Teras Kasi Archive
Thread: Poll Do we need an anti-kiting skill?
My vote is yes
Not only for us, but for all brawler professions. It should not be put in as a novice skill. This should be placed in a masters box either master pikeman/brawler/tka/fencer/swordsman. It really should not be added as a novice brawler, novice anything. I believe as a master of any melee profession we/they should beable to manipulate the enemies body to allow us to hit them more than once ie keeping them from running away or atleast slowing them down *snare effect*.
Note this would not have to be in effect if the out of range issues were every fixed. So as my understanding, as the way SOE likes to "fix" things, we are being offered a skill that will help stop kiting instead of fixing "out of range" issues..... am i correct in assuming this? Would be very nice for mounted enemies as well.
Reaching them isnt the problem if you use the right tactics. The problem is that when you reach them you cant hit them. This is for two reasons.
1. Server lag = "target is out of range". This sucks real bad and needs to be fixed.
2. Melee characters are not allowed to attack while moving, whereas ranged characters are. This is unbalanced.
It is on fixing these two issues that we, as a community, need to focus our attention.
Our profession is a powerfull one, and with the exception of these two instances, we are very well off. Asking for more benefits now (and getting them) will only lead to nerfs later on.
I have a better solution to the kiting issue. First off, the more expierenced members of the community should spend some time writing guides on combat tactics and strategies. These would benefit all melee players, and alleviate some of the frustration caused by not having any idea what to do when faced with a kiter. Second, we need to spend some time and energy getting the two aforementioned issues fixed.
Ok, up to this point, it seems that the Yes group is ahead, about 46 to 32. This is an informatl count.
One thing that came up a lot, even in a few of th the "no" postswas that ranged users should be slowed downwhile carrying a gun. Frankly, I'd be hesitant to recommend a speed nerf to anyone. PvE for ranged users depends a lot on the ability to kite, so any recommendation to reduce running speed when carrying a gun would meet with harsh resistence. Also, lots of people would argue that a sword or pike should slow you down just as much or more.
However, we could recommend that brawlers be given a modestboost to speed. Nothing too serious. Maybe a small boost at the novce box of all elite brawling professions, and another small boost at the master box of all elite brawling professions. The question then would be whether it should be an always-on innate ability, or a skill that uses HAM and has a time limit. Of course, a HAM-using, timed skill could be more potent, but would not always be there.
I would agree with a lot of posters that any ability we get should not be overpowering. Ranged fighters and MOBswill stil be able to kite us, just not forever.
For all the posts that say you can catch up to a ranged kiter using just skill:
I call BS.
Are you dueling absolute newbies with novice marksman?
A mastered range profession versus a mastered melee profession is no contest when both players have PvP experience.
This is how it's supposed to be. The adage "Don't bring a knife to a gunfight," is true. Don't bring a knife to a gunfight (unless you're a masochist)!
I don't care about any of your tactics: lunge/ kd-dizzy/ UH3. I will beat any melee profession any time I duel one. In fact, I love dueling TKMs when I wear my Marksman title.
Why should you receive an anti-kiting skill and ranged players not receive and anti-melee skill? It makes no sense at all.
I know that will be a pain to code, but if it works we'll have some way to snare people.
I'm so very tired of hearing "don't bring a... " you know the rest. Who in the world can take aim at something then turn around and run in the opposite direction, stop looking at the target, fire away and have any sort of chance of hitting it again?
But in this game someone with a gun can certainly do that. And that's fine, just give us (melee fighters) some equally ridiculously unreal, but consistent and non-overpowered way to catch em. Or maybe even one not so ridiculously unreal.
Gurni - TK Artist and Expert
Shadowfire (tonight, apparently home of a Jedi in diapers)
AND KEEP THE MELEE PENALITIES HOW THEY ARE!!!
Bring the commando melee penality from 3.5x dmg to 2.5 i think it is, is terrible for us, first they can use concentrated flame for 1700+dmg, unless your uber buffed your dead in 1 hit, if they miss then we get a chance to kill them. But if the devs lower the penality then we might as well just go overt and afk, because thats the fight were going to put up. As a ranged person coming within range of a meleer they deserve the extra dmg, not less.