Teras Kasi Archive

Thread: Teräs Käsi Bugs

BluebloodUK
Fri Jul 08, 2005 7:40 am
#131

This isnt a bug per se, but since "Black Rot" (aka wounds) and long-term DoTs like bleeds are largely obsolete (or dramatically scaled down) in the CU, doesnt this make the advances in /meditate largely redundant?

Is there any talk about what could replace these elements?




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noothername
Fri Jul 08, 2005 6:46 pm
#132

ok check this out im a tkm master pikeman, 0044 swordman, 0001 fencer on the shadowfire server.


my toon is lvl 80 and vs a lvl 82 bol i take about 62 dam per hit. if your gonna do tk you need to use all their abilities like center of being adding 500 melee def for 45 seconds, and my toon is one of the best tanks in the game. add a master doc to my group and we can go through a lair of bols or pickets lvl 80-82 in about 3 mins no joke



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Troilus_of_Bria
Fri Jul 08, 2005 11:13 pm
#133

here are the major issues with TKM



1. Bleed is broken. it does no dammage. I know this because when Im bleeding, my health regeneration is still going UP, not down.


2. Force of Will is BROKEN. I get incapped, try using FOW, and it doubles to tripples my incap time. NEVER has it EVER worked for me.


3. Inate Armor is weak.


4. Knock down doesnt keep things down long enough to be usefull


5. Gunners have attacks that hold you in place and allow them to run away. TKA has NOTHING to hold our target in place so we can hit it, and NO resistance or immunity to such attacks rendering us useless in pvp.


6. Dizzy, Bleed, Blind etc etc etc... do absolutely nothing.


7. All our attacks are the same, doing varrying amounts of dammage hardly 100pts in difference. our attacks should actually DO somehting besides dammage.


8. Meditate should heal battle fatigue as well as wounds, and should greatly increase our health regeneration.


9. recovery from blind dizzy stun etc etc etc etc cost WAY too much action, and being TKA we should be immune to knock down.


Obifai
Sat Jul 09, 2005 12:50 am
#134

I am TKM/ 3xxx doc and can pretty much tank anything i like even things 5 lvl's higher than me. TKM is fine when used properly
Mankind00
Sat Jul 09, 2005 2:56 am
#135


Only going to comment on a few of these.







Troilus_of_Bria wrote:

here are the major issues with TKM


1. Bleed is broken. it does no dammage. I know this because when Im bleeding, my health regeneration is still going UP, not down.


Are you sure that your regen is not simply just higher then the drain of the bleed on you? If so this is still effective as you areregening slower then you would otherwise.


2. Force of Will is BROKEN. I get incapped, try using FOW, and it doubles to tripples my incap time. NEVER has it EVER worked for me.


Known issue


3. Inate Armor is weak.


It's on par with battle armour so it's not really weak.


4. Knock down doesnt keep things down long enough to be usefull


5. Gunners have attacks that hold you in place and allow them to run away. TKA has NOTHING to hold our target in place so we can hit it, and NO resistance or immunity to such attacks rendering us useless in pvp.


6. Dizzy, Bleed, Blind etc etc etc... do absolutely nothing.


Not true, Dizzy, Blind & Stun all do verious debuffs.


7. All our attacks are the same, doing varrying amounts of dammage hardly 100pts in difference. our attacks should actually DO somehting besides dammage.


I think your mistaken, our attacks all do something differnt, Combo is our damage attack, Dizzy is a state & Leg sweep KDs, last time I checked, thats all very differnt...


8. Meditate should heal battle fatigue as well as wounds, and should greatly increase our health regeneration.


*points to pub20 patch notes* BF is going bye bye. & You already get a 2x regen on your health when sat down.


9. recovery from blind dizzy stun etc etc etc etc cost WAY too much action, and being TKA we should be immune to knock down.


I can say now theres no way in month of sundays that the Devs would ever agree to any class been immune to KD.






& keep in mind. This is a bugs thread, I'll be seting up a issues thread very soon when I have the time & I have combined these all in to one list.



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iijin
Sat Jul 09, 2005 9:04 am
#136

All I would want to see would be a few more offensive moves, bring us up to 5 offensive moves for TKM instead of 2 and a few held over from brawler.


And fix FOW



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JediNyt
Sat Jul 09, 2005 5:39 pm
#137


I understand that Combo is the damage dealer hit. However I'm still not sure it's working properly. The damage still reads lower than meleestrike and I'm watching the health bar of the enemies as I do this move and I can't say I see a difference in damage between a Combo hit and a regular hit. Perhaps I'm reading it all wrong, I don't know. What I do know is that I rarely use TK anymore and am using rifles instead. I still have TK but fighting with it is just not cutting it. Even against enemies way below my combat level it takes quite long to defeat them. Perhaps I need Master Brawler to make TK really effective. Then again perhaps this is what the devs want, for TK to be just defensive and it's modifiers to be used in conjunction with another combat profession that would be used as a primary. I must say that it does have among the best modifiers in the game. Perhaps my choice of TK/Rifle is best, and to just stick with using my rifle?


Sorry if I got a little off topic. Anyways, Combo still seems to be bugged.




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LanierBowers
Sun Jul 10, 2005 7:38 am
#138

TKA is the same type of combat class as commando is, has some nice modifiers however it doesnt have many attacks and what it does have doesnt hit hard. If you look at the matrix that SOE posted for each of the combat classes you would notice that TKA is the penicle of defence which means no offense. Only problem is that for all of its defences you dont have enough damage mitigation or the ability to keep agro enough. Im currently MTKA/MSword/0220 Pike and I still cant keep the mobs on me long enough to save any of the blasters(oh ranged classes) and when I am able to keep the mobs on me I die almost as quickly as the ranged classes. COB only helps so much. I'm sorry but if they truely want to make SWG about grouping with multiple different classes the devs should take a tip from City of Hero's. Tanks cant hit worth crap but can survive almost anything, blasters (ranged class) can hit like a ton of bricks but drop like flies when they have mobs attacking them. Teamed up they are a pretty good combo. Personaly I dont care if the melee classes can hit at all, that is what the rest of the group is for, but I want to have some huge damage mitigations/agro abilities to make being a melee worth wild.
galandroxxx
Sun Jul 10, 2005 10:58 am
#139

server: bria


problem: inate armor i dont belive is absorbing the correct amount versus engery and elemental damage types . I was hit by a jedi for 310 points of damage energy and heat combined and only absorbed 60 points of the damage the other 250 points got through. I was not saber broke or armor broke jsut snared in place.





Criton Elder Swordsman
Kashya
Sun Jul 10, 2005 1:21 pm
#140


leno wrote:
my TK innate armor is broken. ive worn no clothes or armor or anything and i get no dmg reduction bonuses. am i the only one with this problem. i am a TKM atm



Yes something wrong with it check this.




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leno
Mon Jul 11, 2005 12:44 am
#141



my TK innate armor is broken. ive worn no clothes or armor or anything and i get no dmg reduction bonuses. am i the only one with this problem. i am a TKM atm

Message Edited by leno on 07-10-2005 12:45 PM

Kashya
Mon Jul 11, 2005 9:37 am
#142

Mankind00 ur trick worked for me.




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'_8_' .................
.| |o|.--| Kashya |
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|J L| .................

UppityCracker138
Sat Jul 16, 2005 7:12 pm
#143

So just out of curiosity, are there any actual plans to fix FOW, or is this another problem that is just gonna be ignored until it is forgotten.....?



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