Teras Kasi Archive
Thread: A new communications plan and the TKA State of the Profession thread
Gameplay Issues
Bug reports
Balance Issues
For each category we'll have the familiar top 5 list comprising our most pressing issues. I will set up a thread for each of these categories and ask you to vote for your most important issues.
Another thing that he has asked the correspondents to do is to create a "State of the Profession" (SoP) post where I write up my general impression of how the profession is going at the moment, and ask you guys to agree or disagree. I believe this is to make sure that the correspondents are on the same page as the rest of their board.
So here goes. There's been no recommended format for the SoP thread, so I'm just going to lay it out in an outline. Let me know if you agree or not, and if not, what parts do you disagree with.
The State of the Teras Kasi Profession
If I were to sum up the state of TKAs in one word, I'd choose "progress". I think we've seen great progress in the last month or so in terms of getting this class to the point where it's effective for the way the devs intend it to be, and the way we want it to be. For example:
- We're received a number of damage upgrades. The total damage bonus on TC is up to 250
- They're actively focusing on making us better tanks. The "Center of Being" tank skill on TC is a huge stride, and although TC has been too buggy of late for me to test as much as I'd like, it's a clear sign that the devs are working towards the resolution of the tanking issue
- The Devs are aware of the out of range issue, and although I can't give specifics, I can tell you that they are offering a solution that I believe will meet the needs of this board
- They're focusing on improving the Med branch. The changes to PB were just what the skill needed, and if we get our way, FoW will be a great skill as well. The med branch was extremely weak before, and it's great to see them giving it attention
Of course, progress in no way indicates perfection. There are a number of unresolved issues including ineffective specials such as the combo attacks, the pesky out of range issue (although they are working on this), as others ranging from PB occasionally incapping you to the more complex issue of balancing melee professions against ranged professions with pets. Clearly this isn't all the issues, but these points serve to illustrate that while there has certainly been progress, there is clearly more work to be done before the class is truly functioning at 100%.
Even if they do address all of our balance and bug issues, there are other things we'd like such as TKA-only emotes, Katas, VK-alternatives, and a slew of other "fun factor" improvements that take the profession from functional to fantastic. We want the TKA profession to be fully functional, but that's just the beginning; we also want it to be fun, and cool, and immersive, and rewarding.
Like I said, I believe we're moving in the right direction, but there's still work to be done.
So there you have it. I'll sticky those other three threads in a couple minutes. Let me know if you agree in general with this SoP post. If you disagree, let me know exactly how, and we'll re-work the SoP statement so everyone's on board.
Agreed.
Although I think we already do nice damage and do not need that 250, but what you said is true.
Zinki wrote:
Agreed.
Although I think we already do nice damage and do not need that 250, but what you said is true.
I actually disagree with this (not a flame..but just my opinion). Since the best we get is AP1 I think the damage will be helpful and is needed (a master level TKA should be able to dish out some serious damage in a short period of time (and we do...but I think 250 sounds more balanced with what the ranged can do with their one hit wonders)), although I do think that the other melee classes could use some damage mods (I think some damage mod with what is currently on TC would go a long way to ending the melee wars (where everyone hates TKAs)).
Mister_Heavy wrote:
- The Devs are aware of the out of range issue, and although I can't give specifics, I can tell you that they are offering a solution that I believe will meet the needs of this board
Doubtful. Their repeated public denial that the problem even exists is laughable. The ONLY fix to this issue is a complete rewrite of the tragic network code so that all clients are consistently synchronized with the server within a margin of error no greater than actual ping time. This would require major server and network upgrades as the code was specifically written this way to cut costs on server and network infrastructure. If the current architecture was anywhere close to capable of handling well written code, we would have well written code. Any other "fix" is like putting a band-aid on a shotgun wound.
Mister_Heavy wrote:
- They're focusing on improving the Med branch. The changes to PB were just what the skill needed, and if we get our way, FoW will be a great skill as well. The med branch was extremely weak before, and it's great to see them giving it attention
You mean, if you get your way. Force of Will was largely fine before the last big patch. The new incarnation is pathetically stupid.
vortex4 wrote:
Doubtful. Their repeated public denial that the problem even exists is laughable. The ONLY fix to this issue is a complete rewrite of the tragic network code so that all clients are consistently synchronized with the server within a margin of error no greater than actual ping time. This would require major server and network upgrades as the code was specifically written this way to cut costs on server and network infrastructure. If the current architecture was anywhere close to capable of handling well written code, we would have well written code. Any other "fix" is like putting a band-aid on a shotgun wound.
