Teras Kasi Archive
Thread: Teras Kasi Artist Issues Designer responses
I'll echo in on the "**edit** was that?" and continue with mygripe with the devs. Obviously the skill trees were developed to work in a certain way, togrant particular skills andabilities to a TKA. After all the thought and time that went into developing each profession; taking it through the development process, the beta test and finally the game release why break it now?Why deconstruct under the banner of "achieving balance between professions"and essentially "break" what works instead of "fixing" what really is broken: the other dozen or so elite professions that arent as well thought out or well rounded.
Addressing issues raised by customers that do voice their discontent with simpleremarks and no explanation isn't helping us. If the number of comments and follow up responses indicate one thing it is that the target customergroup is very dissatisfied.
I also have a comment for the trolling Fencer guy: Prove to me that TKA defense is "double" that of other melee professions. I know aswordsman and apikeman can waste any TKA in PvP in seconds so even if this so called "double defense" is really implementeditseems pretty non-existent. I'm no PvP expert and I may be wrong so if you can set me right on it, I'll appreciate it. Also I do not accept your apology for trolling simply because comments like yours is what got a working profession like TKA screwed. Your comment won't help your profession or any other broken elite profession in getting fixed. In fact it will take time away from it because the devs will waste more time thinking up new nerfs for TKA rather than concentrating on rounding out and fixing Fencers.
I normally don't like to voice my opinion without understanding the whole situation but I feel I can.
I do think the nerf on the Teras was very extremely. I do realize this is a normal elite class and we are not Jedi. But some sort of middle ground needs to be reached. I had thought the massive amounts of fighting experience needed to gain levels on the Teras Kasi tree was there to balance the class being so powerful in combat. If needed I'd suggest upping the experience levels again, and in turn making the teras class more powerful than the other brawling profession. Teras Kasi is about patience and training, finesse and technique. Massive amounts of training would be required.Three maybe four times want the barbarians swinging their swords would need. It is well established that the danger of facing a Teras Kasi Artist in one on one combat is VERY high. I think maybe a balance of upping experience requirements rather than a weaking of the class would be needed.
I personally am having no problems as of yet. But I do not use special moves that often. Once, maybe twice in a fight. Of course I an only a novice so I can't speak for the burdens of higher level players. If my opinion is wrong I appologise.
~Toby
PVP Combat: TK vs. pistol wielding profession
hmm.. lets see... currently the pistol guy can just hit attack and run circles around me until I am dead. The dev's response has been to the effect of "well, complain all you want, thats the problem with being deadly in close range"..
Turn that statement around and its more like the devs are saying to pistoleers "yeah, just keep moving, even if you're a novice marksamn you'll eventually smoke the guy, that's the benefit of being a ranged fighter."
So, yeah, I'm a little angry about that. What melee fighter wouldn't be? But onto something constructive. The problem lies in the fact that even if I am running right next to my pistol toting friend, I still can't hit him. Something screwy with the location system of the players I'd imagine. So what can unarmed people do to combat this problem? We have to be able to get close enough to the guy to hit him right? I've heard disarm - but that doesnt work. all you have to do is carry a few guns, and even if you knock all of their guns off em, then we become too powerful. anyways.. here's my ideas for what could be done:
1) give us something that will allow us to hit the gunfighter when he's 2 feet in front of us running away. I dont know, maybe a tackle or something. give it a 40% chance of hitting the pistol guy, since realistically, that is all you would have in real life. Combine this with a stiffer penalty on pistol aim while moving and this might actually be fair (I wouldnt be able to aim a gun so well if bruce lee was running and screaming after me). (if their run/shoot tactic is fair to real life, shouldn't I be able to tackle him? I mean, thats what I would do if it were me in a real situation)
2) maybe instead of number one, you could give us throwing knives or throwing "stars." It would be something else for crafters to do, and could be aligned along the combat exp. portion of the TKA profession. People probably wont like this idea (kind of goes against the unarmed philosophy) but quite honestly, this allows us to actually fight running pistoleers/ranged fighters. I personally dont like this idea, but I'm sick of taking the shaft in PVP so I'll put anything up here.
