Teras Kasi Archive
Thread: Oct/Nov TKA Unofficial report of issues
Since our correspondent is currently away for vacation somewhere sunny, i hope. i thought it'll be a nice surprise if we (the tka community) setup alittle post with issues that haven't been fixed yet. Bear in mind that alot of fixes will be coming and are being placed on TC now. But i'm not concerned with those yet since i don't play on TC and most of us don't as well. This is nothing official, just a list so we can show Heavy when he get's back what we still have issues with.
So as nicely as you can, please post the top 3-5 things you would like changed/fixed. You don't need to be a master tka to hold weight in this thread, but at the very least i would think Novice tka. Doesn't mean you can't voice your opinion, but it's better to have the skills and the knewledge to speak first hand about the issues.
Here are a few of mine to start the ball rolling, in no particular order;
-Out of range..... need i say more? Although rumors are that we will have our "margine" of error increased to compensate for this, i think this issue is big enough to warrent a repeat request for a fix.
-Force of will.... again, need i say more? As i've seen now, it just lowers our incap timer, while still depleating our HAMs to near nothing. Umm, wow, not to be rude, but how useless is that? What i'd like this skill to do is totally different i suppose. Hear me out though, how bout if it gets us up from incap like it did in the past, but..... here's the but..... at master level why not have it redistribute the HAMs we have equally instead of reducing them to 1-1-1. For example the Zabrak skill equalibrilum. So if i was incaped with 0 mind, 100 action, and 500 health. I use Force of will at master level, if i succeed, i stand with 200 health, 200 action, 200 mind. Just a thought...
-Vk don't have the 5m we were told we would have the last major patch.
-This may be a far reach, but i'll try anyways. How bout another damage type? We are the only combat profession to have 1 type of damage. I would like another weapon cert at master level, perhaps Slap gloves. Gloves with sand filled pouches around the knuckles giving us perhaps, say stun damage? Increase ham cost for them, lower ham for Vk a tad (just a tad) to balance it out like whatthe other combat professions get at novice level.
-Unarmed Combo1/2... With the skills from the Precision skill tree these unarmed combos are really useless. Wouldn't it be nice if they cost less ham and did random status effects?
-Not really a tka issue as it's a brawler issue, but i'd like to see some changes to Intimidate2 and berserk2. At the moment these skills only add a longer effect. Which is nice in intimidate2, but a horrible thing for berserk2. These skills make up the meat of the master brawler profession, and are (as is) not worthy in that box. I'd like to see intimidate reduce in time alittle, but reduce damage more. So it's alittle longer than int1 and more effective to use. As for berserk, with it's time frame it's more of a burden then a helpful skill. Why not keep it the same time as berserk1 but do more damage, say another 75 or so.
Ok, now for the fun stuff i'd love to see but it's not as important
-Would love to see a revamp of animations. Some are too hard to see or don't flow with the effect they do. Spinattack1 doesn't really look like a AE effect attack. Bodyhit, a knee looks more like dirty fighting, i'd rather see a kneeling power punch to the mid section. Meditate2.... yea, why not? Place it at master level, give it a new lotus postition sit down look.
-Awhile back someone suggested Katas for damage types. Would be fun to add. Replace the Unarmed combos with them. Make 3, one at master and the rest in Power to replace unarmed combo1 and 2. Could be Heat (Dragon fist kata), Acid (Snake Kata), and say Stun (Kimogila Kata, or something large and fearsome in the Star Wars universe). They have a warm up/cool down timer. Come on Devs, wouldn't that be fun?
Any other thoughts?
- Better components to make advanced VK
- Reduce the HAM on specials ( especially UH3 )
That's all I can think of at the moment. I'm actually very happy with my TKM.
- DITTO-
1. Unarmed Combos just look good...nothing else beyond that and yet they still have some silly HAM Costs.
2. VKs with specials are completely ridiculous in HAM costs...As a new TKM I refuse to use VKs now!
3. Force of Will......BROKE! Hardy ever works at all! EVEN IF IT DOES WORK I GET UP WITH NO HAM AT ALL! Kinda pointless right.....I just assume be unconcious for 90 SECONDS (Incap times too long) and keep my mind so i can get up and heal than to Force Of WIll and get up with no HAM at all!
4. Katas before a battle should raise Defenses at a nominal HAM cost.
5. We need More weapons....Brass Knuckles or Loaded Gloves that do crushing damage like a Hammer and the VK should do a bleed since it is a cutting weapon.....(Nothing the brawlers use)...I think this is a great IDEA: How many times have you heard of The Crane Style, or the Tiger Style or The Praying Mantis Style....I believe we should have a new tree to go up after master that allows us to learn new styles of fighting that look different from every TKA out there.
6. I think our ranged defense and toughness needs to be raised across the board to include the othere meleers! (Since the Kiting issue is never really gonna be resolved)
7.I am satisfied with KD and Dizzy..these finally work and give me sense of hope and confidence that wasnt there before...leave those alone!
8. Berserk 2 is......well.....i wont use it.....if i need to do a special, I cant because of a longer duration of Berserk..I think Berserk needs to do more damage not be longer in duration.
9.Meditation is the Shiznat! I love healing wounds faster than with wound packs..this is the best Skill we have IMO. I just dont like dabblers being able to use it....I think wound healing should be reserved for TKM only!
--force of will all funky
--no /stick
--only one damage type
--too many players using large pets: either let us use our metal talents (meditation line?) to make pets appear to us as chubas or give us /stick so we don't have to see what we're doing (I realize this is a minor concern, but it takes one graul to reduce the fun factor immensely...). feel free to put this at the very very bottom of the list of REAL issues.
