Teras Kasi Archive
Thread: To Thunderwulf regarding what the Dev have not stated...
Hi everyone and of course Thunderwulf,
I have read the combat changes thread you linked to on our forum and i have to say that i am excited about these ideas. However, a few thing were not touched upon:
1. we cannot attack while running. Movement of any kind interupts out attacks.
2. I find that with large mobs the center of the creature, which is what is targeted often makes it so that when we attack from melee range, the creature continually moves and puts us out of range again. we move to get into range and we stop attacking until the server decides we have stopped long enough to begin attacking again.
This makes the xp from large mobs very hard to get as we are continually interrupted while ranged attackers can target the creature without interuption. I was recently on a nightsister raid and was getting 4k xp from the sisters (40+ player raid) after the hunt we went Rancor hunting and this was a major problem...in this grp against Rancors i was only getting 600 xp max a peice due to my overall low dps due to continually not hit the creature as the mob was "out of range".
This maybe be help with the new range increase due to server lagency, but what about really large creatures like Krayts.
3. I have been turned down for 2 PAs in the past month after i tell them i am a melee. I inform them that i would be climbing the commando tree next after i master marksman. I was told to reapply after i make novice commando. One player stated that with so many creature handlers, high level creature are better tanks than melee. How can we compete with 12k ham Rancor or a extremely fast runninf/flying creature (many creatures cannot be kited while we can). Not to mention that many creature can posion and make the player bleed while we do not have these kind of attacks.
4. The defensive mods are so increabily need. I just hope they are strong enough. I recently started climp the pistol tree of basic Marksman, and to my horror by kiting I could kill creatures that would slaughter me unarmed, and i am currently a TK monk.
5. one idea i had for an unarmed weapon was the claws seen on Wolverine (x-men). Not that i am a wolverine want-a-be, but that there is something powerful in this weapon and with new forms of VKs would be a nice compliment to our arsinal.
Just a few thoughts I am sure you are aware of but hamper our profession IMHO.
Thanks,
Zhakrin
2/4/4/3 TKA, -4,-1, -4, -3 Commando
1. This...is...not...true. We CAN hit while running, I've done it repeatedly, the problem that makes it LOOK like we can't is the server lag "fudge factor". I fought a guy last night that I beat to within an inch of his life before he got out of range, I chased him down and he foolishly started trying to circle-strafe me instead of running in one direction. I ran all over the place spamming unarmed head hit (he had basically no mind left) trying to find his real location, when suddenly he fell over, because I'd happen to come within 4m of where he really was and got the head hit off, while I was running. The fudge factor is the cause of this problem.
2. This is annoying, hopefully increased range will help.
3. When I actively go into "tank" mode (i.e. throw on all my armor, stun/intim the mob and don't use specials) I tank better than most pets. The exceptions to this rule are obviously anything that can basically one shot me (and note that you can use intimidate from a short range).
4. Not sure what's up with this. I had one guy last night swear I take less damage from him than anyone he's ever seen, but then I've also had bounty hunters completely own me with eyeshot, never missing from 60m. Would be nice if they fixed dodging/blocking/etc so it didn't stop us in our tracks too. It's very bad when that happens when I'm being run out of Bestine by the Angry Imperial Zerg (tm) ![]()
5. I think we need VKs with different damage types, or maybe just even gloves that change our damage type without giving extra damage. Personally I'm happy with my unarmed damage mostly, the main reason I even use VKs any more is for the armor piercing, they suck up WAY too much HAM IMHO.
"One player stated that with so many creature handlers, high level creature are better tanks than melee. How can we compete with 12k ham Rancor or a extremely fast runninf/flying creature (many creatures cannot be kited while we can). Not to mention that many creature can posion and make the player bleed while we do not have these kind of attacks."
So much for the "tank" command. I saw it as useless before, I still see it that way. Let me think here.... Are we going to get xp for "tanking"? Um.... Probably not. Remember, xp is based on how much DAMAGE you do.... I do NOT like the "tank" idea. Here are my reasons.
1. High level creatures have armor and have a LOT more HAM than us.
a. If the /tank command reduces damage enough to make tanking viable for us, it would have to be very significant amount of damage reduction, potentially game breaking.
