Teras Kasi Archive
Thread: TKA State of the Profession II
Force of Will is fine as it is. Before the test center change force of will would do nothing 75% of the time and If I did stand up all my ham bars would equilize to about 1point. Now after the test center change If I do get knocked down I stand up 100% of the time and all my ham bars equilize like using the zabrak equilibrium skill. So what if it has a 45 minute timer. I have noticed that ever since they added item decay on cloning that I have had to take a trip to the cloning center only once. And that is due to the fact of FOW working as intended. 1 incap a day since the patch and FOW has been up to save me each time.
Also unarmed body hit and leg hit do nowhere near the damage that head hit does. Each of these skills need to be added back to the useless skills. All three of these skills have outrageous HAM costs for the damage that they do but the only difference is that Headhit at least does around 900dmg per hit while the other 2 might do 600 tops for the same HAM cost.
Mister_Heavy,
Speaking on FOW...what are they doing about it?
I know you put a huge post on that subject and many replied to it and said it sucked as is....what now?
What has come of it?
Xeonus wrote:
Mister_Heavy,
Speaking on FOW...what are they doing about it?
I know you put a huge post on that subject and many replied to it and said it sucked as is....what now?
What has come of it?
Wondering the same after getting a marginal success that put all hams to zero, gave 100 Extra BF 300 wounds on each primary stat and a 90 second timer.
Personally I would not call that a success at any time. Even thought it said was a suceess, did not stand up. And now with the timer, if you happen to survive long enough to stand up, you have no chance of trying to FoW again if you get incapped trying to get away.
Still think the biggest problem with FoW changes are the timer. Back in the old FoW before they broke it and it worked, if you were incapped 3 times in 10 mins, 3rd incap was auto-dead. Still cannot see what use a timer has on this skill.
And seeing as we are getting close to the next monthly publish, are we getting any changes to the skill ?
Also the extra TKA damage at novice is way to high, think the damage increases should of been at tier 4 boxes and master. I did novice TKA with the old values, now the damage they do at novice is just way to high (and this is probably what all the TKA are too powerfull is about)
Mister_Heavy wrote:- TKA and the force
There's a lot going around about TKAs being FS and fighting Jedi, etc. I have yet to read from any officially sanctioned source that TKAs are force sensitive, or that they exist to control the Jedi, or that they are capable of fighting Jedi and winning. Of course, just because I haven't read it doesn't mean it's not out there, so if anyone has a link to where an official Lucas site talks about TKAs having FS powers and the like, please post a link on this thread or send me a private message.
TKA SoP
I'm basing my suggestion that TK be more force related on it's first appearance in the Masters of Teras Kasi fighting game for Sony Playstation. I think since then it was incorporated into the current Wizards of Coast Star Wars roleplaying game but I'm not ceratin which source book to point you to. All in all, my understanding was that TK drew on the Force, but not to a great extent. Nothing like what the Jedi do, but enough to enhance strength and speed.
I wish I had news for you guys on FoW and CoB. I have not received an official response on whether or not they intend to do anything about those skills. I'm 100% certain that they know they're among our top issues, but I have not heard anything on what the devs plan to do... and believe me, it's not for lack of asking.
To be totally honest, I frequently catch myself growing impatient. It sometimes helps to remember the scale of their task. They have 32 professions. If they took 1 week to do each prof, it'd be 8 months before they were done... It sometimes helps to spend an extra 10 minutes on the heavybag.
Candidly,I get the feeling that TKAs are not at the top of their overall to do list right now. Yes, some of our skills are quite broken, but the fact that we're functioning well overallmakes me think thatthey're probably focusing on professions that are more broken than we are. Squad leaders, droid engineers, pikemen, chefs and other profs have many more problems than we do. As much as I dislike being on the back burner, all I can do is ensure that the developers know our issues, and ask them for updates as often as I can without "spamming" them.
