Teras Kasi Archive
Thread: 100% Kinetic resists...question for discussion...
Hiply wrote:
After having my hat handed to me by an Elder...and then having to turn tail and run from a Councilwoman...and a Guardian...I have to ask myself:
Why, if there is a charcater class with only one damage type, are there mobs that are 100% resistant to it...thereby effectively shutting out that class from even attempting to engage the mob?
I would not mind seeing very serious resists to kinetic, but to just arbitrarily say: "Sorry TKs, you will not be able to engage these mobs, at all", is, in my opinion, wrong. I undertstand (and I am not at all a "new" TKM) that we deal amazing damage and all that...but to "balance" that by saying that we are shut out of engaging anything, makes no sense to me at all.
I'm sure this has been discussed before...but if there is no additional class of damage weapons for TKs, should there be mobs that cannot be engaged (I do not mean solo'd, I mean even scratched) by an entire class?
This isa good topic, and well, I agree with you. I personally don't believe anything should be 100% resistant to anything. Teras Kasi has a second damage type now, and even with that you can't damage the Nightsister Elder until her HAM begins to get low and her resists start to drop, but even then, with 80% resists and AR3, you do roughly 50 points of damage to her with AP1.
I would think, that instead of having 100% resists, those "mobs" that are supposed to be tough should have 95% resists and medium to heavy armor. That way you still "should" have a group to take them on, and we would have the ability to do some damage.
This is definitely a very hot topic, but one that also is like a tightrope. If we try to lean to far to one side, we will most definitely be nerfed, and that is something I do not wish for ANY profession.
Morphink,
That is exactly why I say the higher end "mobs" should be 95% Resistant and Medium to Heavy Armor. Yes, you could theoretically solo someone with those resists, but if the HAM on the target is high enough you will not be able to easily. Granted, we could say that the ones needing to be so much stronger could be 99% resistant as well.
The majority are not wanting to solo everything, just the ability to scratch the target when participating in a group...
Nearly all the team aspects of this game are subservient to the needs of the individual. With the right template, nothing in this game is unsoloable. It may take forever, but every MOB in the game is solable. Even PvP appears to be more about templates than strategy, tactics and picking the right group with skills that complement each other.
100% resists, however, don't really counter the problem as there are plenty of points to invest in another profession to circumvent the weakness of TKs. A group of twenty TKs couldn't take down one MOB with 100% kinetic resists, no matter how much time they had, so just grouping won't help either.
We know there is a combat balance in the pipeline. Let's just hope these problems are addressed. Combat is so out of whack at the moment, it really can't be sorted by just giving any profession another weapon damage type nor can it be sorted by just lowering the resists on a couple of high level MOBs. The whole thing needs a massive rethink. SoE has told us they are doing that, so I suggest we just wait until it happens before we lobby for 'tinkering' with any individual profession or MOB.
KnapweedD wrote:
Nearly all the team aspects of this game are subservient to the needs of the individual. With the right template, nothing in this game is unsoloable. It may take forever, but every MOB in the game is solable. Even PvP appears to be more about templates than strategy, tactics and picking the right group with skills that complement each other.
100% resists, however, don't really counter the problem as there are plenty of points to invest in another profession to circumvent the weakness of TKs. A group of twenty TKs couldn't take down one MOB with 100% kinetic resists, no matter how much time they had, so just grouping won't help either.
We know there is a combat balance in the pipeline. Let's just hope these problems are addressed. Combat is so out of whack at the moment, it really can't be sorted by just giving any profession another weapon damage type nor can it be sorted by just lowering the resists on a couple of high level MOBs. The whole thing needs a massive rethink. SoE has told us they are doing that, so I suggest we just wait until it happens before we lobby for 'tinkering' with any individual profession or MOB.
I would love to hope that it will be sorted out in the Combat Balance (and with the post some time ago alluding to different weapons that required a certain skill level within a profession I can only hope) but I really think that they do not quite realize this is an issue. Look at TH's response to the pikemen. It kind of danced around the true meaning of the question (at least in my opinion) while providing a decent answer. They did not necessarily want Akva Min to be "nerfed" they just wanted to know why their other damage type was dependant on getting a part immune to their only damage type without that part.
The answer, in a large part, is to keep her from being soloable. However, anyone should be able to cause her some damage, and that is the point. The only problem with asking this particular question, is that it would have to be phrased in a way that could not be misunderstood.