Teras Kasi Archive
Thread: Tk's need a bleed?
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Ryutek
Wed Nov 10, 2004 2:39 pm
#1
Well, I disagree on the usefulness of the combo moves, but that will vary a little person to person.
Do we need a bleed?
Not really. It would be nice to have one, but I wouldn't say we need one. Let's take a quick look at the three professions from a different perspective. Swordsman are damage dealers, and yet we also deal great amounts of damage. Fencers are quite defensive, but we can also hold our own. Pikemen have crowd control abilities, which we do not have. Should we gain AoE attacks too?
I understand the desire, I really do, but in relation to the other Melee professions we fit in pretty well where we are. We have a defining ability with Meditation, and we also get good Offense and Defense. I just can't fathom the need for additional specials teh way we currently are.
In all honesty I would say anything like this needs to wait until after the Combat Upgrade to discuss, as there is no telling what kinds of changes we may see then.
Do we need a bleed?
Not really. It would be nice to have one, but I wouldn't say we need one. Let's take a quick look at the three professions from a different perspective. Swordsman are damage dealers, and yet we also deal great amounts of damage. Fencers are quite defensive, but we can also hold our own. Pikemen have crowd control abilities, which we do not have. Should we gain AoE attacks too?
I understand the desire, I really do, but in relation to the other Melee professions we fit in pretty well where we are. We have a defining ability with Meditation, and we also get good Offense and Defense. I just can't fathom the need for additional specials teh way we currently are.
In all honesty I would say anything like this needs to wait until after the Combat Upgrade to discuss, as there is no telling what kinds of changes we may see then.
Atama
Wed Nov 10, 2004 3:12 pm
#2
I am so glad we don't have a bleed attack, because it's just one more thing that lets us avoid a nerf. We need to have disadvantages so that we're not so powerful that it's unfair for other melee professions.
RabidJawa02
Wed Nov 10, 2004 3:13 pm
#3
Could you tell me the benefits of using unarmed combo instead of the other tk moves? I've used them before, but they don't add up to sayunarmed attack 3 or any of the abilities from precision. Also, wouldn't unarmed spin attack be considered an AoE, or is AoE only associated with status changing type attacks? Thank you for your response 
fishbrains
Wed Nov 10, 2004 3:15 pm
#4
Atama wrote:
I am so glad we don't have a bleed attack, because it's just one more thing that lets us avoid a nerf. We need to have disadvantages so that we're not so powerful that it's unfair for other melee professions.
/agree, why can't people be happy that we are one of the best thought out classes in SWG. We have good damage output,great defences, we can cure poison/bleeds/disease, we have a self buff ability, we can get up from incap before we can be deathblown once an hour, we have targeted hits for EVERY pool, and the PvP 'I WIN' button of dizzy/KD.methinks we have enough.
Atama
Wed Nov 10, 2004 3:37 pm
#5
"Could you tell me the benefits of using unarmed combo instead of the other tk moves? I've used them before, but they don't add up to say unarmed attack 3 or any of the abilities from precision."
There's pretty much no reason to use UnarmedCombo2. It's the slowest TKA move, slower even than UnarmedHit3, doesn't do a lot of damage, and spreads it out between the pools. It's like a really weak, slow version of UnarmedHit3.
However, UnarmedCombo1 is useful. The reason being, it avoids the action pool, and it tends to hit the health pool more than the mind pool. So it's like a watered-down UnarmedBodyHit, but it uses a lot less HAM. I use it when I want to fight without buffs, it does ok damage with not much HAM cost. If you're buffed though, totally avoid it, you're better off with UnarmedHit3 or something that targets a particular pool.
"Also, wouldn't unarmed spin attack be considered an AoE, or is AoE only associated with status changing type attacks?"
Yes it is an AoE attack. TKAs get two: UnarmedSpinAttack1 and UnarmedSpinAttack2. However as you pointed out they don't land states, and the other melee professions all get spin attacks that do land states. It's yet another thing that keeps us from being overpowered.
AtomPolaris
Wed Nov 10, 2004 3:41 pm
#6
good idea but id say we should push for something other than kinetic damage weapons first (i know one of blast is in the works)
bring this back up after the smuggler revamp cause i know thats soon (i hope)
bring this back up after the smuggler revamp cause i know thats soon (i hope)
TerasKasiTusken
Wed Nov 10, 2004 3:48 pm
#7
I agree. This is a good suggestion and does need to be looked into plainly and simply because the unarmed combos have almost no value to a tk(i would much rather have a bleed for unarmed combo than damage). However, wait till after the CB to bring this up.
Atama
Wed Nov 10, 2004 4:31 pm
#8
Um... No, there's no blast weapon "in the works". Swordsmen are the ones with a blast weapon. The devs already created an alternative damage type for us, in the form of the Black Sun Razorknuckle which does heat (READ THE STICKIES!!!) and plan on putting it live after the Combat Upgrade.
fishbrains
Wed Nov 10, 2004 5:15 pm
#9
Atama wrote:
Um... No, there's no blast weapon "in the works". Swordsmen are the ones with a blast weapon.
*cough* commando *cough*
Atama
Wed Nov 10, 2004 5:16 pm
#10
Commandos are now a melee profession?
I know that they fight from melee range with their specials but I was under the impression that they used ranged weapons.
I know that they fight from melee range with their specials but I was under the impression that they used ranged weapons.
fishbrains
Wed Nov 10, 2004 5:18 pm
#11
Atama wrote:
Commandos are now a melee profession?
I know that they fight from melee range with their specials but I was under the impression that they used ranged weapons.
you did not say melee profession
RabidJawa02
Thu Nov 11, 2004 1:11 am
#13
Hello fellow TerasKasi artists. I have been giving some thought to the fact that TK is a well mixed blend of the other three melee professions, fencer, swordsman, and pikeman. (I come to this conclusion since TK has the ability to use head, body, and leg hit yet the other melees have stronger versions of only one pool; and that tk can dodge, counter-attack, and block yet the others have a stronger version of only one type; tk can stun, blind, and dizzy yet fencer blinds, pikeman stuns, and swordsman dizzies.) Each of the melee professions has a bleed, which can go up to level 2. I have noticed that the tk "combo 1 and 2" abilities are utterly useless. Seriously, ask yourself when it would be necessary to attack all 3 ham bars instead of focusing solely on one. How many of you think that combo should be a bleeding attack instead of a damage attack? I mean, having all threepools bleed would be awesome, and wouldcertainly be nifty in both PVP and PVE.Combo 2 would change from damaging all three pools to bleeding them with the strengthequal to the fencer body bleed lvl 1, swordsman head hit level 1, and pikeman leg hit lvl 1(combo 1 would onlybleed body and leg). If necessary,this move could bebalanced out by putting higher ham costs on it (ONLY IF NECESSARY). I feel as though this is one of the aspects that tk lacks. Please let me know what some of you out there think, especially if you feel if unarmed combo is any good as it currently is(i'd like to know why
). Hopefully if enough people agree we might get this idea into the game w00t!
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