Unfortunately, we're not going to get an ETA on these issues until they are really ready to fix them. The general community on these boards absolutly crucifies the dev team when they miss a promised due date, which leads to them not giving out any due dates. What I can hope to get for you guys is a general statement of intent on their part. Unfortunately, with the global rebalance coming up, so many things are up in the air that they may be hesitant to commit to changes when they don't yet know what secondary effects those changes might have.
To put it plainly. I don't know what they're planning, but I really am doing my best to find out for you guysI think that the Devs can focus on other professions. Even without CoB we can kick serious butt. I dont even bother with CoB. FoW seems to work well enough. Be nice if we could use it more than once an hour though. ![]()
Thrown weapons - should we have them? We're a melee profession, and some of our attacks already have ranges of up to 15m (lunge IIRC). Do we really want a true ranged attack, and do we think it'd be balanced if we had one?
Kiting: Many of us still feel helpless trying to use melee skills in PvP because of Kiting. We recognize that ranged attacks have an inherent advantage, but we would like some way of catching up to a kiter. Suggestion include a "stick" command, which would keep us within 1-3 meters of a target if possible, or a mini-burstrun ability. We don't want it to be easy to catch a kiter, just possible. You could balance the skill with HAM costs/timers/footspeed. Of course, this skill, whatever it may be, should be given to all brawlers.
end quote
Can these two issues be combined? If we want the ninja option to throwing weapons (like posioned dards) and we also want a stick (or the other way around a slowdown opponent possibility). Then what better option is there already ingame,... make the scout traps usable against humanoids. The slowdown (snare)trap is way up (box 4 in the trapping line) so you'd really have to make a disicion if you want to spent that many points on it. And if the dev's don't want the other traps to be used on humanoids, then I doubd it would be hard to code that in.
I for one like this solution to both issues.
Paith'z
Mister_Heavy wrote:
I wish I had news for you guys on FoW and CoB. I have not received an official response on whether or not they intend to do anything about those skills. I'm 100% certain that they know they're among our top issues, but I have not heard anything on what the devs plan to do... and believe me, it's not for lack of asking.
To be totally honest, I frequently catch myself growing impatient. It sometimes helps to remember the scale of their task. They have 32 professions. If they took 1 week to do each prof, it'd be 8 months before they were done... It sometimes helps to spend an extra 10 minutes on the heavybag.
Thanks at least you are still trying to get the info. I had not seen any new updates so was wondering if you knew any more. Plus looks like FoW may still have a few bugs in it.
CoB everytime use it never see any difference, so as far as I can tell it is broken.
FoW the hour timer is bad (always disliked the idea, so won't go into it too much), but what I was mentioning was I got the old 'hams zero and you dont get up' bug, even with the new system, except I also get an hour timer for it being bugged. I ended up with 300 wounds on each primary stat plus at least 100 BF, but I think it was the FoW generating these wounds that caused it to bug in the first place.
As that was the only time had a 'marginal success' (that was not), I have not been able to duplicate it again. Maybe someone else has come across this. I was using a food (fishak) mind boost and powerboost at the time as I usually do. No doc buffs I stopped using them since powerboost was fixed.
I'm currently at UA4 on TC going onto TKN, and i am having a TOUGH time. It has improved since UA4 thank god but it's still horrendously hard. I believe that just having one or two more types of unarmed weapons, such as knucklers or combat gauntlets at novice and at UA2 or UA3 would solve this greatly!
I do a max dmg of 201 at UA4 with sliced VKs, random HAM dmg, not targeted.
At pistols 4 with a sliced scout pistol i do 400 max HEALTH dmg and 600 max RANDOM HAM dmg.
As you can see, it doesn't compare. Oh, plus the fact that i can get in 3 shots before a mob hits me with pistol as opposed to taking 200 dmg before i get my first hit in with Unarmed...
They tell me it's worth it though, guess i'll keep trying ![]()
Master TK right now serves for PvE and to take on the ocassional weak PvP mob or strong single opponent in PvP. I am sure u all know what I am talking about, when trying to fight in a raid in a town or so, I cannot last longer than 5 seconds, with lag and all that, y? Because they see me coming, andI can't even get close to them, any silly knowckdown shot takes me down and it's over!
