Teras Kasi Archive

Thread: Time for a new Top 5? (March 31, 2004)

Ryutek
Wed Mar 31, 2004 7:33 pm
#1

Updated Top 5




  • Defensive Acuity & Center of Being - We need clarification on what these do and whether they are working as intended. We curently do not see any / very little effect.



  • Many members of the community feel we need a second damage type. We are limited to Kinetic Damage only, and many higher level mobs have 100% Kinetic Resistance. We need some way to be able to damage these.



  • Ineffective Specials - Combo 1 & Combo 2 spread damage over all HAM pools, which is rather pointless when we can do more damage faster by targeting a specific pool. Are these working as designed? Is there some other effect on these combos that we are missing?



  • We would like to see the timer for Powerboost appear in the buff window



  • What is the Developer's vision for our profession? It has been cited in the Expanded Universe that the Teras Kasi Order would hunt down Dark Jedi and eliminate them. Is this what the Developers have in mind? Are we just a front-line combat profession?






How about these?





Defences seem to be an issue to many, is this something we want to pursue?



Personally I feel we only need the one damage type, but because there are so many within the community that seem to feel otherwise it is listed here, as the Top 5 is supposed to represent the views of the entire Community.

Message Edited by Ryutek on 04-02-2004 02:58 PM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
TheJediMaster628
Wed Mar 31, 2004 8:03 pm
#2

Damage type would be nice,but i think that should be our achilles heel(hope i spelled that right).Something that balances us,number 1 is my number 1 concern,heh our CoB does nothing.


Combo 1 is useless,not as much as combo 2,which is good for hitting mind if you arent a TKM,but for us withhead hit,its useless,well it looks cool,but thats beside the point.


I have never personally used Force of Will,but im sure an hour is too long.


Double KD is annoying, especially if you accidentally press KD or something.


Overall Ryutek,i think youve got it.



Eosa Eelo: NOOB EXTRAORDINARE!!!
JLG88
Wed Mar 31, 2004 8:35 pm
#3

ok u do realize combo 1 & 2 GOES THROUGH DODGE & COUNTERATTACK!?



ULTRA- !!!!!
FeartheLettuce
Wed Mar 31, 2004 9:31 pm
#4






1. Defensive Acuity / Center of Being: seem to do nothing / very little.

it would be nice to get this fixed

2. Force of Will: Please reduce the timer, 1 hour is just too long.

devs have basically said, FoW is too powerful to reduce timer, although 10 min, even 30 min would be nice

3. Ineffective Specials: Combo 1 and 2 (spreads damage across all pools) are pointless to a profession that can target single pools.

yes, needs to be fixed

4. Limited Damage types: Currently restricted to Kinetic damage. With so many NPCs (and armour)having high or in some cases total resistence to Kinetic, an alternative would help. Suggested as a 'fix' for combo 1 and 2.

IMO not a huge problem, that is one big dissadvantage for us, although maybe changing something to do half kinetic and half stun or something would be really nice

5. Bug - Double Knockdown: Using KD on the same opponent twice leads to opponent immediately standing (even if dizzy).

I personally think this is intentional to keep people from spamming KD to make it stick.... would be niced to have it fixed tho





Twigs
Ahazi

MBH/MC

"I'm sure this is "working as intended," at least until they get around to fixing it." -Spinmove5150
Ryutek
Wed Mar 31, 2004 10:17 pm
#5

What if in place of the "Kinetic Damage" question (#4) we asked the developers to give us an idea of what they are wanting the TKA profession to be in the overall scheme of things?


Examples: Are they envisioning us as being the ones who aid in the quest to obliterate the Dark Jedi? Are we just a front line combatant for the GCW? Do they even have an idea as to what they want us to be or was it left in just to have an Unarmed Profession?


Thoughts?





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Cielago
Thu Apr 01, 2004 12:16 am
#6






JLG88 wrote:

ok u do realize combo 1 & 2 GOES THROUGH DODGE & COUNTERATTACK!?






I didn't know and this is the first time someone mention it on the board ( I think ).


Do you have more details, how did you learned that ?



Captain Cielago
_______________________________
"Hope clouds judgement"
"Each experience carries its own lesson"
Frank Herbert's Dune.