3) last alternative: None of this would be as bad as it is if the PvP game didn't show the rebels/imperials on the radar at all times while overt. Now, I'm not against showing them on the radar after they have attacked you. Thats fine. But quite honestly, this system completely denies a MASTER MARTIAL ARTIST the ability to sneak up someone to attack them. The fight would be fair if I could walk into a city, find that gunman, watch him very carefully, and choose the moment to attack him. As soon as I attack, let everyone in a 60M radius at the time of attack know I'm there, I really dont care, because if I do it right, there wont be anyone around. To bring this matter to a star wars movie example: Luke and Han solo would have been so screwed on the death star. When they walked into that prison, all the guards on the other side of the door would have known they were there at least 5 minutes beforehand. Quite simply, this type of system could fix most/all the PVP problems (*except for duels, but who really cares about duels*)
just my 2 credits.. although I'm willing to bet that this post will never be read by a developer or game designer, and will beforever lost in the spam that is this message board.
Thank you,
Good day
--Dominion--BloodFin
In any case, even with lunge's 15m range (no VK), the mismatch between "real" position and position on my screen is big enough to be a hassle. It took a heck of a lot of maneuvering over a long chase to be "close" enough to start slowing him down. And of course, one lunge was never enough to actually stop him so I could hit him (hence: it wasn't mean that dropped him, but the gunfighters behind), he just stood up and started running again, at which point the lunge timer finished and I could lunge again.
Compared to what I've seen of other professions, our HAM costs are certainly way off the scale, although I haven't progressed enough in the actual teras kasi tree to be able to do anything "real" without VKs on (speed's still too low.) The position mismatch problem is serious (the "if you catch them" answer is rather missing the point, since "we're being kited" essentially means "we absolutely cannot catch them before they kill us.") And the defense problem is a very serious problem in high level fights (I'll pretend for the sake of argument that nothing can kill you with one hit, although it's not true.) When nearly every attack on you lands, you're a constant drain on healing resources. When it's impossible against high challenge NPC opponents to not be within 3m of the target (I'll assume that they have enough AR that using bare hands hurts so much that you'd feel compelled to put VKs on even if they didn't have thousands and thousands of HAM), it's nearly impossible not to be the one being attacked. If the monsters *ever* seemed to miss what is supposed to be a highly agile opponent, that would make things better. (Of course, there *are* creatures out there who kill you in one hit easily, but I'm actually okay with that, somewhat: if our defenses would allow us to stand up better to those who can't, it would then be easier to think about tactics for fighting those who can. Like: person A runs in and throws a lunge, then person B runs in and throws a dizzy, trying to keep the enemy down. Or: Maybe this is one of the few fights where the costs of armor are actually outweighed by the benefits.)
Anyway, I do have this feeling that the devs are going to be taking this seriously--and the entire set of melee professions. I wouldn't be surprised if they originally expected melee professions to be used as "secondary", for when enemies managed to close to melee range on riflemen and the like--but it didn't work out that way: there are a lot of people who really want to do melee and not carry a gun (except for one shotting those irritating things that decide to turn and run away when they're just about dead.
The assumption that melee would be used as backup explains a lot, by the way, about why the server is so "lazy" about updating position and range. If you figure that melee isn't going to be anybody's primary combat profession, or assume in your original design that melee won't be a factor at all (except for lightsabers, which are special), you can save a *lot* of performance by making the updates lazier: it doesn't matter exactly where somebody is if you can attack anything within 64m. Reduce that to 10m, though, and we get to where we are today.
My initial thought for a "quick fix" would be to extend the range on all melee weapons by at least 5m to help make up for the lazy positioning. It might look silly on occasion, but it wouldn't be awful, and it would help significantly with kiting issues and with mobs that like to attack from farther away than you can hit them. But--that's a quick hack that's just the first thing that springs to my mind. Hopefully, the devs will come up with a nicer solution.
