Teras Kasi Archive

Thread: Idea to improve damage and tanking ablity of pure TKM's

Iawo
Sat Aug 13, 2005 6:06 pm
#1

Stop me if you've heard this one before: In some other MMO's I've played, the top tank has a "health drain" that does weak damage as an attack, but drains health from the target and transfers to the attacker. Something like this would do several things: Make the TKM do more damage, improve tanking ability, and provide TKM's with another way to create "hate" by doing damage and healing at the same time. Naturally it'd have to be fairly weak OR have a fairly long timer to prevent it from being totally overpowered, and would only do 1 damage if the TKM was at 100% health at the time of use. It would never drain more health than the TKM is missing from full health.


Thoughts? I know this is SWG and it doesn't sound realistic, but to be honest roots and dazes in SWG doesn't sound very star-warsy either.



Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
quitch
Sat Aug 13, 2005 8:42 pm
#2

thats called a bleed which fencers have, but it is broken ATM and is pointless




-who lightdust
Vander_Legion
Sat Aug 13, 2005 9:27 pm
#3

last i checked bleed doesnt give back health to the person that used it? unless im just missing something....



Vander Legion
Teras Kasi Master
Swordsman 0444
Doctor 4004
Whatever pilot squadron I am today.
quitch
Sat Aug 13, 2005 11:02 pm
#4

o um ya missed that part



-who lightdust
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