Teras Kasi Archive
Thread: I Think I Have An Idea On How To FIX The Mele vs Ranged Gimp
Ok, Call me crazy but i just had an idea on how to fix the whole mele vs ranged in pvp problem, why not givea masterin eny mele class or in tka wich seem to be the main problem at the momenta new ability, also for all the other mele clases,i would call it (just an idea) "Fear" it would make eny 1 rangedmarksman professionperson (would not work cause they have eny marksman tree active, only if the person was using a ranged weapon of enysort) it would only paralize them making them inmobole for some time so the mele fighter could close in and actually be able to hit the person, it could be a sort of "After Long years Oh Stricked Training have i been able to achive a feet,an ability able to chanel my energy into a paralizing move to incumber my fo"
Tell me what you think ![]()
Thats a ranged knockdown, that would make us too good and make them not stand a chance.
How about poison darts, the kind that Fett used in the Starwars movie to kill an assassin who failed to kill the princess? Might work better then the ranged knockdown idea of yours.
I still say, keep it simple. Give TKA the following 4 things, and everyone will be happy:
1) Enhanced Movement Speed -- give TKA *something* to help them maneuver against ranged weapon users. This would give TKA a chance of actually landing a blow in combat. That's all we're asking for SOE ... a freakin' chance!
2) Unarmed Disarm -- not exactly a knockdown, but something that would be useful. Besides, 'disarming' combat maneuvers are almost explicity derived from unarmed combat in the first place. It's just ABSURD that a pistoleer has a ranged Disarming ability, but a TKA can't even disarm a crippled meatlump waving a wooden stick at hime.
3) Better defensive bonuses -- Some sort of defensive bonuses against melee and ranged. Let's face it, if we're at a disadvantage while fighting against ranged weapon users, we need something that gives us an advantage when we are in close range. Currently, we have NOTHING.
4) Vibro-Knucklers -- Remove them.They are the most poorly-conceived 'unarmed' in-game concept ever imagined.
5) Some sort of /stick command. Ranged weapon users have auto-target ability ... they can run and fire over their shoulders without having to target ... but melee fighters get nothing in this regard???? Know wonder the devs keep using one-sided mockery like "Don't bring a knife to a gun fight ..."
while my idea is probably so unbalanced its not funny, it would be fun to see the frustration run rampant.
Personally I think anything that can disable your opponent 100% from a long range distance is way too overpowered. Ranged knockdown (let alone that absurd area effect ranged knockdown)makemelee 100% obsolete in PvP. Posture change down at a range is one thing, knockdown is just a joke.
While that's a nice idea, I think it just fuels the fire that's already cooked most of us.
Disarming is a nice idea, although the pistoleer Disarming shot doesn't actually disarm its target. It supposedly has a chance of damaing their weapon, and in fact Disarming Shot 2 is the dreaded area effect ranged knockdown. Not quite sure how that works.
But just an interesting sidenote, if ranged has THIS much of an advantage over melee right now, what's gonna happen to the first poor lightsaber wielding character? Unless they're given huge innate resists.. in the game's current state a novice marksman could wipe the floor with a PC jedi.
I thought it would be a cool idea to give different melee professions different ways to deal with the melee vs range problem.
Fencers might just be very adept at deflecting attacks(Blades within the SWG universe are actually capable of deflecting fire, namely vibroblades...)
TKA's might just have enhanced movement speed.
Maybe pikeman get an insanely 20-30m lunge where contact freezes the enemy in place(sort of impaling the enemy doesn't allow movement, ya know
P)
And maybe give swordsman a charge, where they can move extremely fast at a loss for ability to turn?
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
I think that a new tier should be added to the terasi kasi skill tree. It would consist of ranged weaponry... like: ninja stars, or other various martial arts style ranged weaponry. Of course the devs would change the names of the weapons and the way they look to fit the star wars universe, which is fine. And as you go up the tree, you gain the ability to get different types f effects to put on your ranged weapons, such as: slowing your target (so melee can catch up to the marksmen), stun, reduce defense... etc.
Varssk-Terasi Kasi/Musician/Scout Lowca