Teras Kasi Archive
Thread: True feelings on TKA and MELEE in SWG
Alright, lets start here. This is a MMORPG right? All other (starting at EQ) Have had the melee classes being the tanks. Maybe this isnt a good post for TKA but for ALL melee classes. In all other MMORPG the melee class can ALWAYS take more hits then say, the ranged classes. Why can a BH and a Comando take more hits then me as a TKA/pikeman/fencer ? Because theyre profession is a Hybrid? Because it takes more work for the to become it? Same deal with the CH, whats the point of being a master TKA when i can just be a Master CH and stand back with a gun and blow stuff apart?
I will agree that it would be pretty farfetched seing a TKA taking hits from a Tortor. But still, i fought dragons and what not in other MMORPG, i figured i could be a tank in this game as well. Well to say the least, they're are no tanks.
How come a jedi learner (NPC) can hit me once with a sword (not a LS) and kill me in 1-2 hits? Whats the point of being able to take damage as a tank if i die in a few hits? I have seen the same swords used by a force sensitive NPC that i have siting in my inventory. I probly sound crazy, but if this was a MMORPG there would be more melee classes. I know star wars is famous for laser guns and what not. I wanted to experience MMORPG in a star wars world. I guess that still doesnt exist.
As my TKA brothers im sure many of you will (sould) agree with how i feel.
Please post and respond to this, and maybe (doubtful) the Devs could help us out a bit. Post your thoughts, everything you think about TKA and Melee alike. Lets hear what ppl think about the Melee of the game.
i am torn on this issue at times. i FULLY agree that it would be nice to see some differences OTHER than fighting style between melee and ranged fighters. as you stated, in other games, barbarians, fighters and melee classes in general are able to take more hits because they are designed (all around) to stand toe-to-toe with an enemy and deal and take damage. ranged classes like archers, mages, gunners and the like, can take fewer hits, but have distance to counter the need for heavy armor, and tanking.
the problem SOE encountered was that it did NOT want to create EQ in space. i can understand that. so it was back to the drawing board when it came time to create character classes. perhaps the thought process was exactly the opposite of yours and mine. perhaps they thought (like we did) well, in every other game, classes are separated by physical attributes and physical abilities (but unlike us) they thought to change that, lets level the playing field and every (insert spicies here) will start with the same basic template, and it will be the professions that make the characters different. the skillsets players choose will make melee human A different from ranged human A. truly a powerful departure from the norm.
now that a reasonable amount of time has gone by however, the weaknesses of such a departure are starting to show. there is no pure "Fighter" class, and there is no pure "Archer" class, because the templates start the same. i know you are thinking that i am ignoring stat migration, but i am not. let's be honest, when it comes down to it, a Master Doctor buffed Melee class has no more tanking ability than a Master Doctor buffed ranged class, because everyone (within the same spicies) starts and ends with the same number of points to distribute and the same caps in place on distribution.
so we throw spices into the mix to counter some of the above statements. as we all know the two most PROMISSING melee tanks can't wear full suits of armor...melee classes that can't wear full suits of armor,
that is all i have to say about that.
because certan limitations are placed on ALL players (a wookie, or a humanrunning comletely unencumboredat full strideeach run atthe same speed as the smallest bothan in full composite armor carrying a flamethrower or T1 rifle) kiting will ALWAYS be an issue with this game. as long as the DETAILS of melee vs ranged (archer vs. fighter, mage vs. barbarian) are ignored, there is far less insentive to become a melee class than a ranged class.
YES, TKA does AMAZING damage in a short time. that is cool, VERY cool, but when all things are balanced, it makes no difference at all. as stated above, if a fight between two characters starts at 35m, one character melee and the other ranged, the fight is going to end at 35m end of story. burst run...ALL characters have burst run so again, the fight starts at 35m and ends at 35m with the melee class cloning. i can say this because i have two accounts. One is a master Creature Handler / Rifleman 4/3/4/3 who kites and kills swiftly (NeoEcks on Temest), the other is a TKA 1/1/1/1 / Combat Medic 4/4/2/4
my goodness this post is getting long
i will finish by saying that even with GREAT tactics (not my own, but i have taken the time to read the posts of some amazing tactical minds here and on other boards) if ALL THINGS STAY EQUAL and NOTHING CHANGES characters will always run the same speed and melee classes will NEVER catch up to ranged classes. ever
I don't want tanks in SWG. I don't want the damage sponges we got in all fantasy games. I want modern combat. Blasters, not swords ruling the battlefield.
Heck, imho, drop all the stupid big animals as opponents - make them one-shot kills for any heavy weapon. We don't need dragons in star wars, at least not as opponents for soldiers in the civil war.
Do you at least have some Ubese armor?
This class is the ultimate tank I have played.
NeoEcks wrote:let's be honest, when it comes down to it, a Master Doctor buffed Melee class has no more tanking ability than a Master Doctor buffed ranged class, because everyone (within the same spicies) starts and ends with the same number of points to distribute and the same caps in place on distribution.
Eh, that's not true. Specially for TKA, if a ranged guy and a tka receive/take the same buffs, the tka is still able to use powerboost.
Ranged guys don't have *melee type* toughness and it's a great tanking ability.
And now you have the mitigation thing: ranged mitigation for ranged ppl and melee mitigation for melee ppl.
Meleer can wistand more damages (from melee) than any ranged guy, and tka is the best tank amoung melee (greatest toughness).