2. It is supposed to work like Bezerk? Doesn't that;
a. Fail
b. last for a SHORT while, (you are tanking a rancor, /tank ends, you get hit. Welcome to the Land of the Dead)
I don't know. I don't really have a greatsolution for melee problems, but I can tell you this. I don't think /tank is going to help us. I think that a SPEED BOOST would.
No, we can attack while running. Just we have to be in range to hit. That's why they're increasing out range, this was addressed.
Zhakrin wrote:
1. we cannot attack while running. Movement of any kind interupts out attacks.
The range increase will help this, I'm pretty sure.. And have you ever tried to fight a Krayt? As soon as you attack once if you're anywheres in it's melee range it'll kill you before a pet or whatever.
Zhakrin wrote:
2. I find that with large mobs the center of the creature, which is what is targeted often makes it so that when we attack from melee range, the creature continually moves and puts us out of range again. we move to get into range and we stop attacking until the server decides we have stopped long enough to begin attacking again.
This makes the xp from large mobs very hard to get as we are continually interrupted while ranged attackers can target the creature without interuption. I was recently on a nightsister raid and was getting 4k xp from the sisters (40+ player raid) after the hunt we went Rancor hunting and this was a major problem...in this grp against Rancors i was only getting 600 xp max a peice due to my overall low dps due to continually not hit the creature as the mob was "out of range".
This maybe be help with the new range increase due to server lagency, but what about really large creatures like Krayts.
We'll never compete with a rancor, nor should we.. However we should be good tanks.
Zhakrin wrote:
3. I have been turned down for 2 PAs in the past month after i tell them i am a melee. I inform them that i would be climbing the commando tree next after i master marksman. I was told to reapply after i make novice commando. One player stated that with so many creature handlers, high level creature are better tanks than melee. How can we compete with 12k ham Rancor or a extremely fast runninf/flying creature (many creatures cannot be kited while we can). Not to mention that many creature can posion and make the player bleed while we do not have these kind of attacks.
... dunno what you were kiting.. Most creatures will run you down =P Kneeling and spamming a HAM specific shot (Bodyshot2) are what make'em able to kill stuff faster.. More damage, too.. We're tanking the entire time, they arent.. That's what it is to be a melee, you have to accept that.
Zhakrin wrote:
4. The defensive mods are so increabily need. I just hope they are strong enough. I recently started climp the pistol tree of basic Marksman, and to my horror by kiting I could kill creatures that would slaughter me unarmed, and i am currently a TK monk.
We shouldn't use claws.. Vibro Knucklers I can go for as an UNARMED class.. Because they're in the description blunt weapons that vibrate on contact... However, claws are clearly blades. Which would obviously mean we were very armed..
Zhakrin wrote:
5. one idea i had for an unarmed weapon was the claws seen on Wolverine (x-men). Not that i am a wolverine want-a-be, but that there is something powerful in this weapon and with new forms of VKs would be a nice compliment to our arsinal.
If your not a master bralwer stop saying PC's cant tank, because we can. As a master brawler almost master TKA I tank extremly well. The only thing I found I cant tank is krayts. get master brawler some great armor then come back and say you cant tank.
ps your #2 is a huge pet peave of mine it needs adressed.
thx for the inputguys. However, as someone stated:
Even if we were made to be the greatest tanks ever...you dont get xp for taking damage. You take the hits and ur backup gets all the xp.
Personally I dont want to be a tank character, i want to be a finese azz kicker, and to do that i have to be able to hit things and do damage. Damage that is not limited to kenetic. I need to be able to make things bleed (DOT) and dodge. I would rather be better at dodging and not get hit, than have to stand there taunt and get hit while hitting for 60% of my regular damage.
The only good thing this /tank ablilty is for is to make getting xp for TKA the slowest/hardest in the game.
I am cautionally excited about the proposed class change thou and hope the range and damage mods help us out.
PS yes we should NOT be able to out tank a Rancor, but we should be a lot more exvasive than a walking house. A master TKA should have mods that make posture chances nearly impossible and we should be some of the fastest and hardest to hit players in the game.
Melee's need a snare; I think that's the bottom line. It needn't be long, and it can have a 1min timer on it, but they need the chance to slow someone down a bit so they can't kite.
-Jeff