Teras Kasi Archive
Thread: BIG BUGS Affecting Teras Kasi in CU [ADDED ROOTS EXPLOIT VIDEO]
Am I wrong about this, and been smoking too much crack lately?
Jasco702 wrote:
Heh...i'm keeping TK. I love it. I just wish the bugs would be fixed.
Hehe... Wasn't aimed directly at you, but in general. I hear a lot of people complaining, threatening to quit, merely because when you read carefully about "the reasons why" it reveals they're not uber anymore.
Those people I'd rather see go sooner then later!
I'm not dropping any of my professions either (and yes, I know, they're all gimped...). I might not like it, but at least I'm going to give it a chance and giving SOE hell to pay for when things are not getting fixed quick enough.
/rantoff
I sniped a bit too much, I've noted what was on the end as well.
Jasco702 wrote:
List of some bugs/issues that affect TKM.
Replied in Yellow just so you know they have been read.
1) The Dizzy attack is Pointless. It serves no purpose. Since your Target can only Knocked Down once every 30 seconds, they just use Knockdown Recovery. That ignores Dizzy. There is absolutely No Point to Dizzy sincealmost 100%of people have Knockdown Recovery.
Dizzy is now an Accuracy (& possibly speed?) debuff, it's not suposed to keep people on the ground any more, though I do have a concearn that it may not be overly usful due to it presumably working like our avoidence deffences.
2) Knockdown a Target, run on top of them, and get 'TARGET TOO FAR' error. When they get up, you see them warp far away from you. Again, very hard to deal with.
Noted, could be related to TC, it can be quite laggy & isn't the same as the live servers.
3) 'Root' attacks. Many ranged classes have them. There are 2 types. Stopping Shot (Stopping Shot), and Paralyze (CM). 30 second cooldown before each one can snare you. Once used, you are bound in place for 12 seconds while the enemy shoots at you and you just stand there. If you have BOTH of these abilities, you can snare your Opponent for 12 seconds every 15 seconds. (Snare, Wait 3 seconds when Snare effect is gone. Snare again. Wait 3 seconds when Snare Effect is gone, Snare again. etc...). It creates a Permanent barrier between you and your target.
Known, Gunman (Pike corre) has brought this up alot as well.
4) Double-Stacked Snare Effects. 2 Snare effects applied to you will make you move at half of Walking (not running) speed. Almost pointless. Doctor State Removal does NOT remove this.
Noted
5) Weapons do Not increase damage. An attack with the best weapon we have, Black Sun knuckler does 220 damage. Take it off, and you do 300 to 350 damage. This is PVE Damage. Meaning you do only 150 or so damage in PVP.
Their not suposed to stack any more, however I do feel our weapons are maybe on the weakside now, I've brought this up.
6) On the same note, our Special Attacks are Far too weak for the Action cost. You will do MORE DAMAGE OVER TIME(because of action pool drain)if you spam the 'Melee Hit' ability.
Known, I've brought this up a few times
& of course I read/responded - thats my job here (I use 'job' in a loose sense of course). I do my best to reply to everyone, as long as it's not a whine thread.
Mankind00 wrote:
I agree with the thought on the weapons, I do wonder if they might play a bigger role once resistences to Energy & Kinetc are better known etc.
& of course I read/responded - thats my job here (I use 'job' in a loose sense of course). I do my best to reply to everyone, as long as it's not a whine thread.
Community Correspondents do more for SWG than the Dev's ever will.
Message Edited by Jasco702 on 04-27-2005 04:04 AM
EDIT #2: You can be KD'd while or Before you are PARALYZED, forcing you to STAY in the KD'd position until Paralyze is Gone.
EDIT #3: Here is a Video showing how Snare, Root #1, and Root #2 can be used in an Exploit fashion. I took this 3 minute clip at random out of a 45 minute fight. Luckily, I was a Master Doctor and was immune to the Poison/Disease and could heal and cure my Fire. Any other Melee class would have gotten Eaten up. It also shows the 'TOO FAR AWAY' bug when over your target (who is knocked down on the ground). Please note everytime he is knocked down and I start attacking, he recovers instantly, and automatically I'm 'paralyzed' (Root #2 which doesn't allow you to attack/move for 12 seconds while they dot/shoot you). Anyway, it's a 15mb file. 3 minute clip. Enjoy. http://www.angelfire.com/ultra2/jasco/CU_ROOTS.wmv NOTE: YOU MUST COPY/PASTE THE URL INTO YOUR BROWSER OR WINDOWS MEDIA PLAYER ADDRESS BAR. CLICKING IT WILL NOT WORK! The Roots are causing too many problems for us.
EDIT #4: The Brawler Melee Slash (rank #2 of the attack. #3 is gained at master brawler) does 2.25x MORE damage than our TKM strongest attack. TKM's strongest attack hits for 300 damage in PVE atm, while the Brawler attack (that you Get in the TKA tree of Brawler, before you even GET novice Teras Kasi) does 650 damage in PVE. Another bit of proof that our specials are Borked atm.
Message Edited by Jasco702 on 04-30-2005 04:05 AM
Thats a good specific list of concerns. I agree.
For a newb (and for any other idiot who doesn't know how to play the game like a DEV obviously) its a cool ability for keeping yourself alive. For high end PvE and PvP an experienced player can easily take advantage of these.
/rude @ the DEVs and SOE