Teras Kasi Archive
Thread: Ive shot pistols, carbines, rifles, and become a TKA. TKA isnt overpowered
People assume because TKA is popular, its too strong. One of the biggest selling points for TKA is meditation.
Why ARENT we overpowered?
First off, short range. Yea, othre melee classes have short range, but the devs have said "Melee are supposed to have to chase you, but if they catch you, theres a good chance your dieing"
But what if we do catch them?
we have ONE damage type. ONE, no matter what. Kinetic.
If someone is covered head to toe in some strong composite armor (which you see quite often), we're boned. all we can do is knock em on their back, dizzy, and hope they dont get up before we slowly hit away at their health.
Fencers have stun batons, swordsmen have powerhammers, pikemen...well pikemen suck right now, but thats a different thread alltogether.
TKA are one of the few very well balanced combat professions in this game. When we attack we have 2 choices, A: go all out, knockdown, dizzy, and throw our best specials, and hope the enemy dies. However, to keep this in check, we have high HAM costs. Those HAM costs SHOULD be high. They are perfect right now, high enough to keep us careful but low enough to keep us useful.
Our other option, is to tank, which we, and most melee professions do well thanks to /centerofbeing. Put on some nice armor, warcry, intimidate, centerofbeing, and dont use any specials.
The melee professions are coming very closed to being absolutely perfectly balanced. When people see things going well, they tend to look for the worst, and that is what the TKA are doing as a community. We are expecting something to come along and mess this up. Hopefully this wont happen, maybe it will, its all speculation, and in the end, out of our control.
People get beat then assume it happened because the other guy was overpowered and then they want nerfs. Happens over and over again.
TK's have HUGE enhancement mods, and the advantage of pulling specials 1 per second without anything equipped, allowing us to spam like mad. We also get all the state attacks besides bleeds and AoE KD's.. which is what all the other melee classes have in place of KD attacks.
No, pikeman truly do not suck, but their skills do. THe only reason they are called "suck" is the fact that some things just don't work, or not how they should be working... of course, these things are slowly being fixed.
Cango wrote:
People scream nerf TKA. At the moment it is a flavor of the month, but those come and go. One month it was CH, then BH, then smuggler, then pistoleer, then TKA.
People assume because TKA is popular, its too strong. One of the biggest selling points for TKA is meditation.
Why ARENT we overpowered?
First off, short range. Yea, othre melee classes have short range, but the devs have said "Melee are supposed to have to chase you, but if they catch you, theres a good chance your dieing"
But what if we do catch them?
we have ONE damage type. ONE, no matter what. Kinetic.
If someone is covered head to toe in some strong composite armor (which you see quite often), we're boned. all we can do is knock em on their back, dizzy, and hope they dont get up before we slowly hit away at their health.
Fencers have stun batons, swordsmen have powerhammers, pikemen...well pikemen suck right now, but thats a different thread alltogether.
TKA are one of the few very well balanced combat professions in this game. When we attack we have 2 choices, A: go all out, knockdown, dizzy, and throw our best specials, and hope the enemy dies. However, to keep this in check, we have high HAM costs. Those HAM costs SHOULD be high. They are perfect right now, high enough to keep us careful but low enough to keep us useful.
Our other option, is to tank, which we, and most melee professions do well thanks to /centerofbeing. Put on some nice armor, warcry, intimidate, centerofbeing, and dont use any specials.
The melee professions are coming very closed to being absolutely perfectly balanced. When people see things going well, they tend to look for the worst, and that is what the TKA are doing as a community. We are expecting something to come along and mess this up. Hopefully this wont happen, maybe it will, its all speculation, and in the end, out of our control.
"People scream nerf TKA. At the moment it is a flavor of the month, but those come and go. One month it was CH, then BH, then smuggler, then pistoleer, then TKA."
well, people scream nerf, because they do not understand, and because they do not understand, things get nerfed, because they scream it louder.
like you said
CH: guess whats coming for them for christmass? a big fat proffession killing nerf, from Santa Q3PO, and his slaigh of nerf bats
BH: they still plan to move eye shot to master, but only waiting and biding their time on this one, because people scream nerf
Smugler/pistoler: they scream nerf, because of the Guns they used, and the way they were made. 740max damage FWG5s, and guess what happened? yep the guns got the old nerf bat across the side of the face, and got nerfed into retardation. They are even taking it one step farther, and puting mitigation in so that the high max dmg guns made will do crap for damage.
