Teras Kasi Archive
Thread: Your top 5 Teras Kasi issues Week 1
My sole purpose here is to take your ideas and suggestions on how to make our profession better to the Developers. Remember, I'm here for you.
If any of you need to contact me, feel free. You can send me a message through these boards or you can email me.
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So lets get started shall we?
I thought I would start one thread like per week to discuss YOUR top 5 issues relating to the Teras Kasi. Id like to keep this thread as organized as possible just so I don't go into information overload when reading all of your posts.
I was planning on submitting the results to devs every Monday so give me as much info as you can.
Here are some things id love to see..
- List your top 5 issues and a brief description as to how it should be changed.
- If you feel your issue needs more attention, you are highly encouraged to create a separate thread so that everyone can discuss it. If there is already a thread out there that discusses the issue, post the link here.
- If someone has already posted on your issue, please post again anyway. We want to know if everyone is having the same issues. Everyone's opinion counts.
- Please, don't flame or disparage someone else's issues. If you want to debate an issue, create another thread. This thread is basically for information purposes only.
Hope this seems alright for everyone. Let me know if you have any problems with it!
1. Hate list, or lack there of. I am not to sure who made up the aggroing, but a master pistoleer doing 1500 a shot every 2 seconds should be more hated then me doing my bare damage minimum of100-200 every second and the moving off the mob for 5 seconds and then back on. Even just doing lunge at 1 point of damage over and over will aggro the mob
2. Force of will, is this working correctly?
3. Distance in meters in which the mob is at, or PC when dueling and/or pvp. This is obviously wrong most of the time. I can be right next to a creature/pc and it says I am 1M away and yet I get the "target is too far away" or whatever message that is message.
4. Berzerk failure rate. This is just plain broken. Fail 3-4 even up to 6 times in a row. I have counted and the most successes I have ever gotten in a row is 3 and that is few and far between. I don't even use berzerk anymore.
5. Lack of variety of weapons. (Stretching a bit here) I realize we are "unarmed" but if you are gonna have one weapon for us, could you add one more ![]()
1. Vibroknuckles - Usable at any skill level. It's very "twinking" to give a 10-100 or so knuckle to a starting unarmed brawler. I really think these ought to be a Novice TK certification. Perhaps a "lesser" type of knuckle (brass, spiked) could be added AS CERTS a bit earlier (unarmed 1, 3) to stagger the damage output a bit.
2. Knuckles range - don't think having the weapon should lower our range.
3. Creature-To-Hit Bonus (Overlaps with Ranger) I'd really like the ranger/scout hit bonus to be extended to include Melee.
4. State-Effect Special moves don't seem to do much. Everyone uses berserk until they knockdown/lunge + some of the power line (increased speed = free hits while npc is prone/kneeling). HAM costs are pretty steep. Why blind an npc to make him miss a tiny bit more if I can knock him down on his rear.
5. Dodge/Evade/Block/Counter?? We get no bonuses to any of these. Seems a bit out of line for a martial arts profession. It's more like a swordsman or heavy warrior to "Soak up" the hits, we ought to be avoiding them.
My mains ones were already mentioned, but:
Knuckles HAM costs......If this is intended...fine, But they were lower in beta and now it seems like weapon smith experimentation doesn't really help the costs at all. All this does is make us unequip knuckles for "effects" specials, and not use our "damage" specials much....ie..makes us more boring =)
Borrowing your idea of certs....I think there should probally be 3 classes of knuckles....one at Expert unarmed, one at Novice TKA, and one at Master Power or Master TKA (with current stat knuckles being at novice TKA, orthe high end knuckles having current dmg/speed but much lower HAM)
1) Stick - We need a valid way to "stick" to our target. Follow doesn't cut it in the least, especially when being kited in PvP. This stick needs to put us right up on the target and not just out of their reach like follow does with our VKs.
2) VK Range -The only real way I do damage is with VKs on, without them, I can't compete with other classes when fighting MOBs, this will get worse fighting players, especially when we can't stick.
