Teras Kasi Archive
Thread: Improve Our Proffession
TravonLepen wrote:
I propose:
1. give us some of our old moves back and put them in OUR profession, not swordsman and put the multipliers a little higher so we can inflict just a little more damage
so you want TK to have "it's own moves?"Like what? headhit, bodyhit, leghit? I can live with slightly higher damage, very slight.
Exactly, but considering those were whored out to other professions, I guess they would make new ones, fung fu moves are easy to come up with.
2.decreaseImproved CoB's mod and make an Advanced CoB at master box with the current improved mods, also make CoB executable while running.
in addition to higher damage, you also want even better defenses?
I didn't say that, I think you have a comprehension problem. I said make a lesser CoB to go in intermediate balance (improved CoB) then an Advanced CoB to go in master TKA which would be the same mods as the current CoB. Just to take our most precious move out of an intermediate box and make master TKA worth having.
3. give IA the natural ability to resist ABand make it a part of CoB.
why? making Innate Armor resistant to Armor Break will defeintely make Innate Armor better than ANY crafted armor. This is far too unbalancing.
So innate armor should be even worse then any regular armor? I thought this was one of our GREAT benefits...
4. To better fill our "tank" role make FoW an avoid incap type move so we can hold off the ultra high end contenta little better / be a better tank in PvP.
I don't like the ideal of TK being "the poor man's jedi"Fixing FoW would be fine as we are the ONLY normal profession that has an ability like that.
Agreed, I just want them to do something with it, atleast make it WORK!
5. Make more TKM weapons, bring the VK back to high level TKM stats and make the massassi knuckler and blaster fist much better like CL54 cert comparable to the katarn and craftable,both of thosethings are awaste of time asis. I love the massassi but what is it like CL22 cert LOL
Sure, we could use more weapons, and as cool as the blaster fist and massasi knuckler look I agree that the devs have done a poor job implementing them.I could see having the razorknuckler at master level as was originally proposed, but as damage types don't mean anything anymore we don't need to have several master level weapons.
The massasi was one of the main weapons I was excited to see come into the game, I was so disappointed to see how it ended up. The devs basically made an awsome noob weapon that stinks for any kind of combat. Beside that no-one grinding TK uses these two, they are far better off using their bare fists. These two weapons are the single most wasted weapons in the game.
6. damage min and max on our weapons, put it closer together like a 200-150 point difference
Higher damage again? Plus better defenses, more weapons (that do higher damage), an "avoid incap" type move...
You can't honestly tell me you think THIS is balance? There would be no reason to NOT master TK.
Firstly I am not asking for higher damage here, I am asking for a smaller gap between our min and max damage. This would bring our resisted damage up a little. When someone has high defense (CoB, Aura) the damage is calculated for a percentage between min and max.
Abdiso wrote:
i agree with the first post we should have avoid incap beacuse we are tankers thats what tankers do and to make it balanced make tka skill boxes more harder so that we dont see 1000 tkm running around
avoid incap is a power which non jedi cant do. just because i can take a lot of damage doesnt mean i can stop myself from dieing.
iijin wrote:
I believe it is obvious we got screwed in the CU, we are now forced to go elsewhere for a viable offense. Niether Pikeman, Swordsman or Fencer are forced to get TKM for defense. We were stated by the developers that we should have a 3 offense, I dont think we nearhave that. Instead we have officially one of the weakest offenses available. This is what I think needs to bechanged / added.
Lets keep this one mature, bring up issues for discussion or don't bringup anything at all.
I propose:
1. give us some of our old moves back and put them in OUR profession, not swordsman and put the multipliers a little higher so we can inflict just a little more damage
one or the other... more moves or higher dam multipliers. what you are asking for will make tk overpowered
2.decreaseImproved CoB's mod and make an Advanced CoB at master box with the current improved mods, also make CoB executable while running.
i agree with the running part
3. give IA the natural ability to resist ABand make it a part of CoB.
i guess so, not 75% though, either 25 or 50% AB resist. probably a 25 at a low lvl, 50 at master
4. To better fill our "tank" role make FoW an avoid incap type move so we can hold off the ultra high end contenta little better / be a better tank in PvP.
we can already tank fine. we take the most damage out of any profession, besides defender. i can easily tank an SBD without foods, same for necrosis. tkm doesnt need to be a better tank.
you ask for better offense, AND better defense. pick one
just fix FOW to how it should be, it was already a great tool, especially for pvp and ranged enemies, it gives you another life
5. Make more TKM weapons, bring the VK back to high level TKM stats and make the massassi knuckler and blaster fist much better like CL54 cert comparable to the katarn and craftable,both of thosethings are awaste of time asis. I love the massassi but what is it like CL22 cert LOL
low lvl tks need weapons. since VK is most basic, it should be low lvl. i agree, add a high quailty craftable weapon
6. damage min and max on our weapons, put it closer together like a 200-150 point difference
dunno anything about weapons /shrug
Message Edited by quitch on 08-15-2005 01:06 AM
I propose:
1. give us some of our old moves back and put them in OUR profession, not swordsman and put the multipliers a little higher so we can inflict just a little more damage
so you want TK to have "it's own moves?"Like what? headhit, bodyhit, leghit? I can live with slightly higher damage, very slight.
