Teras Kasi Archive
Thread: I dunno about the rest of you...
But I'm still having a ball killing powerful mobs and npc's, and dropping every player I catch in pvp. Granted, I'm not soloing 3 rancors at once, but I can still take a rancor with some help from a tanking pet and that to me seems to be more than sufficient (being able to take a red con seems to me to be plenty strong) Red con npc's go down far easier and don't even require a pet to kill except in the cases of things like night sisters and jedis and I dunno that a tka should really stand a chance against these things 1 on 1. I know some people have quoted books and whatnot about how powerful the tka master should be but if a tka can take out a jedi, then what point is there to having jedis available in the game? You have to make allowances to a class to make it more balanced and viable in a gaming atmosphere.
As for pvp, I love it. I'm a little twi'lek female running around in a ball gown or fleshwrap, knocking bounty hunters on their backs and smashing the tar out of them before they can ever get back up. If I get kited of course I die, but with tools like unarmed lunge I rarely get kited anymore, and kiting takes so long now with the dmg reduction that there's a lot more opportunities for me to capitalize on an enemies mistake (getting within unarmed lunge range). Unarmed lunge, stun, knockdown 2, and pound until dead. The dev's have said of being kited that that's the trade off for being so deadly in hand to hand and I for one totally understand what they mean.
I know, we can't solo kimogilas anymore, but so what...we had no business soloing those things anyway, and it's not like we're the only class that got nerfed. Who needs to solo 3 rancors at once anymore now that CH's can have at most 1 rancor out at a time, and pistoleers and bh knockdowns and costs have been hit hard too, so it's more of a dropping of the whole playing field than it is a nerfing of just the tka. Go over to their boards and read what they post, they complain of being worthless too, and Bob cancelled his account, and Fred is demanding that his class be restored, and Sam is leaving the profession so he can be something good.
I guess my point is, maybe it's not as bad as everyone thinks. I personally am just along for the ride, intent on finding the best combinations for me, and having fun doing it. If anyone decides they want to quit because of the nerfing I guess that's their perogative, but I personally am still having fun and will be here to stay for quite some time to come...unless they don't nerf down those fargin retarded AT-STs...overpowered pieces of lame...*cough* ahem anyway, back to the game.
Liriel Baenre
PS - I have asbestos underwear on, flame away.
Interesting post, I should comment slighly on it.
The problem with all the nerfing is that SOE seems like they are attempting to make all classes equal to each other. One possible reason for this is to keep too many people from going to one certain profession. I can understand their logic, but all classes should not be equal - simply said.
In close combat, why should a ranged individual have a possible upperhand in the fight? In ranged combat, why should we hae the upper hand in the fight? The point that I'm trying to make is that classes are beginning to become none-unique any longer. Using a pistol, and a carbine are almost the same it seems now from what I've seen.
Also, the game is played by the players, not by SOE. If there is a lot of complaints against changing the classes, it shouldn't have been done. I suppose I understand SOE's position in making MOBs harder and us weaker, in that making everyone work as a team. One thing I dont' understand though...why do I have to be forced to work in a team to complete missions to make some money? They should leave team play as it is, the person's choice.
Making classes weaker isn't the answer, nor is taking money away from the system. The answer is to make sure each segment of the game has positive and negative effects and is what the person wants to do. Maybe I'm thinking from someone who doesn't exploit every little possibility that comes up in the game...maybe that's why I have this sort of view. I know there are a lot of players who will exploit everything..which is not only annoying, but very lame. I hope that instead of making every class the same, that they make it so certain classes will disqualify one from another class. That would keep people from picking the most obvious and easy combinations to win in the game. There is my 2 cents.
Your post is informative and wonderful in application. It can be done and has been done by myself and others most effectively. But in your post you have made one point extremely clear:
Our most powerful move is now a lowly brawler skill.
I have found many work arounds to be able to play this game. I am not looking for workarounds. I would like to use my skills as a Teras Kasi Artist! I do not want to be a doctor. I do not want to be a lowly street fighter. I do not want to carry a blaster. I want to be a Teras Kasi Artist. At the current level of HAM, that is impossible.
I do have to agree that Knockdown needs a serious looking at...there has to be a better and more "realistic" way to dumb the move down a bit, make it less powerful without making it stupid (losing 700 ham because you hit something on the head with your knuckler is a bit silly).
My thoughts on more viable "nerfs" for kd instead of the super high ham cost.
- Put a bigger delay on the tka's next attack following the knockdown so that the creature is still down, but the tka gets less hits in before they get back up.
- Put a delay timer on the next use of the knockdown, so that if it fails, tough, yer gonna have to take a few hits before you can try it again. This allows the tka to try other tactics to stay in the fight without spamming the same move over and over. Maybe we'll actually see tka's using things like intimidate and blind.
- Reduce the dmg on knockdown WAY down, like it is for unarmed lunge.
- Reduce the chances of knockdown working even more...only problem here is that this encourages people to just spam more knockdowns than before.
That's just a few ideas...oh and one thing I would like to see changed is this silly ham cost change based on whether or not the weapon is equipped...why not just knock all the ham costs on the knuckler to 0 and increase the cost of using the specials a little to compensate for the extra dmg. I mean seriously, what fighter out there do you know that, in the middle of a fight, would sheath his weapon so he can kick you at a lower cost to his health? That IS kinda silly...
Liriel Baenre
"but I can still take a rancor with some help from a tanking pet and that to me seems to be more than sufficient (being able to take a red con seems to me to be plenty strong)"
Actually considering we are supposed to be "equal" to a Rancor at the Teras Kasi Master level I have a problem with your assessment. That said, I haven't tried soloing a Rancor since the patch.
