Teras Kasi Archive

Thread: Design flaw: Melee combat

Mythical
Fri Aug 08, 2003 4:18 pm
#1

I hope the devs read this.



I am a wookie TKA. Since I started in my profession, I have had the same exact hitpoints (HAM). The monsters that I fight, however, have significantly increased stats as I have gained higher skill. As a result, I cannot tank monsters that yield decent xp anymore, even in a group. The solution thus far has been to use creature handler's pets as tanks, but now there is talk of changing the stats of creatures so that they don't have the hitpoints to provide the tanks that the players can't be.How can this design persist? If you don't want players to be able to stand toe to toe with a monster in melee (which is stupid), then give us an alternative!


I would like to see something done for wookies since we can't wear armor. The solution is not increased stats. If we compare a character half-way through their elite combat profession who has the ability to wear armor, and a character who does not but has higher stats, the armor-wearer is always the more desirable class. Even if the extra stats that wookies get did compensate the safety that armor grants, we would still take more damage and wounds, and have significantly more downtime than other player classes. This is something that needs to be fixed pronto.One suggestion is that wookies should have a "thicker skin", and therefore essentially wear armor naturally. Another more appropriate solution would be to allow wookies to learnto dodge blowsmore effectively. This is something that the melee class doesn't gain at all asone advances in the profession, and I think that it's a glaring mistake.



Braefa

DShanKaen
Fri Aug 08, 2003 4:38 pm
#2

I wish I could sympathize with you, but unfortunately every TKA with Balancing 1 (i.e. Knockdown 1) is able to easily solo Red Con's while barely taking a scratch in the process. Are you aware of this, or have you simply not invested any Unarmed XP into Balancing 1? It's very much worth it.


As far as downtime, do what I do, train as a Novice Medic. Purchase some Stim B's and you'll reduce your downtime significantly, especially if the Stim B's are crafted well (160+ healing).


If you want to "Dodge" blows more effectively, then train in one of the branches of Pistoleer, they have a whole branch dedicated to Dodge skills.


If armor is your concern, then you shouldn't worry too much considering there are more than a few TKA's and TKM's that successfully fight with no armor on.


There are ways around the problems you mentioned, and you'll have more luck persuing them than waiting for the Dev Team to fix anything, especially race-specific "imbalances" which is probably one of the last things they are really concerned about right now.



Peace and Prosperity


D'Shan Kaen

Archon007
Fri Aug 08, 2003 5:21 pm
#3






DShanKaen wrote:

I wish I could sympathize with you, but unfortunately every TKA with Balancing 1 (i.e. Knockdown 1) is able to easily solo Red Con's while barely taking a scratch in the process. Are you aware of this, or have you simply not invested any Unarmed XP into Balancing 1? It's very much worth it......




Knockdown was greatly reduced a few patches ago, it still is very useful but defeat red mobs without injury, because;


1)HAM costs are high in general so you can kill yourself just doing it, yes even without VK.


2) KD is resisted a lot more now on higher con things. On even con Blue resisted maybe 20% time on Red con resisted 80% of the time




- Mason Storm
ONE
Secretary of PvP War
(Ahazi)
Sollion
Sat Aug 09, 2003 4:27 am
#4

heh, HAM costs on KD without VK's (enough acronym's yet? ) are not high if you organize your stats well .

I'm a twi'lek TKA, my stats are something like 900/500/650/900/750/400/700/300/300. With these stats I can KD, Unarmed Hit 2, Unarmed Combo 1 (why though because it only does 1dmg.....), KD, let the attacking commence on auto, Unarmed Hit 2, KD etc... for about 5mintues straight on Bol's, Baz's, Bolle's....whateva and finish the fight hardly hurt if I don't get resisted with KD (bound to happen on occassion now...which I like). Spamming KD multiple times also doesn't take a chunk out of my Health or Action, my Mind however suffers a bit and will be down to 3/4 or 1/2 at the end of some particularly resistant to KD mobs.

Sorry, but I see all these people crying about KD without VK's costing so much HAM, change your stats, you won't have a problem. Stop wearing that armor that's screwing up your stats too, if you don't get hit, you don't need armor .

I hear they're increasing the HAM cost for KD's (all types not just TKA right?), and with stats geared toward least cost, most regeneration I can see why. It takes 2 attacks of KD in a row to make a noticeable difference in my HAM from full. While with VK's it's ouchies the whole way home, can't stand using those things anymore, esp with Expert Power Tech now, finally attack nearly as quick .

VK's are for use in a group to guarantee yourself some worthy XP of being with ranged folks. When I go solo it's all about keepin my health HAM so I don't have to stop much if I can help it.



Ahrym J'alin -- Twi'Lek


Retired: Master Musician (9/12/04)
Retired: Master Entertainer (9/21/04)
Teras Kasi Master (9/02/04 - current)
Smuggler (out of retirement 9/16/04)

Vattio
Sat Aug 09, 2003 4:34 am
#5

Without my Knuckles on my KD costs 33, even if they are resisted I can still do a lot of them and once they do land by the time I need another my stats heal.
Mister_Heavy
Sat Aug 09, 2003 10:05 am
#6

yeah, unless you sit there and just spam KD, you should be able to keep a mob pinned more than long enough to finish it off. Just rember to take you VKs off.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
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