Teras Kasi Archive
Thread: Updates from the developers on our top 5
At long last, I have some news to share with you guys. Frist off, I want to tell you guys that we're still working on the communications process with TH. Thunderheart is busting his tail getting feedback on all these issues for us, but with 33 professions, plus the GCW issues, the PA issues, and the StarWarsy issues, there is an enormous amount of information to be processed. Even at just one page each (and it's typically more than that), you're getting close to 40 pages of material to go over.
The net result is that a couple of our top 5 issues are a bit old. Points 4 and 5 covered power-boost bugs which were absolutely critical at the time, but which have since been resolved. I've provided the answers given here for the sake of continuity.
That being said, there is a lot of exciting good info to share!
Our questions are in white
Developer responses are in yellow
My personal notes are in green
- Ineffective Specials
- Center of Being provides no significant effect: Our intent wasfor TKA'sCoB to be an effective addition to their defensive capabilities. At TKM, you should see an obvious jump in the firing rate of your passive defensiveskills when you use CoB. We thought we had it fixed, but evidently we missed something.We'll go back and make sure that TKA CoB is working properly.
- FoW timer is too long: Internal QA will investigate whether or not decreasing the timer on this skill would be possible. We feel that this is a very powerful skill, and that any adjustments must be carefully considered.
- Combo 1 and 2 are still useless skills: This has been sent to internal QA for another look. We understand that the fundamental issue is that spreading damage across all pools is never really needed for a profession that has the ability to specifically target each pool individually. We will look at ways of revising this skill to make it a useful addition to the profession.
- Limited weapon/damage type selection - We'd like to have more damage types.
- We disagree.This is an elite unarmed profession.Teras Kasi has a number of unique advantages, as we als being an all-around excellent damage dealer. Limitation tokinetic damage is one of the disadvantages that balances the Teras Kasi profession with the other brawling professions
- Note - I've been told by ThunderHeart that he's willing to bring a full proposal to the Devs on this point for us. I'll start a new post where we cancompile our thoughts on the issue. I feel that if we put together a solid argument that incorporates a reasonable additional damage type (like restraint), that we can win them over.
- PvP Kiting. Some of us still feel helpless trying to chase down a kiter. We'd like some chance of catching up. It doesn't have to be easy, just possible.
- We agree. This problem will be addressed in the upcoming PvP Balance. I will keep you updated.
- Note - Pardon me while I WOOT.
- Power Boost Bugs: (There were a lot of these , and they've almost all been fixed. The one big bug remaining is that PB does not stack with dancer buffs. If you use PB with a dancer buff, you loose your dancer buff.)
- This is a bug and will be fixed as soon as we can pin down the exactproblem.
- Using specials reduces your PowerBoost buff.
- This was fixed before the TC patch went to live in the last publish.
Overall, I'm happy with the results. I'm particularly pleased with the answer to our CoB problems. It's good to know that we weren't intentionally left out of the skill that was supposed to "fix" brawler's ability to tank. The response to the request for additional damage types is innitially disappointing, but I do honestly feel that they'll listen to us, especailly in the context of the "what do you want TKAs to be" presentation that we'll be giving to them.
The response that they're finally going to do something about kiting is also really nice to hear.
Mister_Heavy wrote:
Teras Kasi has a number of unique advantages, as we als being an all-around excellent damage dealer.
So, some of the best Defensive mods...and damage dealing...
I know what I want to be.
Apollo
Mister_Heavy wrote:
PvP Kiting. Some of us still feel helpless trying to chase down a kiter. We'd like some chance of catching up. It doesn't have to be easy, just possible.
- We agree. This problem will be addressed in the upcoming PvP Balance. I will keep you updated.
- Note - Pardon me while I WOOT.
"Pardon me while I WOOT"...LMAO....I hope this is for allmelee elites, and not just TKA
Mister_Heavy wrote:
- Limited weapon/damage type selection - We'd like to have more damage types.
- We disagree.This is an elite unarmed profession.Teras Kasi has a number of unique advantages, as we als being an all-around excellent damage dealer. Limitation tokinetic damage is one of the disadvantages that balances the Teras Kasi profession with the other brawling professions
- Note - I've been told by ThunderHeart that he's willing to bring a full proposal to the Devs on this point for us. I'll start a new post where we cancompile our thoughts on the issue. I feel that if we put together a solid argument that incorporates a reasonable additional damage type (like restraint), that we can win them over.
Although i can see the point made that we are limited with the selection of weapons as part of the balancing process.