3) Better Range Defense skills - I have been two shot'd by folks with pistols already, this happened in less then 5 seconds. What chance do we have as melee to get to our targets much less have to be right on top of them?Indors or outdoors, range will rule with power like this. Melee will have no 'niche' except being easy prey to range users.
4) Melee Run Speed - Considering that we must close ground on our target and in PvP most likely be dead before we get to our target, we should get some sort of additional speed. I don't know if this should mean we run faster all the time or just have the ability to burstrun more often. Something to allow us to close quickly.
Im going to try to come up with 5, but they may all be related to the first:
1. Faulty Equipment. In my opinion, armor and Knucklers are not supposed to cost so much to use. Each has their own cost, but it is too severe right now. Armor is too encumbering, and knucklers are too inefficient. This is probably related to the experimentation fixes already planned, but it would help a lot by keeping us alive longer in battle. I wont go so far as to say that they are broken, but severely borked would be a good term. Just an example of what the daily costs are for me.
UAspin 212
UAbodyhit 341!
berserk(no knuckles) 184
knockdown 150(43 no knuckles)
UAdizzy 279!
Intim1(no knuckles) 213
2. Useless specials. Like was mentioned by the poster above, they need to be more effective than they are to be even worth using. All of the states shouldbe raised to the usefullness of knockdown, by far the most useful of all our skills. Have blind make mobs miss almost all the time, have stun lower attack speed, have Warcry make them skip 2-3 rounds at a high cost, have dizzy actually make them fall down most of the time.
3. HAM multiplier. After having seen the raw numbers in the strategy guide, I would like to see them lower. Either that or other skills need to be raisedie pistoleer skills which are 1/4 the multiplier for about the same effect as most of our skills.
4. Dodge, counter attack and damage mitigation. We get hit almost all the time, and armor doesnt always help. They need to miss us more.
5. Some clarification on out to hit modifier. Is it supposed to suck?
Some combination of these would do wonders for TKA.
1) decrease the HAM costs for special moves, or decrease the HAM penalty for knucklers. Right now the only viable build for TK includes a good pair of knucklers. If that's by design, then the HAM penalty should be less to make the special moves viable. ATM it's a berserk and hope it succeds then slug it out for most ppl...not much of a macro. The unarmed hits and combos are very cool and add to the game, but aren't worth the HAM relative to the dmg. Other option is decrease the HAM for all moves and increase the speed to make unarmed (no VK's) a viable build. ATM there's NO WAY you can make it up the unarmed tree without them.
2) Add a benefit for PvP to keep it "balanced". I think the most reasonable thing would be give TK's some movement bonuses similar to the scout line. We are unencumbered by weapons and should be able to outrun a kiting player. We should also be able to quickly close the distance on a ranged attacker. Alternatively (and I think this would be a cool addition to the game) provide us with a thrown weapon....stars or knives....that we can throw to stop the kiting player. They could be a stack and single use. It would sure add to the fun....they could be moded to be poisonous, cause bleeding,....oh the fun.
3) slightly adjust knockdown. It really was an exploit before, but there should be a modest benefit to attempting knockdown from close range (as opposed to ranged weps). We are at the point of attack, and the risk is significantly higher for failure (again, relative to ranged weps). It also makes sense that a TK would be more likely to successfully knockdown a target than a guy 60 meters off with a gun.
4) TK specific clothes? This is really just for fun, but it'd be nice to have a combat robe in the tailor tree. This one is another way to say I don't have any problems past 3.
Thanks for the thread .
