our class, and wait and see how the other classes stack up once they are fix... and then go from there...
right now if the devs give us anymore power it'll cause a nerf hearder stamped that'll make even MCH's flentch...
i don't know how many times i need to say this... we'er fine as is... no nerfs needed, but no buffs needed either... we'er working... count your blessings and leave it be...
KingSnake.
You said that your fixing Kiting? im a TKM/Doc myself and thats just ignorant, im sorry for my language but just like tkm has its disadvantages, so does all melee, and thats if they cant get close then there in trouble, and there is such thing as lunge, which gets you at 15 meters so if your ne father then that then your not a very good melee pvper, if you some how figure a way to stop kiting everyone may as well just be melee. I in no way mean tocritisize what the devs are trying to do but ARE YOU JOKING? all the forums do is make the whiners, stop whining, which is stupid call all it is is slowly beefing up all the proffesions till everything one hit kills, then theywill cry there skill doestn one hit kill as fast as the other skill and then that will be the fastest, stick to a setting and leave it, stop giving in to the children who learned how to use the forums its very simple
TKM=give them more accuracy, a little more damage, fix CoB and there fine
Fencer=a little more defense, more duration with CoB and there fine
Pikeman=more defense more damage slower
Swordsman=More Damage, alot slower and there fine
Pistoleer=FIX Bs3 and fanshot already, and give them a stronger pvp pistol cuz they suck atmand there fine
carbineer= why even have this profession?
Rifleman= NO melee defense, moreranged defense and put back in the dble damage when hit with melee, because of removing it everyone is a freakin rifleman and now the only template worth being is rifleman/? rifleman have a huge offensive attack power, and there drawback should be melee's , cuz right now they dont have ne draw backs, once again a sad nerf done by rifleman trying to fight a tkm face to face , you cant win every fight and kill everyone with your template, there are flaws to everytemplate, melee - die to ranged, ranged = die to melee UNLESS played right,
Combat Medic=reduce dot shouldnt be doing 600+ per hit
and if you made the skills something like that, and completely ignored ne of the whiners in the forums all woudl be good, you keep nerfing the game and it will be come crap, also, i heard they were gonna remove ham cost per move and add in a 4th bar for special moves? thats stupid aswell that completely destorys half the tempaltes out there
#3 - Ther is already a significant difference in damage from a master to a person who has filled all 16 boxes. it is a +70 to damage. now what we need is significant changes to defense. i saw a master TK get hit with 4 straight eye shots. this should not happen. TK's should have a dodge modifier based on distance. if you are 30m away and shoot, chances are, you won't hit me. you're gonna need to get closer. this will eliminate kiting because the gunman will HAVE to get closer if he plans on having an effective attack.
Couldn't agree less, there is enough bitching and moaning coming from ranged players getting killed by TK's, and Kiting is their one best tactic for dealing with us. The devs won't introduce an ability that makes being a ranged character pointless cause you can't fight at range anymore.
Most weapons in Star Wars appear to be laser blaster types, energy packets traveling at the speed of light, you are not the fast don't expect to dodge all the time.
realvorda wrote:
I do think tka should be granted some kind of terrain neg bonus (all melee should), but nothing more then that. Like some previous poster said: kiting is the only way to defend against kd+dizzy. If they take kiting away, people will cry for nerf in no time (and will prolly get it!!).
ps: this dev attention made my give up CH and pick up tka
(already had unarmed 4 ==> master smuggler).
as for the guy who didn't agree with me saying i shouldn't be able to dodge everything, i don't want to. but 4 straight hits? c'mon. i have a ranged defense of 139. i also have master brawler. i should be one tough son of a b!tch to shoot. and the guns aernt shooting at liht speed. in truthm they are moving slower than bullets. why? if you dont slow it down, you can't make it look cool and people wont see the pretty colors = )
also, i am not talking about a sniper here. a rifleman should have a bonus to his distance based on the cover mod. a rifleman really has no place in straight PvP. YOu want to correct it and give em a shot? change the PvP rules again. you lowered the dmg we can do, now increase the mods for ranged weapons. that way their accuracy according to distance is no longer a factor. but seriously... who is going to agree to the rule of "ok, let me get 50m away before we start."
and still... no one has told me what FoW is... = (
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