Ryutek
Thu Apr 01, 2004 7:32 am
#7

Updated Top 5




  • Defensive Acuity & Center of Being - We need clarification on what these do and whether they are working as intended. We curently do not see any / very little effect.



  • Force of Will - We feel that One Hour is too long. Would it be possible to shorten the timer?



  • Ineffective Specials - Combo 1 & Combo 2 spread damage over all HAM pools, which is rather pointless when we can do more damage faster by targeting a specific pool. Are these working as designed? Is there some other effect on these combos that we are missing?



  • BUG - Anytime a target is hit with a Knockdown attack while knocked down (can easily happen when two members of a group decide to try to kncokdown the target at the same time or when we try to use a KD twice to ensure it sticks) the target stands back up immediately.



  • What is the Developer's vision for our profession? It has been cited in the Expanded Universe that the Teras Kasi Order would hunt down Dark Jedi and eliminate them. Is this what the Developers have in mind? Are we just a front-line combat profession?






How about these?





Would you rather see a timer for Powerboost in the Buff Window as one of the Top 5?





We also need documentation in the Skill Tree as to what each level of Meditation does, but I feel this is a little more of a minor issue.





Defences seem to be an issue to many, is this something we want to pursue?

Message Edited by Ryutek on 04-01-2004 10:29 AM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Thu Apr 01, 2004 8:54 am
#8

It appears that TH has asked for a new Top 5 by April 9th. Let's make sure this gets compiled so we have an updated one that gets submitted



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
NightShadow777
Thu Apr 01, 2004 9:58 am
#9

I would like some Stun VKs.



=NightShadow=
Master Doctor/ Master Rifleman

3D4D
Thu Apr 01, 2004 11:48 am
#10

1) How about using 2 VKs?


2) We don't need a second damage type, that would make us too powerful... leading to nerf


3) How about the devs make Center of Being actually do something noticable?


4) How about Different stances for a TK? Like an offencive stance and a defenseive stance.


5) How about shorten Force of Will to 30min timer?


Other than that I think our profession is perfect.





/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
evetsleep
Thu Apr 01, 2004 12:17 pm
#11







3D4D wrote:

1) How about using 2 VKs? This most likely is already in the works. It has already been said that fencers and pistoleers are getting dual wield down the road...it only makes sense that TKA's get it as well. Lets cross our fingers.


2) We don't need a second damage type, that would make us too powerful... leading to nerf


I have said it many times and you are right....the balance for the power that we have is our limited scope of damage types (1). Changing that would mean we would need to have our skills "rebalanced" for fairness. I am perfectly happy with kinetic only. When I want to do another damage type I equip my stun baton (hence the whole skill based system...you can stack and mix and match)


3) How about the devs make Center of Being actually do something noticable? Absolutely.....long time coming...still not incredibly noticlble.


4) How about Different stances for a TK? Like an offencive stance and a defenseive stance. Problem is adding addition defense or offense risks making us more powerful then we already are. Depends on how it is done I suppose.


5) How about shorten Force of Will to 30min timer? Would 30 minutes make it that much better? I'm really not sure. Generally after 30 minutes have passed the battle is already over.


Other than that I think our profession is perfect.






Overall I do agree with this....TKA's need some fixes to some of our skills, but outside of thatI think we should be left alone. Any further tweaking would result in us being too powerful.


Message Edited by evetsleep on 04-01-2004 11:18 AM

Message Edited by evetsleep on 04-01-2004 11:19 AM




Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




Laeren
Thu Apr 01, 2004 12:23 pm
#12




3D4D wrote:

3) How about the devs make Center of Being actually do something noticable?


4) How about Different stances for a TK? Like an offencive stance and a defenseive stance.




#3: I've noticed a difference when fighting enraged rancors. I turn on COB and I start evading/dodging. However, not for the full 31 seconds of the timer. It seems to peter off after about 15 seconds to ocassionally, and then when the macro restarts the COB I'm getting hit or missed as usual.


#4: I've always seen this as COB/Berserk. CoB means you're taking a defensive stance becuase it even says so (You focus your thoughts on self-preservation). Offensive stance is going Berserk, all-out attack without any finesse. Any brawler can do these things, and there you have your "stances". Anything further would probably be redundant.