2.decreaseImproved CoB's mod and make an Advanced CoB at master box with the current improved mods, also make CoB executable while running.
in addition to higher damage, you also want even better defenses?
3. give IA the natural ability to resist ABand make it a part of CoB.
why? making Innate Armor resistant to Armor Break will defeintely make Innate Armor better than ANY crafted armor. This is far too unbalancing.
4. To better fill our "tank" role make FoW an avoid incap type move so we can hold off the ultra high end contenta little better / be a better tank in PvP.
I don't like the ideal of TK being "the poor man's jedi"Fixing FoW would be fine as we are the ONLY normal profession that has an ability like that.
5. Make more TKM weapons, bring the VK back to high level TKM stats and make the massassi knuckler and blaster fist much better like CL54 cert comparable to the katarn and craftable,both of thosethings are awaste of time asis. I love the massassi but what is it like CL22 cert LOL
Sure, we could use more weapons, and as cool as the blaster fist and massasi knuckler look I agree that the devs have done a poor job implementing them.I could see having the razorknuckler at master level as was originally proposed, but as damage types don't mean anything anymore we don't need to have several master level weapons.
6. damage min and max on our weapons, put it closer together like a 200-150 point difference
Higher damage again? Plus better defenses, more weapons (that do higher damage), an "avoid incap" type move...
You can't honestly tell me you think THIS is balance? There would be no reason to NOT master TK.
iijin wrote:
I propose:
1. give us some of our old moves back and put them in OUR profession, not swordsman and put the multipliers a little higher so we can inflict just a little more damage
1. Similar to what Quitch said inhis post, give us 2 more damage moves and make the multipliers around the same as combo.
2.decreaseImproved CoB's mod and make an Advanced CoB at master box with the current improved mods, also make CoB executable while running.
3. give IA the natural ability to resist ABand make it a part of CoB, I'm talking like 50% WITH CoB active.
4. To better fill our "tank" role make FoW an avoid incap type move so we can hold off the ultra high end contenta little better / be a better tank in PvP.
4. Just fix FoW, the avoid incap would be nice but really I just want the current mod fixed.
5. Make more TKM weapons, bring the VK back to high level TKM stats and make the massassi knuckler and blaster fist much better like CL54 cert comparable to the katarn and craftable,both of thosethings are awaste of time asis. I love the massassi but what is it like CL22 cert LOL
5. Bring the massassi knuckler to master cert and the blaster fist to CL50 bring the damage on both closer to but less than the katarn, but giveboth the possibility to reach over the katarn with premium materials and enhancers IE krayt tissues, gorax bone etc.. So the average massassi would be less than the katarn but with a high damage cap so withvery good resources it could be better than the katarn. Same for the blaster fist.
6. damage min and max on our weapons, put it closer together like a 200-150 point difference
Perhaps if thingscould get fixedwith alot of the requests made by playersfor each profession then no1 would be unbalanced ...its only because nothing is ever donethat makes any improvementwanted look likea large advantage to a profession.
I think if alot of requests were actually followed through youd have alot less complaining ..players would feel better with their profession and would play longer and pay soe more money... ![]()
if everyone gets the "fixes" they desire, then we all end up with pre-cu conditions.
Where does it end?
Vander_Legion wrote:
problem with moving VK certs up to higher level and making them better is that it leaves lower level TKs with no weapons...course, i hit TK before the CU so i have no idea if bare knucks or weap is better anyway for lower levels...
I actually ran across this issue yesterday.
As a base TK novice (CL16), using VK's, I was doing approx. 270 dam on a normal hit and 307 using Melee Strike against CL15 creatures. Bare-knuckled, I was doing approx. 236 and 256 respectively.
Interestingly, I fared better going bare-knuckled in that I killed things faster and took less damage one-on-one than when using the VK's. I finished grinding out the 1st TK COB box and killed nearly 100 creatures of CL15. The results were consistent for about the last 40 or so.
I don't yet understand all of the dynamics but from this experience, it seems that moving VK's up the tree may not cause any problems for lower level TK's.