Teras Kasi Archive

Thread: What do you want TKAs to be?

Hypatian
Tue Dec 16, 2003 8:03 pm
#92

I'm willing to go either way on speed if we can just have very effective debuffs. I wouldn't particularly mind being slower than fencers, although I agree with what Heavy said about the kind of swords in the game.



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Yachew
Tue Dec 16, 2003 9:03 pm
#93

I'm working on tk so I don't wana hear get outa our forum, but all the time i get onehit killed by tk's and Im a master commando so doesn't anyone think I should survive for more than a second against a guy without a gun? I realize I'm wookiee so can't wear armor but then tk's should have even less of an effect as I'm usually 4 feet taller than the tk's who kill me so quick.



-Yachew
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1Kylekatarn1
Tue Dec 16, 2003 9:08 pm
#94






Rafed wrote:

So it balances to


TKA = Speed


Pikeman = Range


Swordsman = Damage


Fencers = Damage






Fencers = Agility



Trino and Valance

VrexVermillion
Wed Dec 17, 2003 1:35 am
#95

First off, I'd like to say how glad I am to be a part of the TKA community. Few other professions like our own care about the balancing of other melee professions so that we might benefit from their help in the field. I thik we should stand beside them in their needful quest to better themselves.


As for us, I'm quite satisified with being a 1/1/1/1 TKA ( progressing nicely and having FUN) but there are some issues that I agree with many of you on.


1) We should be the fastest attackers. Leave our damage alone; it's fine.


2) I'd be willing to give up the spin attacks for better mods to defenses, gain the ability to bleed a target, or do some other type of damage besides kinetic.


3) Get the elite melee profession correspondents together and see what we can do to level the playing field. Let's get those Pikeman fixed!


4) Having fun!




Vrex "Spiralling Out " Vermillion
Hoplon1
Wed Dec 17, 2003 2:36 am
#96

TKA- I'd like to see this class become less dependant on dealing out high powered hits and more dependant on blocking and counter-attacking. The focus should be on special attacks anyways. We should have the fastest attack so we shouldn't have a problem hitting multiple attacks to give ourselves an advantage.


They should be the most athletic group and therefore have the highest evade and resistance to damage. The lack of weapons should make us do the least damage aswell. I'd like to see the vibroknuckles moved down into the brawler level and have it become useless by the time you get to master tka.


Pikeman should be all about range and area attack. I'd like to see this class at a slight disadvantage in a one-on-one senario with the other classes but they should shine at being able to kill multiple targets and having additional range. Damage wise they should do more damage than a tka but at a slower speed.


Swordsman Should be all about damage. They shoud have a realativly high damage resistance but virtually no dodge. This should be the true tank class.


Fencers should fall close to the TKAs stratigy wise. They should rely on their speed and ability to dodge, not their power. To make up for not being able to meditate they should have some powerful specials.

spoiledbrat
Wed Dec 17, 2003 2:58 am
#97






Mister_Heavy wrote:

So for instance, where do you see us in terms of attack speed, toughness, overall DPS, crowd control, MOB debuffing, area attacks, accuracy, etc., compared to the other brawling classes?






This is how I would position the melee professions:


TKA: fast speed, low damage, offensive and defensive 50/50


Swordsman: average speed, average damage, offensive/def 75/25


Fencer: low speed, high damage, offensive/defens 90/10


Pikeman:average speed, average damage, offensive/defens 25/75



A few things to position TKA:


- Attack speed: highest compared to the other melee professions


- Damage: lowest compared to the other melee prof (even with VK) (damage done in a minute (without specials) divided by 10. -> readjust after comparing the result with other meleeprofessions).


- extra penalty to quickness, if heavy armor equipped. dodge ability should decrease if armor is equipped, too


- increase dodging skill, decrease toughness,(being hit shouldhappen a lot less, but for that, if you get hit you shouldreceive a lotmoredamage)


- spamming special moves: the more you spam the less effective they get->the more ham they cost and the accuracy should sink(I think this was already mentioned somewhere by a dev).


- more special moves, (i.e. special move to disarm the opponent (making him unequip his weapon), slowing him down (not posture change), special move to dismount him).


