Teras Kasi Archive

Thread: Everyone go read Q's post....

Thunderwulf
Thu Sep 18, 2003 1:00 pm
#1

Here is another portion removes knockdown..






Melee Defense Proposal:


We removed knockdown as a "tank" ability. I stand by our decision to do this. However, I think adding this type of gameplay back into the system is valuable.


What I propose is the addition of a "defensive bonus" move. This would last for a variable amount of time (increasing as you reach higher skill levels). The bonus would protect you from a significant number of hits for the duration of the ability.


It is in a sense a tank ability that protects the defender instead of negating the attacker. That will make it much simpler to balance.







If done right, I think this will be even better than knockdown. Anyone else agree?




Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
NutKruncherr
Thu Sep 18, 2003 1:02 pm
#2

He still does not mention one of the most troubling aspects of all melee professions, dealing with ranged opponents. This post, however is very good. I wonder why this wasn't part of the original design, at least that is what I was thinking while reading it.
Thunderwulf
Thu Sep 18, 2003 1:02 pm
#3

Sorry for posting so much, but its exciting to get so much information.





Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
Mori-Mori
Thu Sep 18, 2003 1:04 pm
#4

it really does look encouraging, although i'm a little skitty about the combination thing. we aren't supposed to chain specials (i seem to recall someone "official" saying that), so i hope they remember HAM costs for TKs when they work out that system.
NutKruncherr
Thu Sep 18, 2003 1:08 pm
#5

With regard to the combat speed portion fo the post: This sounds like a pretty good strategy to both even out the classes as well as differentiate them. We can assume that the quickest speed should fall on TKAs so we should be happy with that. Now we can finally look at the speed mod on our vibro knucks. I think this all in all is a great sign of things to come for the melee classes. Wonder when it's all going to happen.
Thunderwulf
Thu Sep 18, 2003 1:12 pm
#6

Well, hopefully ill be on test by then to test this out for you all.



What do you guys think about them removing knockdown? I think im ok with it if they give us that defensive skill they mentioned.


Honestly, since the last nerf, I haven't used it nearly as much.


But I think the combo thing is exciting. There is no way they can leave us out of that.




Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
Kreetlejuice
Thu Sep 18, 2003 1:16 pm
#7

I like the out of range solution should help us to hit targets.
Mori-Mori
Thu Sep 18, 2003 1:19 pm
#8

i can't believe they think it'll look funny to make those range changes when currently we have to get INSIDE some things to hit them.
MotherMGA
Thu Sep 18, 2003 1:29 pm
#9

Thunderwulf, I think you misinterpreted what Raph said. He said that he stands by them removing Knockdown as a "tanking abilitiy", which has already been done. He didn't say that there would be no knockdown moves, just confirming that that change is there to stay.

As far as the "tanking skill" goes that he was talking about, I'm concerned on how this would work. I think more defense bonuses would help us a whole lot more. I like the direction that combat seems to be going.
ScaryJedi
Thu Sep 18, 2003 1:30 pm
#10






Thunderwulf wrote:

What do you guys think about them removing knockdown? I think im ok with it if they give us that defensive skill they mentioned.





Im ok with them removing knockdown ~ONLY~ if they remove it from all classes, I got pistol whipped by a novice Pistoleer and as a master Tk, never got one hit on him. So yea, if they remove it from the game completely im ok with it.




~Rexx Odima
Leader of Blue Harvest
"Teach a man to light a fire and hes warm for the night, Set a man on fire and hes warm for the rest of his life"
LoBai
Thu Sep 18, 2003 1:34 pm
#11

Wolf,


The post looks great...aside from the ranged folks shooting through hills and trees, it essentially covers every single issue we have. PLUS adding more damage...scary. I'm fine with the shooting through hills as long as we get that active defense thing...sounds sweet and yes, perhaps better than knockdown. I'm getting a little tired of people complaining about KD anyways...like it's an exploit now that it only lasts 5 seconds and only once every 30...sheesh



I read that post earlier on Dev Tracker and thanks for posting it here, you are a terrificly-dedicated correspondant. We're lucky to have ya. I would love to join test and fight along side you.

evetsleep
Thu Sep 18, 2003 1:45 pm
#12

I have to say that after reading the WHOLE post that I do get a warm and fuzzy about the direction things are going. I just hope that the bugs introducted by the coming changes aren't to bad so I can continue to have fun while I beat things up :-).




Orzi - Light Jedi Assasin
Apol - Master Rifleman

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




ghrian_
Thu Sep 18, 2003 1:54 pm
#13





All melee professions would stand to have a new melee baseline defined, with new combo abilities, defensive bonuses, and potentially a range increase. Once we get this baseline defined, we can start addressing specific move/weapon problems.






So, they plan to completly revamp the brawler skill tree ?


If so, it would be quite fine, if TKs get some "defense moves". I dont like the actual design, where we get mainly defense and toughness. I see dodge/evade as typical TK skills.

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