Teras Kasi Archive

Thread: Combat Changes to TKA and Our Chances to be Nerfed

Kreetlejuice
Fri Sep 19, 2003 8:04 am
#1

I think we all saw the combat changes that are being planned for TKA:



  • Increased Range

  • Increased Damage

Personally I think the increased range is a great change. However I'm not so sure about a power increase. I think that we are very powerful right now. Our problem is the fact that it is difficult to hit a fleeing target in PvP. With the increased range, we should be able to land punches/kicks more often.


My fear is that we'll be the target of the nerf cryers if we get both bonuses. Most people aren't used to getting hit by brawlers unless by TEF or they are caught in prone. They are accustomed to kiting us and having most of our attacks miss. We'll be hitting people more and we'll be losing to ranged folks less often when we get a range increase. They will be crying nerf for the simple fact that they don't own every time.


When you add a power bonus they'll have two things to cry about: 1) TKA's range is too much 2) TKA does too much damage.


Now if the changes were going in stealth mode then we probably wouldn't hear a peep from anybody. But, these changes have been made public and everyone is aware of them.


We all know the history ofthe Devsand their balancing. They tend to overdo things. So you can count on us getting an insane range increase as well as an insane power increase. It will likely be overdone the first go round. People will cry and cry for nerf until they the Devs give in and we'll be less powerful than we currentlyare.


I'm not saying that I wouldn't love to get both if we could keep both. However, I want to remain viable in PvP. I'm trying to look ahead by using the past behavior of the Devs. Looking at the past it would be better to only get a range bonus in my opinion.


Thought and comments?


Mister_Heavy
Fri Sep 19, 2003 8:07 am
#2

I think people will just have to get used to being killed by brawlers. People get killed by marksmen all the time. They'll just have to adjust to the fact that brawlers wont be gimped in PvP any more.


Besides, it'll only really be a slaughter for the first couple weeks until people realize that brawlers are more powerful. Then they'll learn to look out for us and kite from farther away.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Thunderwulf
Fri Sep 19, 2003 8:11 am
#3

I share your concerns. However, the devs seem to be making a better effortnow.


We can now test them out properly on test before they make it live.


Also remember, any change they make with us, im sure there is going to be a balance added to another professsion.





Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
Kreetlejuice
Fri Sep 19, 2003 8:19 am
#4

I think it's great to be getting attention form the Devs. They do care about us =).


I think we give people too much credit. Asking them to get accustomed to losing to is is asking an awful lot. I would prefer to get the changes in steps and work up instead of just boosting us way up there. But they are running a business and it's probably not the most efficient way to do things in stages.


I would settle for the changes in two stages. Implement the range change and if we are still ineffective in PvP then go ahead with the power bonus. It may be a mistake to push both changes out at the same time.


As soon asranged folksstart losing to melee/brawler 50% of the time, we'll start hearing the cries about not bringing knives to gunfights.


Mark my words there will be petitions that we are too powerful if both changes go in.

IronMaiden7
Fri Sep 19, 2003 8:28 am
#5

I wouldn't worry about it. I still see no changes that are going to allow us to beat the dreaded, brainless (fire& forget)KiTing tactics. Until that happens Novice Markmen will be happy Running & Gunning TKM to death with their CDEF guns.


If we do become a PvP force to become reckoned with and marksmen have to use strategy (God forbid) to beat us, then SWG will have achieved better PvP balance between melee and ranged combat professions that offers everyone a fair chance of winning on a more level playing field.




Why join the Empire?Because chicks dig Stormtroopers!Watch Jedi flick!
"Today's SWG Patch Notes: Found where people were having fun & removed it."
"Teras Kasi are NOT lethal, NOR nearly impossible to knock down or unbalance."
"Facing an opponent armed with ranged weapons, high-level abilities DO NOT enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

Mister_Heavy
Fri Sep 19, 2003 8:32 am
#6

Of course, we'll never be rid of the fundamental fact that since everyone has the same run speed, we'll die to anyone with a gun if we allow ourselves to be kited around. However, with a bit more range, and a bit more damage, we'll be able to deal with that disadvantage more easily.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
KoozPhoenix
Fri Sep 19, 2003 9:09 am
#7

I somewhat share your concerns kj. However, these changes are strait from the mouth of the developers, and people in charge of combat. TKM should be the mose lethal brawlers by along shot.


Also, last time I checked, being stabbed by a one handed sword through the head, hit at the right presure point in any form of martial arts, being halved by a broad sword or being minced into nothing by a pike can be more lethal than a burst of energy, but thats just imo


I really hope with the recent changes people will relize that we get a damage bonus, but we also have a huge disadvantage: Range. If a person starts shooting us from 30+m away and kites from there, they win hands down, well unless we have a pet or gun skills ourselves.


LLCs, and other heavy weapons do a lot of damage...and so should we. I dont know about you but i would not go near a master of any martial arts during a fight, if they wanted to they could easily kill me in one hit.


I welcome the changes fully and again, hope they leave us powerful as we should be.






Koozyo Phoenix - Phoenix Mercenaries Commander
Teras Kasi Master // Master Creature Handler // Carbineer // Medic
Elanae
Fri Sep 19, 2003 9:20 am
#8

I share you concerns as well, but I think its a chance we need to take. Compared to other classes we don't come close to doing the same damage. It seems the only people that say we should be nerfed are those range people that have no tactics and are dumb enough to stand right in front of us and be killed. The nerf cycle seems to start with someone being killed by prof X and then going to the forums and flaming prof X, then the dev's nerf prof X and the cycle repeats. I think the dev's are seeing this trend and learning to just ignore the flames.




Elanae Curvacious -- Master Tera Kasi / Master Doctor on Lowca -- "Fear the wrath of the Cinnabuns!"
Med Supplies -- 6968, 6845 E of Kaadara

"Teras Kasi are lethal, nearly impossible to knock down or unbalance...Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing him or her enemy swiftly to the ground. " - Page 267, SWG Strategy Guild on Teras Kasi


Where's the beef?! Buying Herb/Avian meat!
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