Teras Kasi Archive

Thread: Just an idea to help us...

Ashler
Sun Aug 17, 2003 5:24 am
#1

Well only thing I can think of to help balance us with "ranged users" without nerfing them. (Which is never a good option)


Is...


Too give us stances.


We have our normal one now, which would be default. (Give it some fancy name)


We would have another one, which actived (touch of a hotkey and instant I remind you) Would make us immobile.. BUT would give us like +30 to our melee defense, maybe +20 to our Unarmed toughness and make us immune to knockdown. THIS would be so we CAN TANK! I state again we could not move when we are like this. Also give it some funky name.


And finally our third stance.. or fighting style would be for ranged combat.


When activated, We would NEGATE ALL of our melee defense (AKA to Zero) BUT would give us +30 to Ranged DEFENSE and give us a run bonus of +10%. That way if the Range combat user used his run buff he would still get away. BUT we would have away to deal with kiting.


Also... the DEVs would have to give us some way of knowning what "stance" or "form" we were use'n... I mean an icon or something. Cause if we got caught in the wrong one we would be pushing up daisies.


Peace,


Liskino the trandoshan


Sunrunner

SupraDarky
Sun Aug 17, 2003 8:14 am
#2

Great idea, but we would still die from the One-Shot Death ranged specials.


The stance vs Melee where we wouldn't be able to move is really great tho.




-------------------------------------
--------------------------------------------------------------------------------------
Fuma-X: Grenadeer/CH --Bloodfin

Darky: Teras Kasi Artist/CH --Chilastra
ogreb42
Sun Aug 17, 2003 8:57 am
#3

I agree that the TK artists should essentially be the victor if they close to melee range versus a ranged weapon user. However, you also have to realize that this game is not set in a medieval world, and that you are in essense bringing a knife to a gun fight. Since they should always win once in melee range versus a gun wielder, giving them an ability that essentially allows them to always close to melee range makes them virtually unstopable. The fact of the matter is, and always will be, that if i have a gun, and you have your fists, and i see you when you're at 64 meters and start shooting at you, I have the upper hand. There is no way to change that that does not completely unbalance the fact that if you do close to, say, 5 or 10 meters of me, you are the victor.


The other problem is that you are not the only melee type profession out there. What about the swordsmen, the pikemen, and the fencers? Any solution would have to encompass them as well, since (unless they've already been granted the ability to shoot laser beams from their eye sockets) they face the same problems as the TK artists do. It'd be cool to add some meditative chants that do things like give slight movement speed bonuses, or knockdown defense for a short time, but what would be the parallel to the other less monk-like melee guys?


That said, all melee types should be given some abilities to help make up for this difference. Something like an ability granted somewhere in the elite tree (nowhere lower than novice, this could be powerful enough that you should have to invest to get it) that specifically helps address the issue of kiting. /throwrock could be very low damage attack that causes dizziness when it hits, and also causes the target to fall over if they were moving and firing their weaponwhen it hit. It would either have to be an expensive attack or be put on a timer (seems they're reluctant to put combat moves on a timer, it is rather counterintuitive), and would not work within the range that lunge is effective. Since it dizzies the target in addition to knocking them down, they couldnt just get right back up...posture changes while dizzy cause you to fall over again. Also, i think being dizzy disallows burst runs, although im not sure what happens if you become dizzy while burst running. It could be too powerful, but in light of the fact that everygun class gets at least a ranged posture down attack, it could help even the playing field.

JardaneWS
Sun Aug 17, 2003 9:24 am
#4

My biggest pet peeve with the ranged vs. melee issue, is the fact that ranged users can run and gun. Its been stated many times, and the best one I liked was the donut example, I almost fell off my chair laughing at the one, but who can look over their shoulder, run at full speed forward, and not trip over or run into anything. No one that I know of. Several things that would correct this issue.


First and foremost, I am not one for nerfs, but in this case, it is needed. One of two things should be done to the ranged user to make the melee fighter have a bit better chance to win. First off, while firing, the ranged user should be slowed by 50%, their ability to run as fast as someone chasing them, but firing over their shoulder is ludicrious. If that is not the answer, then make them stop and reacquire their target each time they want to fire. While this game is not based on reality, it should be based on some laws of physics.


Secondly, the melee user should be given a few things to compensate for their lack of ranged, its been stated many times on these boards that the description of certain melee classes given by SOE are a far cry from their current state, there again, I won't repeat as I am sure everyone has read them all before. However, several solutions to aid the melee fighter in ranged vs. melee combat. Melee fighters should be given a speed increase, Polearm, 1handed users, and 2handed users should be given, say a 10 or 15% increase in their base speed, and Teras Kasi should be given about 25% speed increase as they are unarmed and have spent their time focusing their body and minds to be their weapons. Also, defenses should be made to work correctly, there again many people have stated that they appear not to be, this is also the case with me, I have seen no increase in defenses even though I have gained in all aspects of defense. Oh and a /stick command would be nice too.


In conclusion, not that I advocate nerfs, but in this case, ranged users need one. Their ability to run and gun without impunity is in my opinion the biggest imbalance in the game. If you are a ranged user and complain that would destroy your class, please take a moment and realize how unrealistic that is, even for a game such as this. We as melee characters don't want to win 100% of the time, but on the same token, we don't want to lose 100% of the time, which is the case now. All we really want is a chance, and the game in its current state does not provide us with that, as a 2 min old character with a CDEF pistol can kite and kill amaster of any of the elite melee professions.




Jardane So'Jah
Teras Kasi Novice on Ahazi
Ashler
Sun Aug 17, 2003 10:30 am
#5

I have agreed and understand exactly what you are saying Ogreb42. I am not... by a LONG shot asking for melee'rs to excel vs. ranged combat. I do not THINK melee should WIN vs. Ranged combatant is teh person is AT range.


But...


I do think there is no way in hell you should winagainst ANY melee'r in their 5-10 meter area.


I am saying that every profession should have an "area" that they excel at above others. As it stands now the man that uses the pistol excels better than ANY other profession at ANY other range. Be it 64 meter or 1 meter.


Yes this is Star Wars but the main battles were NOT won with pistols. Go watch the movies.


Peace,


Liskino the trandosahn


Sunrunner


Page 1 of 1
Previous Next