"As for pvp, I love it. I'm a little twi'lek female running around in a ball gown or fleshwrap, knocking bounty hunters on their backs and smashing the tar out of them before they can ever get back up."
This is really dependent on the player. I've died 3 times in PvP. Once was getting off a shuttle and getting ganked before I'd finished loading. Second time was running headlong into an advancing platoon of rebels. Third time was buy a group of about 5 rebels. After this third time I went back and killed them all, never using more than one knockdown and lunge before my opponents died.
The problem is knockdown is still cheesy. Most battles won't last for more than 10-15 seconds on an individual level, so 12 seconds of being unable to attack is unfair. I don't consider myself a "good" pvp'er simply because I can rush somebody, knock them down, beat on them, and if they stand up hit them with lunge.
"I know, we can't solo kimogilas anymore, but so what...we had no business soloing those things anyway, and it's not like we're the only class that got nerfed."
Since the resist checks were added, this was impossible to insanely difficult anyway. They will laugh as you attempt to knock them down and then kill you in one hit. How did increasing our HAM costs change this? All it did was make it worse on standard mobs, forcing us to have a lot of downtime. Adds are the most insulting. If I have several wimpy mobs only hitting me for 50 dmg each, that still adds up over time. Before the patch, I could knock them all down and finish them off. Now I will kill myself trying to knock down too many opponents.
The simple fact is this move is our only utility in "tanking" so to speak. I would rather have it do 1 damage and have the pre-nerf costs than have it do damage and have the existing costs.
"I guess my point is, maybe it's not as bad as everyone thinks. I personally am just along for the ride, intent on finding the best combinations for me, and having fun doing it."
Who isn't? Don't assume that by griping here that people have given up. I was extremely pissed by the nerf, but I have managed. It has absolutely destroyed my creature hunting enterprise. I refuse to solo what I consider garbage NPC's for paltry amounts of hides/bones/meat. I refuse to ask my friends that have mastered their professions to come hunt "big game" so that I can sell the harvested goods.
So yeah, I became an overt imperial, and I run around with ST faction pets now, and I can do alright. It wasn't the way I wanted to play, but I can adapt.
I fight mostly on naboo, fighting reb or imp missions, i swing both ways
I don't know how many of the people crying over the nerf have ever played a MMORPG before this one, but something tells me they haven't, and if they have it was only for a couple months before quitting that one too
And as far as PVP goes, wow I love it now as a TKA. This 75% damage reduction has indeed made a world of difference. I had a bounty on my head and a bounty hunter came to claim it, I told him to just kill me and get paid
He probably wasn't the best equipped bounty hunter, but I did indeed inflict half of his health and action bar damage in a matter of seconds. While He was previously shooting at me with his carbine for a good 10-15 seconds missing and causing hardly any damage and what not while i was standing still. I chuckled and /adn'd him the crowd laughed
Definitley lookin forward to more fighting, I had fought as a Rebel the previous night and got PWNED by some AT-ST's but that's expected. It's a big armored thing with laser cannons...like jackie chan vs. a US Military Tank...in RL not the movies
Anyway, just be intelligent in your fighting and you'll suprise yourself fellas. We aren't as uber as before, but I think that was far out of line (me and a friend taking on 3 pikets on dantooine for instance....3 reds with 11kHAM's, just no
Perhaps you are just used to sucking in other MMOG's, so you expect it here. There were already benefits to grouping. Nerfing soloists does nothing to change that. As a person with a 155 IQ, an expert in games of all genres, I don't think the problem is "playing intelligently". To be honest, I am probably more "successful" in PvP and PvE than all the people who feel "okay" with this change, but that is not enough for me. If they don't bring us back in line, the whole theme for roleplaying my character is basically screwed.
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CH's can't solo Piket's anymore, at least not equivalent to my level, hell they couldn't before
I don't know how much different life is at master teras kasi, but a master CH probably can tackle those things...of course its not just them fighting it. Even in EQ the pet classes could take on things that a single warrior, rogue, ranger, wizard, cleric, etc..... couldn't take on. So I don't know why you even bring that game up
As far as Smuggler's with low-blow goes, I have been a smuggler, but quit before low-blow 3 people I know quit smuggler because of the frustration and dying and needed pistol xp. My RL friend and 2 in-game friends have quit after. I'd like to watch one in action vs. 3 pikets and live solo or with a CH at comparable levels to my TK of 0/2/4/2. Would be entertaining I'm sure, perhaps informative as well.
I used to be able to take on 3 reds, yeah I loved it, but I knew it was too good to remain true. Hell being able to fight even's at master levels is a god send compared to the other games as a melee char
Heh, Pet classes couldn't take on high level stuff in EQ, people that exploited abilities such as fear/snare, snare kiting, charming, etc. could take on high level stuff.
TKAs had an ability that helped us take on high level stuff. Now this ability has been bastardized.
Yes, we are dealing with it. But it still sucks, and it needs to be changed.
Pyradius...wow you are l33t d00d, 4 years of EQ and 155 IQ, omg omg omg...dude get over yourself. Nobody here cares about how much EQ you've played or what you're claimed IQ is. The reason that other class knockdowns don't bother me is because I know that the nerf monster is hardly finished with this game and that their knockdowns will be brought in line eventually, so I don't worry about it.
Agerg, I always take my knucklers off before using specials, my point is that having to do this is stupid. I said before that I solo'd a rancor post patch...do you seriously think that I was able to do this as a "new tka" or someone that never removes his knuckler? Who's the idiot here? Get off your high horse and use your brain please.
One good flame deserves another...er something like that. Oh, and thank you Sollion, it's nice to know not every tka out there is a Timmy Powergamer.
Liriel Baenre