--you should NOT be allowed to use powerboost if you don't have enough pool points. every other skill checks to see that you have enough pool points. nobody else can incap themselves with out trying really hard! i accept the risk of dying when powerboost wears off, but we should NOT be able to activate it if it's gonna drop us!
if it stays like this, i suggest that all special moves for all professions have this feature--to do ANY special, heal, flourish, etc, the player should have to check his status to ensure he has enough HAM to do the move. if he doesn't have the pool points, he should be incapacitated like a TKA (it's stupid, isn't it?). why are we the only ones who have to do a manual check? i believe it's a bug and they simply forgot to include the pool point check. let's get it in there!
1. Unarmed Combos are the only solid way of hitting mind before Teras Kasi Warrior, hardly worthless if you PvP. If you don't, don't use em.
2. You pay the price for AP and a little extra damage. It's not like hit2 doesn't do 900+ dmg/second at master; hit3 does 1200+. Headhit does 800. The only way anotherbrawler does more damage than TKA is for them to use bleeds. When food gets fixed, HAM costs go away again for everybody.
3. I dunno what is up with Force of Will.. they changed something and didn't tell us. Or thecurrent stat/buff bugs are affecting it as well.
4. Center of Being. Defense Acuity. 'nuff said.
5. I'd prefer to have VKs go by the wayside, but I'm in the minority, so I'll shut up ![]()
6. Toughness doesn't affect ranged attacks. TKM leaves you 140 points to get more ranged defense.
7. hmm.. no whining. wow.
8. Master Brawler gives you the two things you need to hunt solo.. 20second delay and half damage for a long time. Beserk2 is a forgotten skill with the +75thing.
9. Commandos and Smugglers and other brawlers who want to grind over a million unarmed XP with novicedamage and speedcan have meditation. Let them heal their little 5-15wounds every 5 seconds. Just means they get to sit and talk trash a little longer, instead of finding a doc withC woundpacks. Besides, this should be a doctor/dancer complaint.. not TKA.
In no particular order except for the first one :
- "out of range issue",
- VK range equal to the "hand" range,
- More versality in damage type for the VK,
- More item to build advanced VK ( like the krayt stuff ),
- reducing UHit3 animation time.
Out of range
Damage type
Neat adds or changes
Meditate at master increase healing rate, maybe BF.
Change Precision pool attacks to allow you to concertrate all attacks in that area. Make all damage or a split 70 to pool 30 random. With timers.
In meditate line give the ability at varying levels to do alt damage types. Maybe at 3 4 and master. With timers.
So, in order:
Target out of range. The VK's held in my hand should be able to reach... anything my hand could reach. If you have to fudge the numbers to account for server/position latency, quit messing around and do it. It's silly to leave us incorrect while you work on another solution. Give us your 'fudge factor' for reporting and _then_ work on your server performance.
Specials: I haven't been using them as much, since I've been leveling carbine (hah, try that one if your bored for a week), but with vk's they're pretty terrible. Without them, I guess they're livable.
Force of Will: Even if you don't make it work more often, at least (and I think they did this) make the messages mean something. We get 'you failed' or we stand up, all drained. Sometimes your incap timer shrinks, but you still stay down, no message. I'd say at master level you should get to keep a little of your HAM, enough to see you to safety, anyway. Maybe 200 points or something. As it is now the special is only good to get up and flee if the monster turns away.
See, not much of a problem. I still don't have a good feel for why my master TKA gets slapped around by what my midlevel carbineer can bleed to death. Must be my choice of target. Gee, maybe they should consider putting the holocrons on something that meleers have a shot at too.
Before I get too bitter, I'll sign off. I'm actually quite pleased with the direction TKA is going, and I like the class for anything close ranged. I love its versatility, and I think really all it needs is minor tweaking, not new powers. Katas would be nice, but if they mean new powers or that I have to sacrifice old powers, you can keep them. I have to learn and teach enough katas in real life, they're not as cool as you might think. (joking, I love katas) You can't beat the meditation woundhealing, I think BF requires us to return to town frequently enough that we're still dependant upon another class. I think they should scale vk/tka speed so that you can attack faster at master level _without_ vk, so masters would quit using them. Most of us probably have. Powerboost was well fixed, and I dont' leave home without it now.
Yes agreed put holocrons on somthing that oh let me seee DOESN"T HAVE AP2!!!!!!!!!
ok... i'm better, but ya any other class has an ap2 weapons so they at least can do 50-25% dmg we do 5-10% or the dmg to them lol that makes it a long fight, not to mention they attack us since we're so close like we are a plagued rat or somthing,
But that being said check out my thought on the holos here:http://forums.station.sony.com/swg/board/message?board.id=Kettemoor&message.id=42648
Don't bother with them if you dont' want to read my post, thats my opinion at least
We can all go ahead and face it, a melee class will never get range. no matter what we do or how much its necesary sony believes that if we own up close than people should own us from a distance (even though its too easy to kite IMHO)
So we should ask for something like a longer burst run or a faster ground speed or something perhaps.. but I dont think we will even get that. more ranged defenses?
1. Out of Range - Thought this was going to be fixed ? Push the bug back as NOT FIXED
2. Melee Weapon Power Up - Why limit them to 16% ?
3. Force of Will - make it worth while or let me turn it off
4. Level out Melee vs Ranged combat - I keep hearing that we beat people once we get in to hand to hand with them, how about making it true ? Perhaps a Grab attack so people (or MOBs for that matter) can't kite us ? Even a /stick command where we could attack on the run would be something.
5. Still only one Weapon - and we get access to that one at Novice.
+
Bonus : Where is our Rep ? On vacation ? Moving up in the world ? ... he's been awful quite lately