Teras Kasi Archive
Thread: For next week's TKA examination...
If I could get through to the devs (in an ideal world) and suggest a few things to consider while re-evaluating the TKA class:
1. Defense -- First and foremost, now that knockdown is so insanely expensive we need a way to keep from taking SO much damage. All of you know, if you're the TKA in the group, you take 99.9% of the damage because the mobs seem to never go after anyone with a gun if you're there. This will drop us in minutes vs. any large creature in a couple solid blows. What should we do? Wait idle for a few minutes until other members of the group draw aggro, then attack? If we do that, our ranged groupies will get wiped out! I suggest you look in to ways of giving us more defense. I would say in terms of 'evade/dodge' like skills. Most every other game, if you're the thief-type with high agility, you're innately more difficult to hit. Often times, you also have an ability to dodge arrows easier. I don't see either in this game. Also, we're forced to not wear armor due to the ham costs. This is fine, but if we're wearing no armor we need bonuses to these evade/dodge skills to keep us alive. As an alternative, you might consider increasing the chance that the target mob switches targets vs. sticking on the TKA like white on rice. Not sure how viable that would be, however, since we have no way of 'stopping' a mob to attack them.
2. Ranged weapons -- It would be nice to have some basic TKA 'traps' which would slow or knock-down a target for a short time so we can catch-up. Someone suggested a force-blow, like projected chi, which would stun a target for a short time. If you don't want to get in to the spiritual realm, why not just traps or poisoned darts? Perhaps these could also poison the target at higher levels like assassin weapons.
Those are my biggest concerns with TKA, and I think would help us out A LOT in becoming viable in combat. Even in group combat, we are the first to be incapacitated due to the immense aggro our hits draw, and having a high-chance to dodge/evade would do wonders for us. Thanks.
I think point #1 should be re-evaluating the Knockdown change. NO MOVE FOR ANY CLASS SHOULD COST 800 HAM! That is a total design flaw that needs to be fixed. Knockdown was already satisfactorily dealt with about 3 weeks ago, making it much more prone to failure, so why mess with it again?
However, i do agree that in general we do need some more defensive bonuses.
I've never had trouble catching up to ranged users.. that's what Burst Run-->UnarmedLunge1-->SmackDown (Knockdown)is for, hehe.
but yeah defence need a good hard look'n.
Actually, you can get some traps if you take some basic scout skills. Throw a wire mesh trap to lower the melee defense of a mob.