Teras Kasi Archive
Thread: TKM wondering why our dmg mitigation is only for meele dmg
To explain to the original poster: there are two kinds of damage mitigation, melee and ranged. The TKA is a melee specialist so they get melee mitigation. Ranged specialists (rifleman, pistollier, carbineer) get ranged damage mitigation.
Clearly this is intended, it's not a bug and it didn't happen by accident. It's part of how the professions are balanced. Either take up a ranged profession to get the ranged mitigation, or learn to cope with "only" having a lot of ranged defense, unarmed toughness and armor to help negate ranged damage.
huntedbyall wrote:
I have played this game from almost the beginning, and i thought mitigation was a GREAT idea, until i found out that it only works VS meele attacks, i thought it would be better for it to be agaisn't ranged (cause of kiting and whatknot) and i think it is kind of silly. I believe they should change it so it covers both, or just ranged, cause that seems more reasonable to me
OMFG, you have to be kidding me? Take a step back and look at your profession. There are MANY other professions with alot more bugs and problems. To give TK bith mitigation types would just overpower the allready most beloved class of the Devs.
Uhm excuse me we need it
what about kiting
i think just because of the fact we have to put up with kiting we should get it
not just TKA's but all melee should get high ranged defense mods
atone48732 wrote:
Uhm excuse me we need it
what about kiting
i think just because of the fact we have to put up with kiting we should get it
not just TKA's but all melee should get high ranged defense mods
Allright, kiddo two words: Burst Run
And while we are on the subject of mitigation, why not give all ranged combat classes high level melee mitigation because that is almost 100% of what we face in PvE. So uhm, I guess we need it. So thanks for playing please come back with a valid argument this time.
Message Edited by fishbrains on 02-07-2004 02:39 PM
atone48732 wrote:
Uhm excuse me
I did make a good argument
why should we have to put up with kiting the way we do? we shouldn/'t have to
so it would only be fair to give us ranged migration and much higher ranged defences to even it out
and to give us a much better chance then we have now to beat ranged
its only fair and for the good of the game
Allright, I'm going to say this as best I can and I'll speak slow and use small words. YOU...............ARE...........A...........MELEE CLASS. This means that you fight hand to hand and do not attack from long ranges. If you are being kited you do have to option to burst run at them or flee. I know some of your attacks can go out to 13 m or so. This means that if you get close enough you can hit them. Kiting is a valid tactic, it is what anyone would do if they had a gun/rifle/carbine/etc and were attacked by a kung fu master or the like.
I also failed to notice that you did not respond to my idea of giving ranged combat classes melee damage mitigation. That is because it is a dumb idea as is this one.
We should get it because we have to deal with kiting youstupid fool
do you not want melee and ranged on even terms is that it>?
Well I think we should get alot higher ranged defense and ranged migration
end of story