Teras Kasi Archive
Thread: WILL TKA stay as it is now? pls tell me before quit it
Nice job in this last patch, TKA is now the most stupid combat profession.
Every day im more sure profession designers dont play the game, because it is impossible a TKA could have made those changes without noticing they were breaking the class.
We TKA take all the damage on battles while tanking mobs, increasing the damage is just a non sense, its just impossible to stand in front of any medium/high lvl mob more than 10 seconds without getting ripped. KD gave us a chance of survive a few more seconds (when we not failed it) but now, after KD mobs stand on his feet inmediately and keep hitting back (before the patch KDed mobs stayed without hitting for 5 secs) and we cant KD again for 30 secs, thinking we will be dead in 10 secs .... doesnt matter if 30 or 300.
Devs, you want to nerf the TKA KD? well dunno why, but if you want to do it, just compensate it on the right way, rising damage is not the way, increase drastically our melee defense, or toughness, or something that allow us to stay alive for same time as our range mates.
Im TKA expert (maxed power and 5 boxes away of master) and novice Marksman, well its a lot easier for me to take out mobs with my stupid pistol IV skill (from marksman tree) than with my ?Powerfull? TKA skills, and if things go enough well i end each battle with a nice amount of wounds.
Will TKA stay as it is? or we will be us lucky as rifleman and you will denerf?
Honestly.... I expect more nerfs.
Fact 1:of the matter is they feel any class that fights yellows safely is overpowered. Since, like all other combat classes, we can do just thatagainst specific mobs... they see us as overpowered.
Fact 2: Koster is not a fan of melee in this game. It is in game to fill the niche group that wants toplay meleers... us. I expect no boosts for the same reason I expect more eventual CH nerfs... there are too many of us in the game. The one thing tht may save CHs is that non CHs can have pets now... reducing the number that will go to Novice CH. As has been indicated in the past, they use sheer numbers and their forums as their initial basis for the power of a class.
Fact 3: They are putting more on their "to do" plate than they can actually manage. This is argueable, but I accept it as fact based on the many things still needing serious work while they are discussing the many things still to be implemented. I don't mean small art department things, I mean more code intensive stuff like player cities and class skill changes.
Fact 4: A denerf for us is a denerf for all as it was implemented. This nerf was for PvP, not PvE. Odd though it may be as PvP was an afterthought in the initial design of the game... it's turning out that all their is to do fairly early on is fight other players. Much content is or has been added for PvP, and more is coming. The point? They won't remove a nerf they thinkwill make all those taking part in PvP have more fun doing just that.
Opinion: PvE a TKA can still be effective. After reading and trying a few things, I can fight most of the same mobs as before as a lower level TKA. In PvP there is no longer much of a role. I'm picking up Combat medic, I suggest others also pick up a side profession they enjoy. The game is what it is, we can complain and get pissed or accept the game mechanics and have fun within their constraints. The basic premise of the game dictates you should never be overy unhappy with how they handle ranged weapons... that may be a better choice for those more concerned with overall effectiveness in the long haul.
Me? I'll just stick with TKA... I'd rather be fun and have fun than compare rifle sizes![]()
quillenl wrote:
Opinion: PvE a TKA can still be effective. After reading and trying a few things, I can fight most of the same mobs as before as a lower level TKA. In PvP there is no longer much of a role. I'm picking up Combat medic, I suggest others also pick up a side profession they enjoy. The game is what it is, we can complain and get pissed or accept the game mechanics and have fun within their constraints. The basic premise of the game dictates you should never be overy unhappy with how they handle ranged weapons... that may be a better choice for those more concerned with overall effectiveness in the long haul.
Oh yeah any class can be "effective" even the old broken comando had a cahnce with right tactics and level, but the FACT, the only true FACT is that any kid with an scout blaster and Pistol IV and range support IV can take out red mobs without getting a single scratch while i would exit alive with luck.
If no one can see something is wrong here ... remember im comparing an almost maxed elite profession (Expert TKA) with a few skills on a novice one (Marksman)
ITS OBVIOUS SOMETHING IS WRONG
Devs are you gonna Nerf every one? if so why you just buffed Comando and BH? if no, Why you nerfed us? and ... will you have balls to nerf pistoleers?
Maybe I'm playing a different game. I had no problem the night of the patch with my friends. My damage increased tremendously, which made me VERY happy. And I noticed that Knockdown was failing on the med-high creatures we were fighting, so you know what...I didn't use it. Do you actually think anyone should be able to automatically Knockdown HUGE Quadrapeds all the time? Hell no.
Out of the 4 of us2 died, and the lone melee class (me) was not one of them.
And if your tactics rely on Knockdown there is a problem not with the game, its with your "tactics". Obviously something is indeed wrong.