Teras Kasi Archive
Thread: is TKA all powerful?
thanx for any help
Start your unarmed around any major city--correllia, mos eisly, Theed , doing the small creatures around town. Get yourself some Vobro-kncuckles even though it will say you can't use them, looking for the speed it adds.
BenkeDuBir wrote:
if you need xp for novice TK then it should be really easy seeing as you have master marksmen, just go after Leviasqualls on Rori, they are really slow and will never catch u up, just apply a bleed to them, then kite them, and when they get to 1 health just run in with the knucklers and hit them all dead, they give around 1800xp and there very little risk in doing it this way
The bleed trick doesn't work any more. You apply a bleed with a pistol, all the damage from the bleed will count towards pistol xp.
In Close-Combat Melee the TKA is very powerfull, but if a Ranged profession just keeps himself out of melee distance then we have no chance at all....
You will also hear people whine that we beat the and they are BH....and bla. bla. bla. but it is their own fault...they have the best ranged....but if the let the ABSOLUT best melee profession that close to them in combat .... they deserve to die...
Tkm isnt all powerful... But its not the weakest, and its a good set of skills that help you enjoy the game better compared to other melee in my opinion. The thing I enjoyed more then anything else was the fact I could heal my own wounds and stop bleeds/dieases/poisions plus the boost which atleast gave me extra mind. This saved me alot of time in the med center or having to end a good long huntering trip early due to bad wounds. Even more so in pvp when it came to commando's and the wound damage from flamesinges, Iwould beback in the fight only seconds later after haveing 500+ wounds. Now its good for recovering from CM's dieases without having to bother the medics or wait on them. Honestly you can do alot more damage with other skills melee or ranged, I myself just think tkm is best overall... Good defense, Good offense (Not the best) but good enough for you the have a great time about anywhere. And whenthings happen such as...poisions... wounds... etc... You can take care of them yourself without having to travel far away from battle and without any resouces or depending on anyone else. Only thing you cant do yourself is heal your BF.
TKA is anything but all powerful. If anything could be successfully argued against us it's that, while our overall power is not too high ( especially considering that our only damage type is one of the most common ones resisted and resisted highly ) we do get a large bulk of our power early at Novice. Unarmed in brawler, however, is right there with pistols and polearms as being the longest combat tree to climb. But, once you get to novice, you get a huge jump in power that makes leveling towards master very easy.
Our overall power is not too much when all things are taken into account, but I do think it could be successfully argued that our gains in power need to be distributed a little down the unarmed tree in brawler, and out through the entire elite profession.
Maybe not on the same level as CH, but i think taking some power from novice and moving it up and down, and seperating our speed and power gains into different lines would pretty much resolve any issues. Our overall power would remain where it is, which is perfect, but the leveling in TKA would be made a bit more challenging and more on par with what it should be.
The only other major cry of tka being all powerful is our dizzy+knockdown attack. This comes mostly from the fact that dizzy as it stands, is not fun to have applied to you. As a tool, its an effective skill in only some situations but very good in those, and really is necessary for us to have. But, if you are on the receiving end of it, its not fun because you can't do anything.
The real heart of that issue is *not* the skill we have, other professions have simlar things too, or can get the same results with two quick attacks, its that dizzy itself is not a state that makes the game fun and really is the one state in the game that could probably use a change. I'm sure I'll get flamed for saying that
But it really is a flaw in the system when one skill can leave another person potentially helpess. I'm not saying dizzy should be nerfed, I'm saying it needs to be redesigned so that it is still as effective for the attacker, but isn't a fun ruining effect on the person being attacked.
Beyond those two issues, one being more of a need to rework where things are placed skill box wise in the profession, and the other being more of a problem with the basic design of the game, TKA is a fine and balanced profession.
Any of the other complaints against TKA being too powerful are mainly due to false perceptions, misconceptions over what our skills do, and the fact that we have a lot of dabblers in our profession because of broken abilities or bad balance in some of the other professions. Do I think we need some tweaking? You bet, mostly just in the layout of our skill trees not in our overal abilities. Do I think we are too powerful? Not on your life hon.