"Master brawlers should be the tanks of the game, and not just TKs, but all master brawlers". If u expectthis, but we cannot even get close to what we're supposed to tank. We should be able to dodge just about any shot thrown at us (on PVP) until we actually engage in direct combat with another player. I mean, we are supposed to kill small mobs, period! I want to sneak up to 2 or 3 BH and kill them before I actually die also (I don't want to be a god). Because right now it's ridiculous. I mean, I can only win, seriously, if I knock them down, and I can only knock them down if I reach them, and in a raid, I can have up to 4 or 5 players shooting head and knockdown shots at me, I HAVE NO RANGED REPLY! HOW am I supposed to tank anything?
U can say "go and get buffed and u're almost unbeatable". Fine, if buffed I can actually be menacing, but u know what? I can't predict raids from the opposing faction and get buffed just in time, but I still would like to be a feared opponent when I'm called upon to defend the city. Right now, I just feel like a running turkey. How many times have u MASTERS TK, swordsmen, and pikemen died in a mob fight only to see the same expert commadoor BH guy run around over ur cadavers several times? Enough of this! make us dangerous!
And another thing: WHERE ARE THE DISARMING MOVES? A punch to the fist should knock ur silly pistol straight into ur inventory so u'd have to hit that toolbar slot button to equip it again or something.
Sorry, I don't wanna seem like I don't enjoy TK, I love it to death, I am mastering it a second time, but I only started PvP after I mastered and I just felt so frustrated, it felt like a joke, I might as well be a novice marskman in a deadly field of bullets.
And DEVs, for ALL master brawlers, PLEASE consider some sort of cloacking or ranged dodging ability, an enhanced acuity for dodging, especially if u engaged the ranged player first, let us surprise them! But as soon as we strike the first punch we are open once again to the ranged attacks from anyone. So in this way, next time u leave the cloning facility, declare, look at the battle field and pick a target... u'll run almost unbothered to ur first target, dodging almost anything until u strike that first punch, and then... hehe then u're on! Either that or make us run like the wind when being attacked! But now, lol, I have enemy players targeting me as soon as I leave the cloning facility all the way to the recruiter waiting for me to turn red, lol, wow, I think I'll go solo FS guys intead (no brainer). Let us kill that first guy at least, lol, what am I talking about?Let us kill 2 or 3 in a row, that's what commandos and BHs do anyways. Haven't u watched a bruce lee movie? Let us be dangerous. Let us be like a human Graul, we're brawlers!
And another thing, please, please make it UNARMED for TK, use some other fancy excusefor a VK pls, use the "inner force special move", the "mighty attack of the dragon chi fist" or something, whatever u wish to call the moves, go and watch kung fu movies for ideas, go watch Dragon Ball Z, Goku needs no VK, it's all in the mind.
Just thought I say that it is an interesting idea you have about using traps on NPC and players.
Thx,
Paladin7 (SN) Master TKA [shadowfire]
VKs - Yes, personally I'd rather be unarmed. Up our true unarmed damage and replace the VK certification with....
Caltraps - Thrown spikes which cause no damage but severe slowdown to humanoid PCs. Allow us to fight and use specials on the move.
Disabling specials - Rather than relying on 'cookie cutter' Dizzy/KD/DamageDamageDamage attacks in PvP, how about throws/holds for secondary stat drain, or heavy hits to accuracy. Keep em in an armlock long enough, and they'd have trouble shooting straight. Perhaps even disarms.
Nerf us 'our way' ! - Ok, we all want fantastic damage and force-like skills, but we must appreciate there has to be a trade-off... Real martial artists must practice and practice to keep their edge, so why not combine this with some fun - Kata! Give us our 'dojos' as city buildings, and a kata for each TKA box. Have us spend time practicing Kata (thus filling a kata point pool which VERY slowly degrades) lest we start to degrade in ability (accuracy and damage penalties until the pool is filled over a point?). Would give us some good RP points, and hey, teams of kata-performing TKA could be quite a tourist attraction.
Just some ideas there, which could spice things up.
-Jherad