AT-ST: you did not mention this, but rebels have been complaining about this forever, and ever. Why they complain is not because the AT-ST is over powered, because if you ever have to try to grind faction to get one, you know they are as rare and hard to get as these uber rare weapons made with krayts. No the reason the nerf crys came, was because Rebels simply did not have one, and they would never stop crying nerf, until no one used them, and it became useless.
what happened? you guessed it, the AT-ST next patch will be worthless
as you can see when people cry, SoE listens, and thats very very scary for us.
out of all these things, we are the least and the most far from these examples of being over powered, but that doesn't make sense to the majority of people who dont understand, because they only know that they lost, and how can they ever lose? must be over powered right?
Uh the AT-ST is getting nerf because its unbalancing.
A imp I knew got MTKA in 6 days because of his 3 AT-STs.
Also, why should a non CH get a pet stronger than anything a CH could possibly tame?
THats why the AT-ST is getting fixed.
Dmg mitigation is another stupid idea. It'll slow down PvP even more now...
The main problem with the class is that it needs a progression factor, we actually start off pretty **edit** good. When I was a Novice TKA I was taking crap out with relative ease, as soon as I got my first power techniques it was even easier. We need some like progression to being an elite TKM at the end. Other Melee classes are mad at us, because we can usually take out their Master professions without being anywhere near ours.
On the other hand, Ranged has it different. They can shoot the hell out of us, and kite constantly but they like to call us overpowering. I say that if you let someone with bare knuckles get close to you, then what do you expect but a beating? Plus anyone with eyeshot can take us down easily, cause our special moves come from mind.
Also we can only strike Light armor with efficiency, and anything with over 70% kenetic resists could outright slay us. Our attacks almost do nothing after that, and there is no other way to switch to an opposite attack. We don't get electricity, or blast, or acid etc. We are stuck with kinetic, so while other classes can go and lay the smackdown on things with Medium and heavy armor. Most of us TKA/TKM's prefer to stay away, cause if anything all we would be is tanks.
Which is also another thing on the list, the fact that we can't tank without armor is annoying. Because doing special moves in armor, is almost like jumping off a bridge with a noose around your neck. Add this in with terror of VK's, and were talking -70 -150 through our fast moving specials. Plus the fact that NPC's can target Mind like they all had head hits, it's pretty much a no win situation.
In reality we aren't as "Uber" as people think we are, they just see a few attacks and think were the best. There is alot of stuff we can't take down, that a whole lot of other classes could do with relative ease. Stop swinging the nerf bat and start balancing some of these monsters, and fixing classes like Carbineer, and Pikeman.
What people fail to see is that TKAs only have AP 1 with VKs equippied but because of high ham costs, its better to go without when you hit master and use them depending on the situation. so our effective hits are AP 0 - AP 1. Thats the fundimental diff between the melee classes as they have AP2 weapons. yes we hit alot faster, but they hit harder and for more.
Together as a group of melee fighters (TKA,Fencer,Pikesman,Swordsman), it is a formidable sight as they all have their strengths, and weaknesses.
TKA's can only be effective against certain targets and as the original poster has mentioned, wear something high in kinetic defense andwe're done for. As a wookie TKA, im just boned through and through on that one but i love the race so oh well...
Don't forget the kiting aspect. lucky for us, we can take another class to supliment that but a TKA class alone will suffer severly if, as some people have mentioned on other topics on the TKA forum, like the bh we need as many skill pts to be TKM soley because we will be kited to death and will never stand a chance in PvP.
What i really cant stand is a ranged played saying that tkas are overpowered. thats the biggest joke of all. They must really really s.u.c.k at playing their class.
At the end of the game its really about how opens the first shot or fires first. with abit of luck, it decides how the battle is won most of the time. If you want it to be realistic, sure, all melees will die loads because any person will know that if you bring a knife to a gun fight you're going to be at a serious disadvantage which will bring us to why introduce the melee class in the first place. Otherwise then you would see no diff in all the specials because it'll only take a shot to take down the opponent. no real creativity behind different abilities to use, strategies, tactics and group efforts to take down challenges.
The real question is, just how real do players want this game to be? because most of the time you see a very big grey area on this. people arguing on realism or how something is not fair.