You mean, if you get your way. Force of Will was largely fine before the last big patch. The new incarnation is pathetically stupid.
Hi Vortex,
Well, I can only ask that you believe me on the first point. Of course, they're not going to re-write all of their network code, and the fix, while not ideal, should provide a good workaround.
As for the second point, I hope you know that the description of FoW in the original post I made, where I stated the current state on FoW on TC was not a suggestion of mine. I posted on how the skill had changed on TC, not on what my recommendations or wishes were. Given that, I asked the community for feedback, compiled that feedback, and came up with a concrete suggestion derrived from the community's feedback.
If you feel like you didn't get heard, by all means post on the thread. However, the initial changeis in and working (by no action of my own),so what we need to do is let the devs know how we want it adjusted.
Again, if your feedback is that you'd rather have it as it was, post that on the FoW thread. That's the best way to get your voice heard.
I like the changes, the dmg mod is a good thing and not over boad. Basiclay we have ap zero try spaming specials with vk's and watch yourself die, unless buffed. In addition the meditation tree is becoming so good that we are seeing dabblers.
I can't help feeling bad that the other melee classes are not as good, fencer and swordsman and pikeman, my new hobby is just plain gimpy in comparison.
Someone said this but they probley should get plus dmg mods like we do in addition i'd like to see each melee class have a tree similar to meditation, or just a unique meditation tree for each class. Defensive mods are balanced across melee in my opinion we need the extra, the other class dmg an armor piercing alow them quicker takedowns.
Most of all i think the other melee classes would like a ham cost reduction, for the love of god this should be the main advantage over not using a gun and giving up the range. Do this and keep our VK's huge ham costs its fine with me i'm just tired of everyone melee ranged being oh your TKA thats so overpowered and this statment is not true at all, it took a long time for me to become effective in pvp and pve with melee.
Nice State of the profession thread.
I too think we are making progress, i also agree that it is important for us to keep moving forward.
all i can say is.. WOW nice to see that the devs are actually doing something.
Hopefully FFXI wont take ALL the players away so someone can enjoy their hard work.
Just something I've previously mentioned, and would like to toss back out into the idea forum for general enhancements to the game.
I honestly think that all players including TKA's need the ability to toggle on/off that idiotic "auto-defend" option. Auto-Defend has saved my butt from time to time but for the most part it causes me trouble. I'll be in the middle of a bunch of anchient grauls on dath when a baby sees me and attacks (breaking my mask scent). Auto-defend kicks in and I punch the baby now I've got 30 anchient grauls chasing me down. I should be able to determine if I want to fight back or not on my own. This is also a problem when you trying to run away from creatures as you stop to fight them every few seconds even if they are 80m behind you
It could also be beneficial in PvP as well. There are a number of PA's on my server which I refuse to PvP against because they are known griefers. However if I'm attacked by one of them I have no choice but to retaliate. Spamming peace does not break me out of the fight so I must try to either fight back or run away. If Auto-Defend was off in these instances I could sit down and meditate. Thus preventing any of the attackers bleeds, or diseases from effecting me. If I had medical skills I could also stim myself for any dammage they've done to me. This would allow me to PvP with the players I know fight fair, and ignore those who don't. I know it's with in the realm of their capabilities to do this, and I don't think it will effect the over all game play or balance in the game in any way.
Just a thought.
I love all the changes there making and if they provide even a workaround to that out of range bug great, just something that lets me hit the person I just KD'd. That being said I hate to have to say this but I think they need to look into making Master Brawler a pre-req, (and no im not already one). The TK tree is now becoming the strongest dabble freindly tree in the game, and I fear the fact were goin to see the few ruin it for the ones who want to be a TK. I already see posts of people going Pistoleer/TK b/c of the Melee D mods and KD defensive mods. You know actually the more I think about it the best possible fix is to make the mods Not Stack if your holding a gun. I just dont wanna see a few people gettin the TK classed nerfed to all hell.