Teras Kasi Archive
Thread: Some proposals for TKA
OK, let me start by saying that we are positive that these changes will need iteration, but that's also why we are posting them as proposals so you can sanity check them:
- Across the board action cost reduction (Not changing knockdowns)
- Improved chance of a defensive move firing (General Combat change)
- Vibroknucklers
- Increasing max range on vibroknucklers to 5 meters
- Changing Health Cost from 32..59 to 18..36 (better)
- Changing Action Cost from 29..46 to 30..54 (different)
- Changing Mind Cost from 15..29 to 18..36 (different)
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
Thoughts?
--ddtd
Improved chance of a defensive move firing (General Combat change)
Depending on the degree to which this is improved, I think this is one of the best changes that could have been made. A lot depends on just how much more effective we will become at 'avoiding' damage. I would like to know if this would include a chance to 'resist' knockdown and other specials. For PvP, that would be a very, very necessary change. Thanks!
As for the other changes, they look ok. Increased range on VKs is nice.
What I meant by increased evasion is maybe the further out we are from a ranged opponent the easier it is for us to "evade" the attack...that would help us close the gap without totally throwing us out of balance (yeah).
--ddtd
I would like to know what the new action cost will be for the action moves. We could make a better determination then of the fist bullet point. I personaly have no problem as long as they are reasonably in line with the loss of knockdown as a viable tool.
2nd bullet point would be nice, again based upon the increase in the change. I hardly ever see a defensive move at all. I would call this more of a fix then a modification .
The VibroKnuckler change confuses me a bit. The solution presented is a "give and take", we are not looking to raise our costs at all in this area. If anything the areas that you are proposing for change (mind/action) are the two that effect me the most when I use the VB. I would like to see those areas either stay the same cost wise, or lower in line with the health cost reduction.
I think the efforts being put forth are well thought, the effort is appreciated.
Munkie!
OK, let me start by saying that we are positive that these changes will need iteration, but that's also why we are posting them as proposals so you can sanity check them:
- Across the board action cost reduction (Not changing knockdowns)
- Improved chance of a defensive move firing (General Combat change)
- Vibroknucklers
- Increasing max range on vibroknucklers to 5 meters
- Changing Health Cost from 32..59 to 18..36 (better)
- Changing Action Cost from 29..46 to 30..54 (different)
- Changing Mind Cost from 15..29 to 18..36 (different)
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
- Increasing max range on vibroknucklers to 5 meters
Thoughts?
-Raph Koster, Creative Director
i agree. We should be able to resist range knockdown and effect moves alot more then we do now.
As of pve. I think i agree with everyone else when we could really use some dodge. Just because we are monks/tank as you think of us. Right now i feel more like a thug then a monk
I group (hey it's a grouping game, right?).
I can't have mind healed. Why the heck would you increase the MIND cost? Why not increase the healable damage and encourage grouping?
FerretLlama wrote:i agree. We should be able to resist range knockdown and effect moves alot more then we do now.
As of pve. I think i agree with everyone else when we could really use some dodge. Just because we are monks/tank as you think of us. Right now i feel more like a thug then a monk
Yeah, that's something I forgot to mention...we get all these bonus in the balancing line, but I seemed to get knocked down jsut as esily as before
--ddtd
Holocron wrote:
OK, let me start by saying that we are positive that these changes will need iteration, but that's also why we are posting them as proposals so you can sanity check them:
- Across the board action cost reduction (Not changing knockdowns)
- Improved chance of a defensive move firing (General Combat change)
- Vibroknucklers
- Increasing max range on vibroknucklers to 5 meters
- Changing Health Cost from 32..59 to 18..36 (better)
- Changing Action Cost from 29..46 to 30..54 (different)
- Changing Mind Cost from 15..29 to 18..36 (different)
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
Thoughts?
I do not like the increase in ACTION &MIND COST, it's already way out of control.
My Master TKA has 1100 Mind 600 Focus and 600 Willpower and I kill myself by mind damage because it is unhealable and everyone in PvP that can MIND hit you DO. Health and Action can be healed.
If you want to fix TKA look at these changes...
#1 Reduced walking/run speed of range weapon users. It just makes sense.
#2 Increased the movement penalties and increased the positions bonuses (prone/kneel), to hit,on ranged weapon users. It just makes sense.
#3 Allow us to attack while moving. Everyone else does.
#4 FIX all defense bonuses for classes (i.e. defense to stun,KD,etc.) and increased our posture/KD defense. It's broken as of now.
#5 Make our attack ranges the same for Unarmed and VK use. It just makes sense.
#6 Reduced our HAM cost of KD, and bring it in line with the other classes HAM KD cost (i.e. Pistoleer). It's called Balance .
#7 Reduce all our HAM costs for moves by 10-20% they are much higher then any other class OR reduce base HAM costs of VK.
#8 Reduce yes REDUCE our damage (and all melee classes) multipliers for pistol/carbine/rifle to x1.5 Pistol, x3 carbine x5 rifle. It seems currently at x2/x5/x8.
#9 Reduce effectiveness of ALL KD to 5 second delay before you can act
#10 Put in place a 30 second timer on everyone so you can't be KD again.
#11 Make our Meditation line Power Boost useful. i.e. boost all stats +250 (yes, all 9) for 10 minutes and then you take 300 to 100 wounds when it runs out, depending on level of Meditation. Level 2 300 wounds, Level 3 200 wounds, Level 4 100 wounds.
#12 Have Meditation increase our HAM recovery by Level 1 125%, Level 2 150%, Level 3 175%, Level 4 200%.
Holocron thanks for your post. Please explain bullet #2 a little more. And also consider a speed increase vs. ranged attackers to avoid eternal kiting without a chance to get near the ranged attacker as this is one of the worst problems we have. Currently anyone with a range weapon can kite us and we can never get close enough to attack them.
I would like to jump back in and say....Don't increase the Mind cost.
That is one true flaw in combat in this game. An unhealable damage type. Generally if I incap in PvE anymore, it is due to mind damage. I have no problems with 'tweaking' the health and action costs as needed, because those are healable during combat.