Teras Kasi Archive
Thread: Your top 5 Teras Kasi issues Week 2
Range is still my biggest concern. Personally, I think the hitting while moving problem is due to range and lag. It's also probably what causes us to always get aggro. We have to be the closest, so we always get the aggro.
I'm also still concerned about HAM costs, especially with marginally effective skills like blind and stun. The fact that I unequip my VKs before executing almost any special highlights the absurdity of the issue.
Getting Med it's own type of XP is way down on my list. It's one of those "nice to haves" rather than a class breaking issue like not being able to hit your opponent because his hit box is out of range.
To re-iterate the top things I think TKA's need:
1) Movement Speed --TKA's who are unarmored and carryong no weapons(orthe absurd Vibro-Knuckler)should move/run faster than most other professions during combat. The fact that a fully-armored bounty hunter, carrying a huge rifle, can run faster than me at top speed (and still land shotd, mind you) is just simply ridiculous and clearly indicates that TKA's were NEVER properly PvP tested during Beta.
2) Disarm Ability -- Ranged professions get a disarming shot and TKA's can't disarm anyone at all? A pistoleir can shoot my Vibro-Knucker out of my hand at 50m, but I can't do a simple unarmed disarming maneuver at close range? Just how ridiculous is that, I ask you?
3)Dodging ability -- Or SOMETHING to make a TKA less vulnerable to ranged attacks. Am I the only one who thinks that TKA's should be more agile than a fully-encumbered bounty hunter in composite armor?
4) Lose the Vibro-Knucklers -- They're just clearly out of place, especially for upper level TKA's. (With luck, the new changes on test center may address this.)
make us able to attack while moving
it will solve 99% of kiting issues
Well, we can hit whilst moving but the net code is so poor that it infrequently happens. The -5 to hit when moving bothers me, If were moving the mob or we are repositioning and still going toe to toe so we should suffer no penalty for that. If were not positioning they or us are running, if its us the -5 should stand if its them we should get a huge bonus, if something present its back to a specialized fighter its going to have to pay.
HAM costs are far to high. Either have them that high and never ket the special fail or reduce them by 2/3.
Range on knucklers is ridiculous, I see no reason why empty hand and knuckler range shouldn't be the same. If it has to be reduced make it 9m. That should also help with the range attack problem.
Defense, Give each class it own defense type and dont allow them to stack then have TKA's defense at a realistic level.
Specials are pants, making them work would be a good start.
More TKA/Brawler weapons if the VK cert goes live.
shinji .... it is a fact.. that you cannot hit while running period.. so youre telling me when i run to catch a fleeing mob (not a player) that their not really there that they are 20 m ahead of me? hmm it was fine when i snuck up on him and beat him to the point of running.. then he takes off and my attacks cease.. the only thing you can do while running is your specials and counters.. your normal attacks do not work
why do people think thye have all the answers and that its related to lag??... i can out run most characters i have a very very high quickness and action bar.. i have master exploration what does this mean? it means i can catch you.. catching people is not the problem.. hitting while running is
Ever see that interview with Bruce Lee where he said, and I very roughly paraphrase here because it's been a long time, "martial arts is great, but lets face it - along comes a guy with a gun and bang, you're dead, nothing you can do about it".
In RL you don't take martial arts so you can defeat the guy with the machine gun in a 'classic duel' if he's not going to drop the gun first. Start at 20 paces and you SHOULD lose every time. Yes, the army stresses it to their elite forces because it's SILENT and extremely effective at close quarters while keeping both hands free, not to mention a great fallback when you're out of ammo or have been disarmed. That should be the strength of the TKA. Start running towards a guy with a pistol and be prepared to be dropped. Get the drop on him and you should have the upper hand.
That said, I throw in the caveat that there DOES need to be some situation in which a TKA can handle a fight better than a "ranged weapon guy". For example, how about someone using a ranged weapon generally alerts like-minded mobs nearby and gets mobbed (they'll want silencers, butwith RL guns at least those decrease range, accuracy, and 'oomph'), whereas a TKA has some stealth abilities and can take them out individually if his stealth skills are sufficient and he does it quickly enough.
