Teras Kasi Archive
Thread: TKA State of the Profession II
Hmm, I don't really think we need a bleed move. I do fine without one..
But I would LOVE to see an increased knockdown defense. Our's is only 20? Pistoleers get 50... Not saying they should get a nerf.. but we should have the highest KD defense of ANYONE, we're martial artist!
I think that getting AP 1 at Novice TKA, AP2 at Power Tech 3, and AP 3 at Master would help in the totaly unarmed damage department.
MasterOfCombat wrote:
I think that getting AP 1 at Novice TKA, AP2 at Power Tech 3, and AP 3 at Master would help in the totaly unarmed damage department.
Sorry MasterOfCombat...but I have to disagree.
AP3 is way over powered for unarmed....I can see AP2 at master (perhaps when using a special or something)....but you have to consider our Speed\Accuracy\Damage in terms of DPS (with knuckers....not counting AP bonus...I am doing 600+ a second...with no specials...add in me fighting something with AP0 and no kenetic resistance that turns into something like 750 per hit). If you add AP3 to that (which would, using the example above...give me something like 1000+ per second when not using specials).....we become killing machines that would be way to powerful.....Just my opinion....for what it is worth.
Im sorry, but some of the posts in here are eerily similar to the BH forum in that you just want more power "because". The only difference is that you are somewhat more civil. Don't get me wrong, there are problems with TKA as with all professions, and those have been address by Mister_Heavy and others, but overall, TKA is maybe one of the best working professions, and without a doubt the best melee profession.
Some of the "problems" expressed here aren't problems at all. -5 modifier at 3m? FFS. I can count the number of times I've missed with TKA ontwo hands. High HAM cost? You don't know what high HAM cost is. Defense? LOL. Damage? Sweet Jesus, the DPS is through the roof. AP? Oh no, can't have a weakness.
I don't know how many of you are aware of it, the other melee professions certainly are, but the Devs work under the impression that melee = TKA. Some of you won't admit it, but compared to the other melee professions, TKA is blatantly overpowered. Does this mean TKA should be nerfed? No, not at all. TKA is where the other melee professions should be raised to. However, it makes me and alot of other people sick to see people of the best melee profession clamoring for more power, when we can't even get a sniff of it. Instead of being thankful that you can do what you can, some of you whine that you should be equal to FS NPC's, or should have AP2 or AP3.
I guess what Im saying is that (some of)you should be concentrating of fixing what few problems you have, rather than trying to become more uber.
Oh, and because I know a few of you will say, "ur not TKA so **edit**"... 2/0/4/4 TKA and rising.
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Don't try to make them think we want to be tanks so we sit and take all thet damage and depend on others to deal it
WHO THE HELL WANT TO HAVE TO BE IN A PART ALL THE TIME WHEN THEY PLAY, **edit** THAT, THATS A BIG **edit**ING REASON WHY WE PLAY THIS INSTEAD OF EQ
other then that I'm looking forward to progress...... I like the idea for more varience in weapons A LOT, but the problem is it needs to be a challenege or some thing, Kyrat tissue isn't super easy to get and the weapons generally cost a bit... I think it'd be unfair if (as we already can) go slaughter rancors to get teeth and have them made into VKs that'd be REALLY easy for us to do........
Chuuba, are you kidding? The jump from Unarmed 4 to TKA Novice is nothing short of awesome. Your damage goes through the roof, you receive Unarmed Hit 2 and a hefty damage bonus.
Don't give me that "You need a melee tank with you" - I never used a pet, I don't use armor but for the occasional PSG, and I did just fine. With Stun, Intimidate, Blind and War Cry we can manage quite well at tanking, and after we get knock down and dizzy... bye bye whatever it was we are fighting...
A Master rifleman can kill a TKA at range? No kidding? And here I thought we should be able to beat Master Riflemen at range as melee fighters... Get a grip, we can one-shot them in melee thanks to the 2.5 damage multiplier they get from holding a rifle in their hands, and due to the fact that many do not use too much armor due to mind encumbrance, so deal with the occasional one-shot kill they pull off. We can at least boost our own mind by 50% and wear decent armor to make it harder for rifleman.
That 2.5 times damage multiplier is going away. It'll be changed to a 2.5 times accuracy modifier. One shot kills should probably be removed from PVP but I don't think it'll happen.
Leonae wrote:
Chuuba, are you kidding? The jump from Unarmed 4 to TKA Novice is nothing short of awesome. Your damage goes through the roof, you receive Unarmed Hit 2 and a hefty damage bonus.
Don't give me that "You need a melee tank with you" - I never used a pet, I don't use armor but for the occasional PSG, and I did just fine. With Stun, Intimidate, Blind and War Cry we can manage quite well at tanking, and after we get knock down and dizzy... bye bye whatever it was we are fighting...
A Master rifleman can kill a TKA at range? No kidding? And here I thought we should be able to beat Master Riflemen at range as melee fighters... Get a grip, we can one-shot them in melee thanks to the 2.5 damage multiplier they get from holding a rifle in their hands, and due to the fact that many do not use too much armor due to mind encumbrance, so deal with the occasional one-shot kill they pull off. We can at least boost our own mind by 50% and wear decent armor to make it harder for rifleman.
I agree with Takarin and Sage. I used to play college football and did submission fighting in my free time. As a result I can take hits that many people would find very painful. Just think whata TKM can take.
"Good, bad, I'm the guy with the gun."
Be sure to mention FoW in your next letter to them along with CoB. I think the way FoW works now is great, except for the excessive timer. Having it reduced to 30(TKA)/15(Master) would be perfect
To the rest of my fellow artists. Lets not get crazy asking for too much for our class. Right now we have a really awesome, really fun melee class. While we can ask for fixes to broken skills (CoB, useless combat moves) asking for Armor piercing seems greedy. The last thing we need is to become the uber-class-of-the-month and then get nerfed into uselessness.
As for some of those useless skills. Instead of spreading half-ass damage across 3 pools (why on earth would you want to split your damage?) I'd like to see the combo moves get rid of the damage altogether, and instead *attempt* a series of state-effects. (blind, stun, dizzy, intimidate, maybe even a warcry-like delay) Maybe just 2 or 3 at Combo 1, and then 4+ at Combo2. This would also increase our tanking ability by making the state effects easier to execute (1 command instead of issuing each seperatly, would be a big discount on time and HAM).
A Teras Kasi master should be using precision strikes to cripple a foe. I think seeing them open combat with a combo that left their opponently much less able to fight back would be really in flavor, and not unbalanced at all given that you're sacrificing a UA2/3 to use it. If the costs were cheap enough, it could end up being a prized (but not nerf-worthy) skill (which honestly a level 4 skill in an elite tree should be).
Just a suggestion,
Belak
Teras Kasi Master
Starsider