Teras Kasi Archive

Thread: Something you all should hear...

Ibova
Wed Jan 21, 2004 7:41 pm
#1

I was one of the first TKM's on Chilastra so yes, I've been through ALL of our changes...We were once overpower, we were once very underpowered also. Being one of the first on my server, Im going to have to say that TKA is the most balanced ithas been and could possibly get. DO NOT believe everything you hear. People are yelling nerf but dont believe anything unless it comes from the devs themselves. Our profession is very much balanced and nothing should be changed.
Tysart
Wed Jan 21, 2004 8:05 pm
#2

Hear hear!


Lets look at the facts


Disadvantages: We don't get bleeds, we don't do any other damage besides kinetic, we can't attack beyond 20 meters, we can get kited.


Advantages: We hit fast, we do good damage (should be a tad bit better then the other melee since we don't get a bleed or a power hit to any specific pool.), we have two forms of knockdown, dizzy, decent tank


Anyways, the guy has a point. Our class is extremely well balanced. I'm a TKM / MD and I make a great tank for parties. ^_^ Anyways, we could use a tad bit more damage bcause of our lacking bleeds or a super specific attack. But you can't always get what ya want. =D


Anyways, cheers for the dude that wrote this. You definately got the idea of TKM!



"Heros are stupid. Yes we have met. I've nearly killed you."

"You want me to move? Come on and move me."

Cheers!
Ibova
Wed Jan 21, 2004 8:11 pm
#3

Nice comment, but TKA's do not need bleeds.The reason we do so much dmg is because we dont have any. With Health shot 2 and Torso shot I can bleed a kunga (11k HAM) to deathin less than 2 min. TKM's can also kill a kunga in less than 2 min. EASILY. TKA's hit harder than anything else in the game, thats why we are the ONLY profession that doesnt have a bleed. I still say nothing needs tweaked about our profession.
JiveTimeMofo
Wed Jan 21, 2004 9:17 pm
#4






Tysart wrote:

Lets look at the facts


Disadvantages: We don't get bleeds, we don't do any other damage besides kinetic, we can't attack beyond 20 meters, we can get kited.






it's only 16m w/ lunge 1.


can't recall warcry's distance, but that only stops attacks not retreats.


int only helps w/ dmg output and don't know the max distance on that either.


other specials are 10m. reg attacks i believe to be around 5-6m.



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Jivetime Mofo

Master TKA/Novice Rifleman
Wrrlaghot
Wed Jan 21, 2004 9:56 pm
#5

Actually, lunge1 is 20m.





Damodred
1st Lieutenant
Axis Alliance, Imperial Guild
Dominion, Talus
JiveTimeMofo
Wed Jan 21, 2004 10:01 pm
#6






Wrrlaghot wrote:

Actually, lunge1 is 20m.








lung 2 is 20m. i had tested out these back when the nerf calls first started on the swg discussion boards. i had 2 toons stay stationary and make sure that both had the exact same distance in the status bar to make sure no lag interfered with the tests.



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Jivetime Mofo

Master TKA/Novice Rifleman
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