As much as I would like to feel for you all... take a trip over to the Rifleman forum and feel our pain =/
Slayzer/Laramee
1. We can't expect these fixes to come at once or overnight. yes I know they took it away overnight but that doesn't work for fixing things.
2. We should be trying to get 1 thing fixed and then move to the next issue until we are satisfied as the paying customers of this game getting angry and making outbursts is not going to help our cause any .... if anything might delay it.
My opinions on what is wrong with our class and possible solutions:
1. No way to "catch up" to running opponents. I dont really see any way around this other then adding some sort of encumberance to the game. Which by all rights will have to affect those TKA's that decide to go ore surveying and then will wonder why they can't catch anything with 800 ore in their backpacks. So dropping the encumberance issue for a moment lets try and see if armor and weapons them selves gives a movement penalty just as they effect the HAM rates. I figure a pistoleer with no armor shouldn't be that penalized verses a rifleman in full bone or better armor should be. All in all I feel armor should be constricting movement and reducing it more then anything. Lets face certain facts a guy running in plated armor is not going to outrun a guy without armor.
2. Knockdown. Doesn't work and we get 2 lvls of it. 2 Lvl's of something that doesn't work ... still doesn't work I use dizzy and unarmed lunge and that solves my knockdown problem. I say get rid of knockdown and give us block for hand to hand opponents and dodge for ranged opponents seem to make more sense to me the "Balance conditioning" line. Save the knockdown for Master TKA and let it be something that is feared by all. Give us those as status effects like a buff that lasts 30 seconds or so. Think of it as being prepared for the combat ou are about to face.
Each of the combat classes is supposed to have its ups and downs. TKA is supposed to be one of the hardest to attain and rightfully so, but please don't make us work hard only to be disappointed. We all love Star Wars otherwise we wouldn't be here giving feedback.
The Devs wanted to add realism to the game. Was the game rushed? Maybe. Do things need to be fixed? Definitely. It will just take time we are not the only class with problems. The realism will come as much as most of us don't like what has happened we can change it. When it boils down to it ... it isn't sony's game its ours. We just don't have jobs in the office to oversee this stuff.
Devs please please please look into allowing us to catch something that runs be it NPC or player so that we have chance to use our abilities. We will be able to give you more feedback on that stuff when we can first get within striking range.
Kyrranis
Valcyn
I'm still kind of flabergasted about Bullet 2. His answer was that if we catch it, it's dead. But how in the hell do we catch it? It runs and guns, without having to stop to attack. It has the same run speed that we do, unless it just used Burst and we still have ours available.
The only way I can see to combat this issue is two-fold.
1) Increase base run speed on TKA. The description even says we are supposed to be able to close quickly with a ranged target.
2) Attack while moving. Make a special attack if they won't allow us to use regular attacks while moving. Worst case scenario they make a special move called Tackle. And it has knockdown like stats (HAM costs, etc).
Whyis this so hard to understand?
Also, last night I saw a Pistol user (no tag) fighting a TK (Master tag). The Pistol user spammed the Eye-Shot special move, and killed the TK-M in a matter of moments. And only lost a quarter of all HAM bars. Was a very telling scene.
amiunique
Wow..... 5 hours..... just sitting here refreshing every 10 minutes. And I thought I did not have a life.
I understand why you are so cranky.
Ok, here is my question... And i am sure it has already been asked in multitudes of other posts but there are way too many to read right now.
Why is Teras Kasi the ONLY profession that requires you tounequip your weapon to be able to do specials, realistically. I am also working up the rifle tree and the specials i have there take nothing, or next to nothing, to do. I can spam just about any special and they only thing i have to do is wait... depending on the speed of my weapon. Personally, i dont think we should have to have a weapon, the damage should be balanced out at the higher levels of the skill trees so that we do damage comparable to what we would with a VK. In fact, i believe we should get bonuses for not using armor towards vs things. (IE defense vs. Dizzy), a Dodge skill, and other "mythical" or extreme Martial Arts type things.