-specials should to be more effecitve, if combined in a smart way, depending on the situation and opponent (difficult to implement though)


-If a TKA is knocked down he should be able to still deal out damage (kicking)


-




------------------------------------------------------------------------------------
One of the few players without an interest of becoming a jedi and never unlocking since launch
spoiledbrat
Wed Dec 17, 2003 3:14 am
#98

Sad that there isnt an edit option:


so correction:


This is how I would position the melee professions:


TKA: fast speed, low damage, offensive and defensive 50/50


Fencer: average speed, average damage, offensive/def 75/25


Swordsman: low speed, high damage, offensive/defens 90/10


Pikeman:average speed, average damage, offensive/defens 25/75




------------------------------------------------------------------------------------
One of the few players without an interest of becoming a jedi and never unlocking since launch
Stealthshadow
Wed Dec 17, 2003 7:50 am
#99

I think that in addition to all of this that Fencers should be renamed Swordsman, Swordsman renamed to Axeman, and Pikeman to Staffman. All of these names should be in the apropriate Martial Arts type name for them, instaed of just plain old Swordsman,etc. . I also believe that VK's should move to the new swords class & our fist damage/speed be upped to match that of VK's. All of the Batons should move to the Staff class. The really "BIG" thing to do would be to make (as it should be) it that only TK's & the new Staffman classes could do KD. Also i would love to see Feign Death added as a skill to the melee trees.
Stealthshadow
Wed Dec 17, 2003 8:11 am
#100

Oops almost for got the most important part. The "Ranged Weapons" (shooters) should no longer be able to kite melees. They should only be able to hit you like about 1-2 times out of 50-100 attempts while they are running. If they are lucky enough to even hit you while they are running then the damage that we take should be about 2-5% of their min. damage with that weapon, because of the High weapons damage that is happening these days. This would be the equivalent of what is normally calleda "grazing wound" or a "flesh wound".
TechnoHic
Wed Dec 17, 2003 8:25 am
#101

Do you realize that if you make it to where ranged classes have to fight a close fight with you, that meleer damage would have to be cut down to balance with ranged weapon damage?


I personally would rather my TK skills beat the crap out of a ranged class if I manage to get them close. Of course, I also have other skills I can use to get them in range.


Just curious of what you would want in this case.




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Stealthshadow
Wed Dec 17, 2003 8:51 am
#102

With running/chasingas it currently is, it would be difficult in itself to even catch a would be kiter much less do any melee damage to them. Plus given the fact that we cant hit anything while running/chasing. This is why i stated the above change that should be made regarding Kiting classes. So no, i dont see where there could be any change to our damage output in this regard.
Shinigurai
Wed Dec 17, 2003 10:02 am
#103

I am incredibly happy with being a TK, but I would like to do other kinds of damage. I know it's been said, but I strongly believe that we need at least one other form of damage, perhaps stun, in the form of a glove or other knucks. The high HAM costs can be a deterent to using specials, but man o man it sure is fun to see a whirlwind of red death!



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-Krystan-
Wed Dec 17, 2003 2:29 pm
#104

Ok here it is :


What TKA should be:



  • Able to deliver rapid, damaging blows to opponents.

  • Very hard to hit, since most blows are blocked, dodged, or countered.

  • Be able to take hits moderatly, having learned how to make blows recieved cause less damage.

What TKA should NOT be:



  • Tanks, there should be some type of penalty for wearing armour that relates to speed of attacks, and cannot be overcome by buffs. The purpose of unarmed combat is to avoid being hit, not seeing how much damage you can absorb.

  • HEAVY hitters: Speed is the key, our best attack should not deal as much damage and any of the other professions best attack, however over the same amount of time, the accumlitive damage should be the same. if speed was capped and easy way to explain it would be :


    • 1 for TKA with a max of 2.5k per attack

    • 1.5for Fencer with a max of 3.75k per attack

    • 2for Swordsman with a max of 5k per attack

    • 2.5for Pikeman witha max of 6.25 per attack

  • Jedi hunters - give it up people. If anything TKA would be hunted along side of them for having anything to do with "jedi policeing" in the first place.



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