Teras Kasi Archive

Thread: On whether or not CoB is fixed

Mister_Heavy
Fri Nov 21, 2003 8:21 am
#1

My personal feeling is that CoB is still not working the way it should. People have noticed only a small increase in how often we are missed, if anything at all. For theHAM cost, it's really not worth it, and I find it quite unlikely that the devs would have intentionally left TKAs out of the ability that wassupposed to fix the issue ofmelee tanking.


If for some bizarre reason the devs tell us that this is "working as intended", I'll let them know that we're not happy and that they need to rebalance the skill for us.


I'm going to do my best to pin down the combat dev responsible and get these questions answered. In the mean time, we have to continue to be patient. Whatever happens, I'll keep you guys up to date as soon as I hear anything.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Numen
Fri Nov 21, 2003 8:28 am
#2

Excellent job as always Heavy.


One thing I think the devs should know is a rough % range they wanted the melee professions to block/dodge/counter. If they wanted it to be 10% for TKA and 90% for the rest of melee ok. There is something still wrong with that, but at least at that point it is working correctly.




Amandil Morier - Tempest - Master Chef
Mynroe
Fri Nov 21, 2003 9:13 am
#3

i personally suspect that the problem is with the defensive accuity mod. it's trying to do 3 things at once (dodge etc) and it just ends up doing nothing. they should just simplify it and make it a standalone mod, not a mod that tries to counterattack blockand dodge all at the same time



-=-=-
Jenyme Fujikuro - Starsider - Ranger 4344, Sharpshooter 1102
-fishing-- the only nerf-free pasttime left-
Orthae11272
Fri Nov 21, 2003 9:22 am
#4

Thanks. You're the greatest.
cimianx
Fri Nov 21, 2003 10:49 am
#5

COB's design goal is to allow melee players to "tank" in groups. In this regard, TKA COB is not working correctly.


What I think has happened:



  • Before COB, TKA had a baseline passive defense but did not receive mods as we progressed through our skilltree. Fencers, Swordmen, and Pikemen get dodge, counter, and block respectively.

  • The first COB patch introduced DA. DA didn't work but in addition, the first COB patch broke our baseline passives.

  • The 2nd COB patch (hotfix) has fixed our baseline passives, but DA still doesn't work.

I believe that DA is meant to be an active not passive mod, and that it is only active in conjunction with COB. This is different from other melees COBwhere their passive mods are re-used. I'd bet money that if other melees COB were required to use DA instead of their passives, they'd be broken too. I think this subtle difference is why the Dev's can't get us to work right. They should cave and make DA passive.




Cimm Katta on Chilastra (active)
Teräs Käsi Master | Master Creature Hander | Medic

Cimmee on Tarquinas (retired)
Master Weaponsmith | Master Artisan | Fencer | Marksman
Vopn
Fri Nov 21, 2003 11:52 am
#6

From all of the results on the various boards it looks like they DID fix COB. It is working well for the other brawler classes, just not for TK.


This points to a problem with defensive acuity. That was NOT fixed. We need to point them at this skill.




------------------------------------------------------

Vopn Hermadur
Master Rifleman - Teras Kasi Master

"The Presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it." --Terry Pratchett
Trentmare
Fri Nov 21, 2003 4:18 pm
#7

Something is wrong with it for TK's, cause using CoB only makes me more likely to die faster since it reduces mind and gives nothing in return.



Drakronis
Fri Nov 21, 2003 4:32 pm
#8

Keep in mind that TKA didn't even have an evasion skill prior to this last patch. The other three elite brawlers had exactly 2 skills that TKA didn't have, bleed attack and evasion (dodge, counterattack, block). When they added Center of Being, they had to give TKA some type of evasion skill, or CoB would do nothing. So they added Defensive Acuity.


Do not be suprised or shocked if Defensive Acuity doesn't work quite as well asthe other three elite brawlersevasion skills. I do think it should bebetter than it is working now though, especially with CoB turned on.

Aki44
Sat Nov 22, 2003 6:09 am
#9

Thx for the info Mister_Heavy, let s hope dev will hear ya out




Leeloo
Colonel of the Rebel Alliance
Member of Truth 'n' Justice
Rush-GAT
Sat Nov 22, 2003 4:27 pm
#10

you need to get a life, dude.



Rush

Official GAT Smuggler
Xeonus
Sat Nov 22, 2003 7:25 pm
#11

I tested it several times on Mokks and Force Sensitives...I noticed some misses, but no dodges, barely any counterattacks..may be one.


I realy think with our range limits they need to make this skill stronger for us in particular than any other clas...but that is just my opinion.




Lo'Pan (Master Creature Handler / Going Back Up The TKA Tree / Medic)

Kauri Server

"There are many mysteries, many unanswerable questions. Even in a life as short as yours." -David Lo Pan (Big Trouble In Little China)
Cielago
Sun Nov 23, 2003 3:46 am
#12

I tested COB yesterday ( 22-11-03 ) on Force sensitive npc, voritors and in duel and it worked for me.


I either evaded, dodged, counterattacked or I was missed ( I get those messages in the combat channel ), it was also working in a duel against a gun user when he was using specials ( smuggler gun styles ).


I didn't run any statistic nor logged the fights.


For those who tested it, were you wielding your VK before engage CoB ?




Captain Cielago
_______________________________
"Hope clouds judgement"
"Each experience carries its own lesson"
Frank Herbert's Dune.



Lazarus1427
Sun Nov 23, 2003 6:16 am
#13

Tried it a few times last night vs various nme's, still doesn't have any real visibleeffect.
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