1. HAM special multipliers and VK's. I have looked at this a bit. If you go over to the star wars resource center or open up the prima guide you will see unarmed special HAM costs have multipliers on the order of 1.5x-2x across all three stats, and no other class in the game has anything close to this high. Something like rifle will have say a 1.5x in mind but 0.5x in health and action. Unarmed has 1.5x across the board. What I suspect has happened here is that at some point they assumed unarmed = zero weapons equipped, and have really low values for HAM costs for zero weapons equipped (could you find out what those are by the way?). So I think maybe they set the high multiplier for HAM based upon zero weapon HAM costs, and hence when you use a VK which appears to have HAM >>> than unarmed, your HAM becomes prohibitive. The basic damage without weapons is too low and spread over 3 pools to really make a difference, so everyone is driven to use VK's to make ends meet. So what you see then is people zerking and autoattacking, and the game has lost a lot of its interest and tactical challenge as the specials are too prohibitive to use with the weapon which is actually capable of killing the creature. There are many ways they can fix this, from either lowering HAM on VK's , to upping zero weapon damage to lethal levels, to adding specific pool hits lower in the unarmed tree, to reducing the special multipliers for unarmed combat. The goal should be to render a TKA using specials a more normative thing.
2. All melee classes need a /stick command. Right now /follow stinks...you gradually slow to close, then begin to fight. We need a command that rapidly takes you to very close range, then holds you at a very close distance. What this would do is give the brawler a chance against a ranged guy kiting him. Follow as is is too slow and too far to be effective. If that brawler actually gets within melee distance of you, you should have a very hard time shaking him short of actual combat moves which knockdown or put him in a down posture.
3. If you agg something and you run away, as you are running you will periodically stop and grunt. This is unbelievably annoying. CLearly you can not physically attack them, and you wish to get away, but the game is forcing you to stop and do this grunt animation. All of these defensive animations should only be enabled for a character who is stationary, and the animation should not stop movement.
4.My view on the whole VK certification thing is a bit different. Yes that weapon should probably have a higher certification, but using no weapons at all and trying to hit TKA novice is incredibly painful owing to the lack of a targeted pool hit in the unarmed line for brawlers and the fact that unarmed damage falls behind weapon driven damage. The really stupid thing to do would be to put VK certification at TKA novice and do nothing to solve the unarmed damage problem. If they add VK cert, then they AT THE SAME TIME need to either add a pool hit at say intermediate unarmed or a lower level weapon to serve til they qualify for the VK. Having to drop all three HAM bars instead of just one, and having lower base damage than say a 1h sword guy really puts unarmed at a severe disadvantage and makes it tedious. I would lean towards either a pool hit or upping base damage without weapons because on low tech worlds people will oftent take unarmed because there simply are no decent weapons out there, and so the role of unarmed in emerging worlds is to give people something to do while the tech matures. The devs should realize many pick unarmed for this reason, and not view player counts in unarmed fighting as a sign of gross imbalance and a reason to nerf the class. If we make unarmed even more dependent upon weapons for damage, then I think the whole line loses its flavor. They will have got it right if people are competing toe to toe with swordsmen, pikemen, and fencers while wielding no weapons in unarmed combat. Body shot for pistol, head shots for sword, leg shots for pike... they all make the brawler line for unarmed look pathetic by comparison.
5. There are some gross bugs with regard to social mobs in this game. For instance if you shoot a whomp rat and you have mask scent on, you can sit there and plug him for a good 10s and he will not notice you. And he is the one being hit! Yet another creature will immediately spot you and add and close and fight you long before the other guy wakes up. It looks as if they forgot to apply the stealth routines to adds, which leads to this really silly behavior. Anyway what makes this highly annoying is the degree of difficulty one faces in tabbing over to the new target. Not only must you tab to the new target, but you must also actuallyuse /attack while in combat mode to force the game to actually start swinging on it. There needs to be a faster way to switch targets in combat. Hell, right now if you are just autoattacking 3 guys, odds are you will have a corpse selected while you are attacking another creature! It looks as if it forgets to update your target to the new one you are autoattacking. Also if you smack a nest and actually kill the nest, you will sit there kicking that stupid nest's corpse over and over while stuff is pounding on you, and you must force the game to stop kicking hte nest by tabbing then fighting the adds to break out of it. If I am to actually use taunt to control agg in groups, then I must be able to rapidly select and fight a new target, and this game is pretty buggy with respect to how you can retarget. Using tab to do next enemy is dangerous as it seems that next means the 'next furthest away from you'. This is a problem with adds since if you tab to try and get the close add, you may tab to a target that is say 110 meters off. I suppose what would work here would be a 'next in range' key, which would tab over to the next creature in range of whatever weapon you have.
