Teras Kasi Archive
Thread: Don't nerf TKM's..Don't nerf MRM's.. Nerf TKM+MRM
The combo of just TKM and Master Rifleman give a player +117 Ranged Defense and +102 Melee Defense...It also leaves them with 66 skill points remaining...
+117 Ranged defense and +102 Melee defense may seem like a lot, but there are several other combinations in game that can boost a player to this amount or more...it's actually how they spend that last 66 skill points that makes the difference...If they put some of it into Fencer they can boost these defenses up to +186 Ranged Defense and +171 Melee defense which is approaching godhood (especially when you further boost that with +25 of each via skill mod attachments)...
This is the reason why the dev's are capping cross promotion defenses...I've heard rumors the cap with be +125 of each...once that is done, the whole "over-powered" defenses idea will be null'd...and there is no reason to NERF them....all this combo will leave is an slightly above avg defense combo with nice melee range attacks and nice ranged attacks...a solid template strategy in my book...
People always forget to look at the remaining skill points and where they are invested...Like Commandos...they see someone running around killing everything with a Flame Thrower and think Commandos are overpowered...but they don't realize that that person may just be a Flame Tree Dabbler and is relying on dabbled defenses to boost their abilities...
Don't forget the rifleman bug that gives rifleman 2.5x the melee defense. Otherwise very nicely put Garvin
Vycor wrote:
Don't forget the rifleman bug that gives rifleman 2.5x the melee defense. Otherwise very nicely put Garvin
Thank the Force that's being fixed next publish!