Teras Kasi Archive
Thread: Proposal: TKAs need defense if we can't kd!
True, but if we wear armor... we go from being able to fight well but take 100% damage, to not being able to do anything but sit there and absorb blows for the group. Both are pretty sad.
I agree... if we wear NO armor, we should have awesome dodge/evade abilities.
In nearly ALL other mmorpgs, the fast agile melee classes get a lot of dodge/evasion ability. This should NOT be a special move, but an innate ability to avoid attacks in order to make up for our no-armor. I don't get why this isn't in this game! Especially for TKAs... I think, if we had a strong ability to dodge melee/ranged attacks, we would be able to tank a hell of a lot more effectively -- AND it's an EASY fix!
Anyone?
1) Defense – As the tanks of the game, Teras Kasi Artists would like to see more defensive bonuses so they could live longer.
We’ll investigate this and see how balance stands.
Usually these are put into place because the fast agile melee classes are unable to wear the same quality of armor as the big tanks.
But in this game we can wear the same armor as any other melee class. But to do this we sacrafice our ability to use a lot of our special moves because of the increased HAM costs.
One way I think that they could implement this is to have these bonus dodge/evasion only in effect if you have no armor equipped, which would apply to most TKA that I have seen.
As it is right now, I am putting together a suit of chitin/composite so I can take less damage while tanking because with no armor on I am getting hit very hard now after the big patch.
If we are TKA I agree that we should have some type ofCHI FORCE BOLTspecial that can be projected from our body at our opponent to perhaps disorient them or slow them down for maybe 10 seconds. Something like this would be more in line with Teras Kasi Artist skills. Perhaps this could be put in as part of the balance skill tree to replace Knockdown, then maybe people would stop complaining about Knockdown. There would of course have to be a limit on the amount of times you could use this skill. I liked the idea that someone came up with about having a set limit on the number of uses a special move can be used in any given enemy encounter. This would add incentive to everyone to use specials in a more tactical manner instead of spaming them, but of course you could always opt to waste them all up by stacking them too.
To expand on this, It would be nice to see an increase in the number of specials you can use per fight depending on your level of any given skill branch related to that skill. In the instance of TKA, lets say that knockdown at the novice level allows you to do 2 successfull knockdowns per enemy/opponent encounter.
At intermediate level skills, you would be able to do 4 successfull knockdowns per enemy/opponent encounter
At expert level you'd do 6 successfull knockdowns per enemy/opponent encounter
At master level you'd do 8 successfull knockdowns per enemy/opponent encounter
Now of course they could decided not to make these numbers increase by 2 each time you gain a level in that column, but I'm sure everyone gets my idea. This would prevent spamming any more than a certain amount of times per each battle, and it would make people think more tactically about what combination of specials to use and most importantly WHEN, thus solving this whole issue. I'm sure there are flaws in this idea that somone could find, but this is just my take on the whole issue since I haven't really come up with an idea till now.
Zechs
A force bolt? Uhm, I'm not sure if I like this idea. Seems to be pushing the boundries of what I think TKA's to be capable of...
Besides, even if we could do this, as we approach, our target would just pull out a pistol and pistol whip us to death (Pistol Whip's range is longer than ours, remember).