Teras Kasi Archive
Thread: A thought on anti Kiting new moves
The problem is that when a TK,or any melee,catches a ranged weapon user the fight SHOULD be over. But ifthe ranged personcan run away then the fight is now a Kiting fest.
"possible"solution: A move that will (sorry for using this term) "snare" (reduce movement) them and allow a TK or another melee to keep up. This will have two effects 1) IF a TK can catch a ranged weapon user the TK, or other melee,can now keep up and finish him off and2) the ranged person is not "Knock Out" and can fight back.
I do understand that the actual problem is that the server lag is showing us one thing and in "reality" something else is what is happening. But perception is Reality and the TK is seeing aclass that could take on a full Jedi and have a good chance of taking out the Jedi being "Kited" by a CDEF.
There has been talk about an elite elite profession for TK. IF they do this we must have ranged TK attacks. IE throwing darts etc. It is imparative that if we do get an elite elite, and we choice to do this, that we get range of some sort.
Few things are in the works and i think it will help fix this problem
1) our Toughness needs to adopt ranged attacks not just kenetic dmg, it needs to be able to absorb all kinds of attacks by the percentage of our toughness.
* melee, ranged, effects duration IE stun dizzy poisons etc.
2) we are getting 5m on our knucklers, and all melee are having their ranged increased to compensate lag issues from client to server, this will help out greatly
3) test center has a 5 second timer on KD, if this goes live it will help ensure we keep our targets within range better, or if they change this then we need some sort of way of temporly paralizing our targets etc.
It still falls into the category of unarmed and has that same martial arts appeal to us all.
shurikens and poisioned shurikens would be a great asset. even to just slow down a kiting opponent to just keep up.
I also think Meditation should be a monk title, and artist should be taken out or moved.
We really can't have anything that negates the advantages of ranged combat (stun/knockdown etc), but a way to overcome it without hiding in a building would be nice. If not, so be it. Give us more building encounters so we could be in our own element.
Lok has the Droideka Caves
Dalothmir has the Mutant Rancor Caves
Tatooine has the Tusken Raider Caves
Endor has.. (well I dont want to ruin the suprise for newbies)
But all things that a Master Teras Kasi would enjoy is close combat. Hey its not Lower Guk, but it will have to do.
RazorBluewing wrote:
I've always like the option of a sprint move that moves as fast as burst run (or faster) with an action expense and only lasts a few seconds, but can be done repeatedly. And it could be stacked with burst run (so that people running in burst mode can still be caught).
We really can't have anything that negates the advantages of ranged combat (stun/knockdown etc), but a way to overcome it without hiding in a building would be nice. If not, so be it. Give us more building encounters so we could be in our own element.
Bump right on. A additional sprint move. or flying accellerated squirrel kick move. (something like that would be great)
Dandolan wrote:
"possible"solution: A move that will (sorry for using this term) "snare" (reduce movement) them and allow a TK or another melee to keep up. This will have two effects 1) IF a TK can catch a ranged weapon user the TK, or other melee,can now keep up and finish him off and2) the ranged person is not "Knock Out" and can fight back.
Response:
I cannot pretend to be an official...I'm not a CSR, DEV, or anything resembling...this is my opinion...but since I kick all kinds of butt PvP...I feel justified in expressing it in these forums. I'll say this very plainly...
You were not ment to chase anyone. Stop running.
That's right...if you chase a marksman...you make yourself a mark...period.
If you let someone get away from you, than fight's probably over...don't be mad or feel like we suck if you get kited to death if you chase...you allowed yourself to die. It's your fault. There are a few tough to handle game bugs, but that's not one of them.
Dandolan:
But perception is Reality and the TK is seeing aclass that could take on a full Jedi and have a good chance of taking out the Jedi being "Kited" by a CDEF.
Response:
That's just silly. You're twisting any sense of credibility you might have had if you think Jedi will be kited...
Also...we're not Jedi...in the official EU, Teras Kasi Masters might have been able to be a match for a jedi, but in this game, we're a specialty unarmed elite profession...while we're currently getting much love from DEVs, other melee will follow and will (rightfully so) be just as tough as we are...it's balance. Perhaps an elite-elite Teras Kasi that will handle a little more toe-to-toe with a jedi will come out, but we're not it. Do yourself and your blood-pressure a favor and stop comparing to that ideal.
We HAVE to use tactics to compete...we HAVE to use our brains much more than ranged do...if you play melee and play by their game (i.e. LETTING them kite you)...you deserve a blaster burn to the temple.
Don't mean to flame(I ment to, but I'm sorry about it)...but this topic has been addressed and re-addressed...please read a bit and learn about your profession before you post this kind of thread and get all of the other chaff stired up and thinking that they should be able to hang with the wheat.
RazorBluewing wrote:
I've always like the option of a sprint move that moves as fast as burst run (or faster) with an action expense and only lasts a few seconds, but can be done repeatedly. And it could be stacked with burst run (so that people running in burst mode can still be caught).
We really can't have anything that negates the advantages of ranged combat (stun/knockdown etc), but a way to overcome it without hiding in a building would be nice. If not, so be it. Give us more building encounters so we could be in our own element.
this is suposidly being addressed witht he increase to overall melee range. if they didnt do this, and just gave us the ability to run faster, then that gives us too much of an escape option, and escape shouldn't be our tactic IMO.
also ive used bR before in fights and i have to be infront of the person to him then, because of server client issues, i like the range increase more then i do the burst running thing.
Dandolan wrote:
The problem is that when a TK,or any melee,catches a ranged weapon user the fight SHOULD be over. But ifthe ranged personcan run away then the fight is now a Kiting fest.
"possible"solution: A move that will (sorry for using this term) "snare" (reduce movement) them and allow a TK or another melee to keep up. This will have two effects 1) IF a TK can catch a ranged weapon user the TK, or other melee,can now keep up and finish him off and2) the ranged person is not "Knock Out" and can fight back.
I do understand that the actual problem is that the server lag is showing us one thing and in "reality" something else is what is happening. But perception is Reality and the TK is seeing aclass that could take on a full Jedi and have a good chance of taking out the Jedi being "Kited" by a CDEF.
Hey, here's an idea. type in /s next time you're in the game, you'll see why jedi can't be kited.
Friend of mine pointed out an already working solution to the "kiting" problem.
Qizootie, "you wanna see what happens when i duel a melee".
Qizootie, "usually its warcry, warcry, standing, warcry, more standing, heal, warcry, more standing, dead".
Qizootie, "thats why i don't duel melees".
i have a great idea on the anti-kite issue:
a special move that makes the attacker lose their target. it could be called"misdirection."
npc's wouldn't have a problem regaining their target because they're obviously controlled by acomputer, so it wouldn't unbalance pve,but pc's would be effected by it beacause they would have to swing their camera around and try to re-target the person.
now if we could do a misdirection as often as we needed, (in place of another special move),it would possibly slow down the person running away by causing confusion in their mechanics, and it would also atleast keep us from getting hit so much by adding that extra delay in the "kiter" shooting us. when we are in a close range situation, we would rarely use this special, because it would take the same time as a regular attack special, although it could be used as a tanking move too. it would not be a sure thing by just spamming it because it will have some sort of HAM costs associated with it. lastly, removing someones target would be a great addedtool to use in group pvp. the person will automaticaly target an attacker if they have no target. if we are fighting in a group and use a misdirection, the person loses their target and auto-retargets the first person to hit them, this would make us be able to cause a fair amount of confusion, but not anything that is really powerful.
if anyone sees any balance issues with this move let me know, i have a lot of ideas on this and i don't want to make this post too long. just post your concerns and i will answer any questions.