Teras Kasi Archive
Thread: Top 5 issues.
I don't see one. Hope the new Correspondant is on that ball with the current state of affairs, lol. Maybe this thread could help him in making a list for himself on what the players are having problems with.
Reguardless, I wanna poll the top issues TKA has.
I really only have two.
The first is the Melee "out of range" error. They keep promising a fix but as of yet I have seen none.
The second is kiting. I realize we need to be sitting ducks at range but I would like to see the opposite be the case when the fight is close quarters. Now from what I'm seeing there is a slow fix in process (Riflemen and now apparently commando)with all the ranged profession being hit with the 2.5x damage mod in melee combat. And that alone could fix this issue.
Anyway lets hear others. Give your top 5.
Not for sure but I believe they are suppossed to fix the out target problem next month along with other professions. /cross fingers. Only other problem I have is that I would like to see some other type of weapon for TKA besides VK. Or maybe enhance VK with extra damage (sonic etc...)If we don't get additional weapon or sometime of enhancement thats fine. Ihardly use vk sincereaching 4th tier in power.The other problem I have is the same as everyone else, kiters. Last thing is not an issue but something I along with others would like to see is sometype of kata. Maybe a kata the leads into powerboost instead of sitting into a meditation stance.
Shazo Bazo
Shadowfire
Okay I lied here are two more things that are not issues, but I would like to see us have.
1. Block
2. Dodge
Okay that's it nothing else done know, nothing else gonna be said. I leaving, really. Nothing else to add. Move along nothing to see. hasta lavista, cya, goodbye,
yeah that was stupid but I was bored. Anyway that is what I would like to see us have.
Shazo Bazo
Shadowfire
I like the idea i read somewhere about the tanking feature.. Where we take little dmg, while tanking and our action slowly goes down with each hit for 5mins, then gotta do it again which takes more action. I think that was a great idea.
The having our only weapon VK's hit kinetic sucks, what about monsters 100% resistant to kinetic? we suppose to hug them?
Next is force of will, i can be fully buffed and get incapped in 1 pool, i do force of will and the stats that i had 5k in are now, less then 50 in each pool. Worthless skill, would like force of will to do a zabrak equiliberium, can only do2 times in a row, since 3incaps=dead.
Next i like to see them make all elite melee classes at master have terrian negotition and make us run faster then we currently do so we cant be kited as much
Aside from Force of Will maybe being changed so that you have half or quarter HAM when you get up
I am completly happy with TK right now
(The "target out of range" is all melee so not just a TK gripe)
I hope they dont touch a thing except for that......
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2. Too many TKMs, IMO TK should have MB as a pre-req, to cut down on the TKM / CHs and TKM / MD, TKM / MDs are to **edit** powerful now, with the new mind buffs, and power boost, they have outrageous HAM bars (this coming from someone who just dropper MD)
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Umm.. If you were a master dancer, can you please tell me how you manage to SELL BUFF YOURSELF? do you watch yourself dancing? lol. I'm pretty sure it's impossible for dancers and musicans to self buff themselves (i don't see why else that issue would be on correspondant issue list) so i don't see what's wrong with TKM/MD
I don't see what's wrong with the TK (or any melee)/MD combo. After all, many of us who chose a melee profession have no interest in using a gun and the medic skills help us stay alive much longer. If I weren't a 2/2/1/1 Doctor, I would get my arse handed to me against most things that are white. I can do most reds easily now (my Grand Wrix helps). Yes, I took some CH skills to help my levelling up process a bit. Once I master Doctor however, those skills will be gone. And I'll have a spineflap handmaiden and a cowardly gurreck to use as pets that I didn't have to find/pay for.
Do I like having to rely on medic and CH professions to be able to solo...not really. But I will make use of whatever utilities (however small they may be) I have to help me. I just surrendered all of my Fencing skills to pick up TK. ATM Fencing is ridiculously underpowered. I know I'll regret it once they finally fix melee professions but until then, I'm a proud TKN/Novice Doc/Novice CH and loving it. And I don't have to use a gun to be effective! Bleh!
The target out of range is a server side lag issue.
My main issuse are as follows :
1. No DOT hit, why shouldnt we be able to bleed hit someone, maybe for only low amounts of damage, but it would help with the kiting issue
2. Too many TKMs, IMO TK should have MB as a pre-req, to cut down on the TKM / CHs and TKM / MD, TKM / MDs are to **edit** powerful now, with the new mind buffs, and power boost, they have outrageous HAM bars (this coming from someone who just dropper MD)
Those are the only two i can think of, besides the out of range issue, or even the cannot meditate because of running, even after being stopped for 10 secs.
I like the MD/TKM combo personally...i can truely rely on self and not others too much.. I interact with other medical players and in a hunting group it is nice to have the doctor res you just after he busts out his can of whoop azz to finish off the mob. It is great as a support for your party. And I truely go solo places now as a master TK for adventure...roleplaying is better too without grinding...but issues I see would be
5. New powerups to add to VK's..for poison or other types of damage...just to give the added point to the careless BH that has high kinetic resits
. ( creates need for masters of other fields to make good ones)
4. AS a TK Master we should have some type of attack that can create a target to run away in fear..like warning shot..perhaps a form of intimidate. As wielders of great speed and power an animal may feel the need to survive...heck most things run off when they are about to die...let's have and attack that does it before their HAM is at a few hundred pts. (I won't cry if this doesn't happen)
3. A TK Temple of some type to visit or to roleplay at...something the size of a city or small city, with training grounds, sparing grounds, areanas for gatherings. (I would like a PA Hall like this too if possible)
2. A longer burst run ability...not faster just lasts longer than a normal burst run. (I have np with range attackers..if they run..I let them will stay 65+m away to anger them)
1. More content...how does the empire feel about this ancient order? I like back stories and fun times...all in all I may just add my own content to SWG for players to have fun.
1. Your target is out of range.
2. Your knockdown has FAILED.
3. Your target is out of range.
4. Your target is out of range.
5. You have become incapacitated.