Aes Sedai Industries
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::::::Laeren Misha: Teras Kasi Master, Master Rifleman, Master Journalist, Master Interior Decorator
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evetsleep
Thu Apr 01, 2004 2:17 pm
#13






Unstable1 wrote:

the number one issue has got to be a new damage type. i would willingly change NOTHING and get stun damage and be happy for a long time. would this make us too powerful? within 9m yes. BUT we get no ability to deal with kiters, no DOT shot, crappy state defenses, no ranged DB, etc.


it really should be that at 64m againsta master rifleman, i lose, and lose almost 100%, but within 9m i win, and win a lot. that still is not the case against riflemen. i lose a lot at 64m and i lose enough within 9m. plus, there are some creatures i simply cannot fight because of 100% kinetic resists. we SHOULD be unstoppable within range.


we are the most all-around capable profession (self buff, heal states, etc)and we do need a limitation -- which is extreme vulnerability to ranged attacks -- but we also need a second damage type. this would complete the profession and make it near perfect for its role.


-unstable, tkm








I am just going to cut and paste what I posted recently. I really don't think TKA's need a new damage type and I think adding anything that goes towards offense or defense that we are not supposed to already have (ala CoB that doesn't seem to work) would require a nerf somewhere in our skills to keep things balanced.


anyways..here is a cut and paste....read it and then tell me why you think we need a new damage type...I really dont see why:








First, I have been a TKM 3 times since opening day (including now I have been a TKM for 8 or 9 months). I know our profession very well as it relates to PvP and PvE. I remember the days when the balance was different. I remember being able to solo anyting in the game. I remember when we ruled PvP to the point we were one of the first professions to get the huge nerf cries. The fact is we were too powerful and unbalanced many parts of the game. Its not fun getting nerfed because we develop a certain play style, but before making suggestions on new damage types or adding more skills\powers to our profession, please consider the following:


What sets a TKA apart (unique)from other professions is (as of now):



  • able to cure bleeds relatively fast when not fighting
  • able to cure poison relatively fast when not fighting
  • able to cure disease relatively fast when not fighting
  • able to heal ALL wounds, including mind very fast when not fighting
  • able to get up from an incap (force of will)
  • able to self buff up to 550 per main HAM stat ....depending on race and Mind stat (power boost)
  • we have an extremely high DPS (kinetic damage - AP0 and AP1)
  • we are able to apply all debuffs (intimidate (brawler), warcry (brawler), stun, blind, and dizzy)
  • we are able to target any HAM pool we want (the power of which may be questionable, but the fact is we can)
  • At TKM we get +32 Melee defense. The next closest to this is Fencer (+24)
  • At TKM we get +30 Ranged defense. The next closest to this is Fencer (+19)
  • We have a skill that is a complete knockdown (no need to use lunge1 from brawler)

Now this does not take into account stacking or other professions...just pure TKM. With the above there needs to be some sort of balance so that we are not overpowering. The balance to that is that we can only do kinetic damage and we don't get bleeds (not really an issue anymore). We are not supposed to be able to solo everything and more-so rule PvP. Do you see rifleman or pistoleers screaming for nerfs because people are now getting stun armor? The ability to make stun resistant armor helps bring balance to the game, just as the ability to make kinetic armor (and for MOBs to have kinetic resistance) supplies a form of balance for what we, as TKM's,get. Suggesting that we are borked, broken, or in need of additional damage types is not keeping in mind game balance and fairness (IMHO). SWG is a game based on skills, so you are allowed (to a certain degree) to mix and match professions and skills (i.e. stack). If you want another form of damage, pick up fencer for stun or swordsman for blast (I have done both). This is not a flame btw (at least I don't think it is), but I really think that those who are making these suggestions need to take a look at the big picture.






If anything I would say fix the combo's, fix CoB, make the HAM pool targeting attacks mean something, and we are fine and still well balanced. If you want another damage type pick up another profession. Really.....when I need to do stun damage, I use my fencer skills. We can't have everything and as things are right now if we get anymore lov'in it will unbalance the game. We already are deadly within 9m (as is any brawler profession except pikemen). As a TKM, Master Fencer, and as a Master Heavy swordsman I have completely slaughtered people when I get within 20m of them (lunge2). TKA's need a weakness and that is the ability to do onlykinetic damage.

Message Edited by evetsleep on 04-01-2004 01:18 PM




Orzi - Light Jedi Assasin
Apol - Master Rifleman

"Your eyes can decieve you. Don't trust them" -o.k.




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