Teras Kasi Archive
Thread: Let them Kite.
Let them run. Let's just make **edit** sure they have something to be running from.
When I signed up for TKA, I knew that anyone with ranged, if they got me at a distance, would win. That's the nature of the beast. Granted a doge bonus, or the ability to hit while running would be nice, but let's not ask for everything at the same time, shall we?
The ONE reason I want to be a TKA is to be absolutely DEVASTATING up close and personal. That's the fun! Figure out a way go get them in close. Be devious and caniving. Have a group to cover you while you loaf your arse in close. Then laysome smack down. All I want (and what I think all of us TKAs would be happy with), is to know thatIF we got in close, we would win almost every time.
Please, my fellow TKAs, let's focus our b!tching on this one issue. Let's keep up with the excellent ideas of a "leg break" to reduce their movement, or further tweaking KD such that it can be useful for us without ruining the game experience of the other players. The damage improvement and reduced HAM costsare GREAT steps in the right direction, let's not take that for granted. Essentially, let's focus onthings that require us already being within melee range.
To sum it up. Let's focus on making the otherclasses fear the day they see a TKA of the opposing side standing next to them, not fear one charging them from 80m out.
Meng-Tzu - Lowca
I heartily concur. In large PvP battles, I find that I'm one of the most devastating members of the group. Normally, my fellow Rebel friends engage using their blaster and heavy weapons. Little do the Imps realize, that a TKA is charging forward.
Many an Imp has fallen to might of Jowltharr, Teras Kasi Wookiee. I love the update changes to our profession. Instead of griping, let's continue to offer up positive ideas to boost Teras Kasi into what it should be.
Slowly but surely, we are becoming closer to what we should be.
you still lose....no matter what i do...fight starts in town...pet is on guard...pet runs over attacks...i run over to attack enemy and he is too far away to attack (dunno if he/she burst ran or not..) i burst only top have 75% ham gone so i spam lunge to get to stop...never hit and i die !!!
I have full scout terro skills???
Face it they will never fix this for melee......time for all TKA to PickUp a gun...
personally i think some kind of ranged attack for teras kasi or brawler or maybe having prerequisites of both would be nice. I mean, if we are the master of unarmed combat or being a master brawler we are master of weapons, we should have a skill like dagger throwing or something to bring them down from some sort of range just long enough for us to close in. I also like the idea of being able to run slightly faster than say a ranged person due to the grueling training of perfecting our body and mind to be extremely lethal up close. I dunno, i have not been able to log in to test how the new changes work but i seem to adapt with each nerf of the unarmed class. I should be able to adapt with these new changes. i have noticed that my unarmed dmg is now at +185 and the dmg increase is definitely noticeable. I guess i will see how it works in pvp but seems i do fairly well in normal pvp anyways. I can usually take someone down in 3-5 seconds once i land my initial blow.
Feihong - Chilastra
Teras Kasi Master - Master Brawler - Rebel Colonel
Hello,
This is my first time posting on these boards, but not my first time reading them (I read them maybe 3 times a day) anyways I just thaught I would share my insight on this issue.
I have been playing for about a 2 weeks now, but I was in beta. I have seen some TKA and ranged classes duel before and the truth is that we get about a 20% chance to win in a one on one PVP battle. The reason I say 20% is because not every ranged fighter is a stratagist. Anyways, as I see it now any ranged user can work a TKA and I tested this with my friend. I used a pistol (scout blaster) and as soon as the duel started I took off. I continued to kite him and when he would burst run I would burst run so that he couldn't ever catch up. Well this went on for maybe a couple minutes then I incapped him.
The reason I braught that up is because I do not feel that we need to do super high damage at melee range. I would just like to be given a little modifier in like the defensive trees in all the melee classes that gave to running. I would like it to work like you get a like a +1 to running speed ineach defensivebox of that part of thetree then another +1 at master. All this would do is make you run .5 times faster. Which I feel isn't that much faster. It would have to be worked where you only get the bonus when you are using the weapon type for that elite melee class (that way no ranged class can go dabble in a melee class for the speed increase, nor a melee class dabbling in all the melee classes for alot of extra speed). That way we can keep the damages the same, and maybe add some dodge in TKA some where (all the other melee classes get a dodge/block/counterattack thing so I figured TKA should be able to get one to). This way in PVPwe will have at least a better chance than 20%.
I for one know that this idea would not solve all the other problems with TKA, but hey like one of the other posters said in this thread. We just gotta take it one step at a time.
I understand us wanting to be able to get to them, but here is the little problem with that: If we COULD just run up to them, even with 50% HAM, we would win. We'd ALWAYS win. That would make our class EXTREMELY overpowered.
So let's keep this constructive, and realistic.
At range, they will always be able to beat us. That makes sense because they can keep usat range by kiting. I am willing to deal with that IF and ONLY IF the same criteria applies the other way: We should be able to always beat them up close, and just as they are able to keep us at range by kiting, we should be able to keep them close by lunges, leg-breaks, snares, etc. (note that I don't mention knockdown because that has already been over-discussed and I consider it a lost cause).
So what do you think? If the fight starts at range, one on one, they win (running like little wusses). If the fight starts up close, we will win because we cn KEEP Them from running (think grappling/throws).
My current idea to implement this, which is extremely easy to implement, is as follows:
Modify unarmed leg hit to put a temporary status effect that slows our opponent, and make it stack. This seems COMPLETELY balanced because we do not have the luxury of kiting.
Please comment/suggest/tear apart my idea. I would especially like to hear the perspective of someone who want's to play devil's advicate for the ranged people.
Meng-Tzu - Lowca
I'd like to see something added along the lines of a "running start" maneuver. So that when you get within 10m or so you could more or less "leap" at a target with a flying kick or whatnot, with the effect of either adding stun or possibly dizzy. Granted this would also have a timer added to it (ofcourse) but it'd atleast give us a chance to close in better.
Also, when viewing most martial arts movies (I know, some are very unrealistic - but not all) that most Martial Artists move very quickly, with a sort of fluency about them. I believe either a passive bonus to our speed (somewhat like Scout) should be added - or theres an alternative that I thought of:
Give us a skill, or perhaps a statistic called "Endurance." This skill would, over leveling through TKA, reduce the costs of Burst Run while also reducing the "cool down" time that states "You are no longer tired." This would allow us to perhaps actually get to our target in order to hit them. I personally feel its realistic and not overpowered, because even if we get close we still have to knock them down. It just allows us to close the gap.
Agreed, let them kite.
I love the leg break idea. Grappling is good...all basically the same thing. Let us have the opportunity to make sure that IF we catch up somehow, we can end it.
Good ideas guys.
i like the "leg break" idea but.....
in the martial arts i study(ed) they told us to avoid crakcing limbs and such because of the afteraffects of them being in a blind fury
i think ether
1 after they recover from leg break they should get some kind of bouns like +50% dmg BUT becasue they are in a blnd rage -65% acc and the pistoleer should have a big damage bonus to their melee defence attack but also have a chance to injure themselves (this seems overpower to us dosent it?) and have them ahev a dirty fighting when they like hit us in the crotch or something
or
2 grappling and that just says it itsself becuase i did alot of that