I do have some doubt here about the exactness of the comment made by the dev. In the phase 3 of the new game combat system, all professions are getting their weapon certifications removed and replaced with new weapons.
some current weapons in the game will no longer be certified and useable by people, and new weapons will be added.
The Tk might have a limited selection of weapons, but we will most certinaly have more then 1 that we get at novice. This heavily contradicts the post thunderheard made about revamping the combat system.
sound like something a BE could make as a component to give to a tailor to make..
MonroeThanes wrote:
...who should craft them is another issue all together, it remains to be seen if these gloves should have an encumbrance (i think not since were not gaining anything in the way of range or damage mods through the weapon). im also a weaponsmith, so i would like them to craft it, but seems more like a tailor item, maybe a weaponsmith would need a few factory regular sythetic cloths or something....
First of, Mister_Heavy.... well done. Once again we see some wonderful progress. I appreciate your efforts and your attitude and your willingness to volunteer for your position. On a side note, You may want to console San-Tsu (Smuggler Correspondent) as there are issues that he's been submitting for months with no response, and no hope of response.
Not likely. Gloves are "Race-Specific". Doshans can't wear gloves, so I doubt they would use that approach. Well thought out, but I hope they don't use gloves... otherwise I'm outta luck! If there IS anything, like a weapon, added, I'd like to see it an item that ONLY a high level TK can CRAFT HIMSELF. Like Smugglers can craft smuggling items, TK's should get the schematic so they can craft their own neat little arsenal. Just my thoughts.
MonroeThanes wrote:
we had thought that some type of glove would be a nice addition to the damage type. ........
.............this seems like a relatively simple way to implement a damage type system without unbalancing the class or taking away from the kinetic damage nature of the TKA.
This is why I made my reference about SanTsu:
We as TK's are VERY fortunate that we get attention from the Dev's. I won't go into the specifics, but there's only small portions of the Smuggler profession that work, and still smugglers have no content to gameplay. Sorry... just wanted to show how Happy I am the TK's do get answers and problems fixed! Thanks!
SanTsu wrote:
Today im am here to tell you about the response to the smuggler top 5.
1. Spices: Remember this was written when spices where incaping everyone. They said they would take a look at the problem and they have spices dont incap everyone.
2. Underworld needs help: This is a major issues and the devs have agreed. They have said that it will get a serious looking at.
3. Content: they agree with this as well. They also realize that its a tall order to fill but hope to be able to do something about it.
4. Master Smuggler upgrade: They need a little more time to get all there eggs in a row before they can make any judgements on this one.
Mister_Heavy wrote:
- Power Boost Bugs: (There were a lot of these , and they've almost all been fixed. The one big bug remaining is that PB does not stack with dancer buffs. If you use PB with a dancer buff, you loose your dancer buff.)
- This is a bug and will be fixed as soon as we can pin down the exactproblem.
This explains why my dancer buffs are dissapering
i was discussing this with a friend as we both ground out the final 300k xp needed to master, i would like to mention the damage types here.
we had thought that some type of glove would be a nice addition to the damage type. the attack from these gloves would be calculated solely on the players unarmed damage skill (gating the amount of damage to be done and still keeping the VK as the primary weapon for the TKA). the damage and speed would be calculated as if no weapon were equiped, the only thing that would change would be the damage type of said blows. i could see heat or electric or stun gloves being implemented, were not asking for every damage type, no combat class has that, but it would be nice to have a couple options to take advantage of in PvE and not always be gated by the armor and kinetic resists of the beasts.
i doNOT think these gloves should have armor piercing abilities, so as to keep the advantage in using the VK in most fights except for against beasts like the merek harvester, frenzied graul, archane webmaster, etc.
who should craft them is another issue all together, it remains to be seen if these gloves should have an encumbrance (i think not since were not gaining anything in the way of range or damage mods through the weapon). im also a weaponsmith, so i would like them to craft it, but seems more like a tailor item, maybe a weaponsmith would need a few factory regular sythetic cloths or something.
this seems like a relatively simple way to implement a damage type system without unbalancing the class or taking away from the kinetic damage nature of the TKA.
Just want to give Mister Heavy a round of applause for all his hard work. He and all of the correspondents are doing a fantastic job. And fwiw, Im working with San and the smugglers because the smugglers are getting a revamp too. We need to bring them up to par and we will.
I hope everyone has a great weekend ![]()
so all other elite brawlers get a different dmg type and we're stuck w/ kinetic?
seems real fair