Lunge may work how it is supposed to.... but if you can never get close enough to someone, how are you supposed to knock them down? Ranged weapons should get much greater penalties for moving and firing, whereas Melee types shouldhave much smallerpenalties.(I participate in Medieval Re-creation and can tell you that swinging a sword while running, or a Pike for that matter, is hard but not nearly as hard as firing a gun accurately while moving). I can also honestly say that someone who does Ranged PvE OR PvP currently has a LARGE advantage (vs anything that is Melee and has no ranged attacks). I see people who have not even gotten close to the beginning stages of an elite profession take on things that would tear me up.... simply by kiting.
I know you believe we are OVER-powered, maybe we are.... Damage wise, but that means nothing when we have to deal with anything that has ranged attacks and is smart enough to keep moving. Even with Burst Run, i constantly over-shoot a MOB that is kiting me... those buggers are slippery. Get rid of VK's (i know you dont want any combat profession independant of crafters, but the penalties we are getting for specials on VK's is ridiculous. Perhaps making something for TKA that has a greater range... like a chain or something similar and dumping VK's... giving is more range say 10-12 meters, and decreasing the damage for using the chain... you do more damage with your bare fists but your range is at 4-5 meters).
Solve the issue of the specials costing way too much. I know we dont need to spam them, but i once said you should make specials themselves have a time delay dependant upon the power of the special that is being used, keep the HAM costs but lower it and add in the time delay.
I am still currently avoiding PvP because of the problems i am having with PvE and smart ranged opponents.This isn't an issue of power... lower our damage output if we are over the bar, but make us viable in PvP. (I saw the post earlier about how you are gauging how we stack up against MOB's, thats fine, but i was under the impression that the Galactic Civil War was the centerpiece of this game... Saying that we cant compare to PvP is not only wrong, it's wrong thinking.... we NEED to be viable in PvP or we are all having to miss out on a large part of the game.... or take a second profession in Ranged combat just so we can participate and miss out on some of the other professions that those who only take ranged get to take.
Mobs I can handle one-on-one. Well, at least the melee mobs. I can say in an organized close-ranged tourney I siverely beat the crap out of people (swordsman, fencers, pikemen). The problem lies in for some reason you get a buttload of XP for beating up somthing that looks like a giraff, yet defeating humanoid opponants with a deadly "steal fists" martial art gives you minimal XP. In terms of martial arts the main advantage to unarmed combat is dexterity -- which translate into counter attacks -- somthing I see done rarely for some reason if ever.
1. Why give unarmed lunge 2 to master brawler. I DARE you to find me a master brawler running around using unarmed lunge 2 and NOT two-handed lunge 2 or one-handed lunge 2. Come on. Even an expert level skill would do.
2. If a swordsman misses we should take great advantage of this compared to other classes and smack him accross the face.
3. Last time I checked fighters could wear more than one knuckle. Though wearing two in this game would cause instant suicide.
4. TKA is harder to level than any other profession. I don't want to hear it. A master brawler + NOVICE fencer is greatly more powerful than me. The thing is with the ammount of XP I've obtained I could have mastered brawler 4 times over. Why is a minor profession so powrful compared to an elite one?
5. In the description we were supposed to strike fear into rifleman, doding their shots. Yeah, right.
6. Disarm. Another realistic aspect of unarmed combat. Go research the Isreali army.
This made me laugh and just might make you laugh too. This is quoted from the Masters of the Teras Kasi website.
As the order of Jedi resurfaces, so do the teachings of teräs käsi, in the form of Arden Lyn, master of teräs käsi. A Palawan warrior from the time of Jedi, her youthfulness belies her actual age. Her skills as one of the last teräs käsi masters has attracted the attention of the Emperor and Darth Vader, who have assigned her to track down and take out key Rebel Alliance personnel. Arden, however, has her own agenda...