Teras Kasi Archive
Thread: Why I gave up being a TKA
1- Kiting NPC mobs, mobs that run from you while shooting. If you run away, they chase you. They attempt to maintain around a 25m distance while shooting you.
2- Imbalance of melee attacks. If a mob runs, it can hit me while I can not hit it.
3- Large BF buildup. While hunting in a group, us melees get much much more battle fatigue buildup (and wounds if you dont have that meditate skill mastered). Inevitably we regen like crap while the ranged attackers are still fresh.
4- Can't hunt large mobs. When my grouop is fighting large mobs im useless. Anything dinosaur size seems to be almost always out of my melee range.
5- Very low dps for smaller mobs. Ranged in groups kills them, I dont get to run up and hit them before they are dead.
6- Die a lot. Since im up front, the mobs quite often decide to hit me instead of pets. Subsequently I die quite often simply by lagging or running out of mind pool or whatever. The ranged attackers can use those warning shots or kite the mob or whatever.
7- No defining defensive capabilities. Im sure I get hit for less then ranged attackers. But the damage doesnt seem noticeably less. Never did any math here, just counted "number of hits to get taken down". I get an extra two to four hits before I go down compared to the melee people. Which doesnt matter since they always kite if the mob attacks them, where I can not.
8- Cant "pick off" mobs like melee people. While following our group to an objective, ranged people are completely able to "pot shot" smaller mobs and kill them without missing a step. They are also able to kite stuff while following the group leader! Us melee people cannot do anything except follow.
PvP
1- LAUGH, good joke. Im dead before I usually can even get a fix on where im being shot from (in cities at least). Also people shoot through some walls (probably a bug).
Moral of the story:
We look cool. Melee classes are severely limited in what they can hunt and are less versatile then ranged classes. They are also less effective in groups then ranged attackers except in a very limited number of scenarios.
We get screwed by anything with a gun, most things that move, and anything large. Guess what, that is a decent percentage of the mob population!
Rortt
i wouldn't mind the dino creatures and the ST's (ranged npc that likes to stay at 25m with ranged weapons) if my knockdown attack prevented them from running away. Instead, the slide off into the sunset and the only effect my knockdown has had is preventing themfrom attacking me. Well, would be nice for them to stay down and not run around if they were knockdowned too.
1. We either need knockdown fixed.
2. Melee critters need to stop running from us when we go to range to hit.
3. Our range needs to get increased to about 8 meters so we can hit back some dinos and hit running people at a 4 meter range or so instead of having to anticipate where they will run next or trick the npc's to run into walls and hope to god that they don't run through them.