An effective disarm attack would be great. So that guy challenges you to an unarmed duel then draws on you once you accept - and you snap the thing out of this hand with a lunge and pummel the cad.
Hi there,
I agree with some of the other more lucid posters, the only think that seems really terribly broken for melee fighters is kiting. You really can't beat someone who's kiting you, unless you get very, very lucky, and that just doesn't seem balanced. Ultimately, the most wise suggestion certainly seems to be applying a penalty for firing and moving at the same time, whether it be a speed penalty or an accuracy penalty.
Vibro Knucklers are not really broken, but it's a pain to unequip/special/reequip every time I want to do a special, so something might want to be done just from a fun-factor standpoint there. Perhaps removing the VK bonuses when using specials (essentially doing the same as un/sp/re without a multi step macro or lots of frantic clicking/typing) would be a workable solution.
Otherwise, I'd have to say the class is extremely well balanced. Everything else is a bunch of minmaxing silliness in my opinion, no offense. Then again, I'm a Trandoshan. Hehe.
Thanks,
Akksandru' Jembre - Starsider
Akssandru wrote:
Hi there,
I agree with some of the other more lucid posters, the only think that seems really terribly broken for melee fighters is kiting. You really can't beat someone who's kiting you, unless you get very, very lucky, and that just doesn't seem balanced. Ultimately, the most wise suggestion certainly seems to be applying a penalty for firing and moving at the same time, whether it be a speed penalty or an accuracy penalty.
Vibro Knucklers are not really broken, but it's a pain to unequip/special/reequip every time I want to do a special, so something might want to be done just from a fun-factor standpoint there. Perhaps removing the VK bonuses when using specials (essentially doing the same as un/sp/re without a multi step macro or lots of frantic clicking/typing) would be a workable solution.
Otherwise, I'd have to say the class is extremely well balanced. Everything else is a bunch of minmaxing silliness in my opinion, no offense. Then again, I'm a Trandoshan. Hehe.
Thanks,
Akksandru' Jembre - Starsider
Try beating up someone in real life, when they have a gun and you're running after them. Chances are, you'll get shot upand you'll never hit them. The only way to win there is to beat them at their own game,by carrying a gun of your ownandusinge a knockdown/posture change shot so you can catch up to them.
I do agree that we really need a disarming attack. When a martial artistgoes toe-to-toe with a guywielding a gun, the FIRST thing they do is grab for the gun, either to push his aim off (push his arm out of the way), or for the more skilled to actually grab the gun out of their hands and either keep it or toss it out of reach.
I realize there's problems with unarmed fighters stealing guns away during combat, since you would keep the gun and the gunman would be screwed. Perhaps it would simply make them unequip the gun, and stun them for one round (so they can't equip it right away again before you get off a few good blows).
Power boost must be bugged. There is no way anyone in their right mind would ever try to use this. Currently it does the following for/to me at advanced meditation:
1. Can not be used while standing (I went into med mode to test it, don't know if it works while sitting and I won't find out either considering the huge mind wounds it inflicts)
2. 284 Mind pool wounds. This is rediculous. I'm guessing it was supposed to be mind pool damage.
3. 100 action 100 health bonus to potential (you have to med up the aditional capacity). Whoohoo, I'm invincible!
4. Lasts for 30 seconds total! 15 of these seconds I was still gaining that whopping 100 health and action.
Correct me if I'm wrong but don't you get something like 100 health and action just for eating a newbie melon? And doesn't it last for like a full minute? And all this with no wounds to my mind pool. I wouldn't know the exact numbers because frankly I never found the newbie melon, which is muchbetter then my mid level elite profesion skill, worth eating. /boggle
a ranged user automatically points at his moving target. i just want parity for meleers.
i also want a functional peace button (or some other way to turn off autodefend). everyone wants this, but i think the lack of it affects meleers more. if you have a ranged weapon equipped you can hit stuff while you run and autodefend. you can't when you have a melee weapon so why the heck do you stop and pretend to try?