Sorry for using more than 5.
Here's my top 1:
Defense-
Currently, (this hopefully will change with the CH nerf) TKA masters because of their Unarmed Toughness take the least damage when hit... however because of Dodge, counterattack etc for other melees/ranged users it really seems to be fairly balanced. If SWG is supposed to go in a different direction from the typical Tank class that soaks up all the damage that's fine I suppose but will cause a lot of balance issues (like we have now).
What I would like to see, and this goes for pretty much all melee, is increased defensive capabilities. The best suggestion I can come up with is increased HAM at certain levels in the elite melee professions. So that at Master TKA, Fencer etc you could have up to 2k or 3k HAM. As it stands right now, w/o food/buffs/spices anyone will die if they take a special move from an NPC in ONE hit.
Heres my Issues With proposed solutions.
#1 Weapons
Vibro knuckles are cool but seem over-powerful at lower level and underpowered later on.
Solution?: Have 3 lesser knuckles (Brass At Novice, Steel at Unarmed 1, Spiked Knuckles at Unarmed 3) and get Vibro Knuckle cert at novice Teras kasi, with Advanced Vibro knuckle at TK Meditative Tech. 1, Combat gauntlet at Meditative Tech 3, and the final baddass TK gauntlet (with a shield generator portion) available at MAster TK.
#2 DAMAGE
It is very low compared with other combat styles such as even pistols.
Solution?: Same as solution for #1, more and different unarmed combat items.
#3 Aggro
TK does less damage but causes more aggro than someone doing upto 3x the damage?, puhleese!
Solution?: make aggressivness not jsut based on distance but damage, and let the TK decide if they want to TAUNT or not.
#4 Image Designer
Aside from a few horn/hairstyles, THIS profession is worhtless when it SHOULD be one of our most PRIZED for a TK. I feel TK have to look good.
Solution?: Let ID able to give tattoes to those authorized (basic all aroudn tats for any 'skinned' creature and new ones for TK artists (TK symbols etc) and mebbe other tats available to be placed on the target according to their rank (perhaps a cool tat they can ONLY give to master BH etc as well). NEW AND ODD SKIN AND HAIR COLORS. More tattoe patterns for Zabraks FACE, and more COLORs for said tats.
#5 Clothes
Clothes are Ok but no real cool or sexy male clothes.
Solution?:TK should have the option when NOT wearign a chest slot item to go BARE Chested (if male) instead of that stupid white tank top. Perhaps for females as well.
a little more on the need for /stick
Say you are in a group with a couple of marksmen. Your job as the brawler is to get agg and hold it, since the marksmen can't take a pounding like you can.
Right now if you hit /follow and a marksman gets agg, what will happen is the mob runs at the marksman, and you follow along behind out of range, never able to catch up, never landing more blows, and never able to regain agg. This is really very bad.
A proper stick should rapidly close to very close melee range, and hold you up to terrain penalties within that distance no matter where that target moves.
Were we to have stick in the above example, the marksman who had agg, could run around some while the brawler pouded on the mob until the brawler got agg again.
2. I agree that the range on mobs need to be change. I'll be standing as close to a mob as possible and it will say it is out of range. Even try auto follow on it and I never get any closer to it. And of course if i try to run closer, I cant attack, and the mob just backs up.
3. Agree also that the aggro is messed up and a need for a hate list of some sort
4. I would like to see a resist message on knockdown, etc
5. Need to have the ability to dodge incoming attacks more since we are basically the only prof that is tanking, which still phases me.