Teras Kasi Archive

Thread: Teras Kasi Artist Issues Designer responses

TheShagVirus
Thu Aug 21, 2003 10:25 pm
#131

looks like tka is going to get cut up more with this 30sec timer and higher mind costs...


finally got to test KD out and with vibros on it takes 1/3 of all my hams...w/o a little less but still hampers my ham...Its ok if enemy is KD but if u miss u better hope u can kill it with the ham u got left or get healed...


For kicks I tried to attack a master TKA cause he killed my friend a medic...All my hams were full and i got got killed in like 4 seconds...dont know if he had a macro but it was like dizzy,kd,bunch of **edit** tried to get up kd = dead !!!!


or he used kd on another,,,bish slapped him person got up and he pistol kd him then finished him off...


This guy killed like 4 people full hams b4 he was killed?? whats the deal with that??


i didnt even have a chance to hit him when I engaged him...i was covert...


---


My thoughts on the KD spam or ham deal is this....PPl that exploited the sheet out of it ruined it for the rest of us...Timer is an ok deal only if its a short timer ( DONT WANT A TIMER BUT)..30secs is too long and as said above...


I love the melee class...yes it needs some tweaking but take it from our TKA rep (Thunderwulf) I agree on what he speaks...try what he has to say on the TKA fix.




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LeXusValenTine - Master BountyHuntress
VeganDago
Thu Aug 21, 2003 10:34 pm
#132

wow, that leaves me with a very empty feeling...



**edit**...

Optagon
Thu Aug 21, 2003 10:40 pm
#133

I've noticed alot of the Brawler designer responses apply to TKA as well. Or should.



[================[[+++++++++++++++++++++++++++++++++++++

This is my Lightsaber, there are many like it, but this one is mine.

Don't hate the player, get them to fix the game.
TheShagVirus
Thu Aug 21, 2003 10:47 pm
#134

VEGAN,



that reply to me???? and why???




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LeXusValenTine - Master BountyHuntress
VeganDago
Thu Aug 21, 2003 11:01 pm
#135

No it is to the original post by Q
Tsiya
Sun Aug 24, 2003 1:07 pm
#136

Special moves should not be chained together for this profession since the HAM costs are expensive.


^^^lMFAO. Have you guys see the post where someone tested the cost with vibroknuckles,full reb armor on? He took massive damage to himself, around 600-800 self inflicted damage, fighting a spider it seems (small one)


Oh, special moves should not be chained for this profession... and yeah, things should get smacked-down when you get close.. but what about that insane self inflicted damage?


I feel for you guys.


Oh, and btw. If used correctly, a smuggler w/ knockdown (the ranged one) can bleed, knockdown, run up and pistol whip (knockdown also, that HAS NO TIMER - test it if you think I'm lying.) you until your dead, they must heal during, but that have time in between whips.





Uktena - Master Doc/Master Swordsman -- Radiant

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Pyradius
Sun Aug 24, 2003 2:50 pm
#137

Well, just died a few times in PvP to some BH spamming mind shot. Was dead in about 4 seconds. Guess if people can't spam one move, they'll just spam another. Sucks to wait for the blind to wear off since you can't sit or meditate while the blind effect is on.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Vorlin
Wed Aug 27, 2003 2:15 am
#138

All I know is this. As a Master Scout/hopeful TKA, all the issues I've seen brought up have been the exact reasons why I've been screaming at my monitor several times.

I have a huge list of generalized complaints about TKAs but since it's already been said countless times, no doubt, I'm not going to flood the boards with another rant.

I will say, however, that unarmed combat and the TKA tree versus every other kind of combat seems to have been entirely left out of the "serious consideration" meeting OR whoever got the melee stuff to work on HATES melee OR the programmers absolutely suck OR a combination of all of the above in varying degrees of percentage.

As for stringing special moves together, if we're not supposed to do that, then why do I see every other class/profession doing the same exact thing with less HAM costs? Is it because at the TKM level, our attack speed is so great that we don't have to worry about chaining them? Or is it because they truly are special moves and should be reacting as such (semi-great cost, semi-great/very good/great damage)? As stated before, it just seems to me that whoever got the melee part of SWG hates their job and should be either redirected to another pool of developing, fired, or actually get re-involved with the structure of melee.
Baccadinio
Wed Aug 27, 2003 5:26 am
#139

just got finished reading the Scout and CH posts form the devs...and quite frankly i feel robbed by comming here and reading this. the other devs actuall took time to read and respond and explain stuff...but this.....OMFG!!!! what is THIS SUPPOSED TO BE!!!


ok if the game isnt supposed to be a mellee game TAKE AWAY THE MELEE COMBAT....but if your going to have melee combat for the love of all that is holy make it balanced!!!


the TKA (and melee proffessions in general) are supposed to be the tanks of this game, the devs KNOW they are going to have the mob beating on them they KNOW that they are going to have to do all they can to keep the aggro off of thier group members but yet we TKA have some of the highest HAM costs ive seen!! **edit** are you thinking!


yes mister developer its easy to quip about this but remeber YOU ASKED US for input and now you are jsut going to scoff at us when we tell you what what we think is wrong!!


Baccadinio

Kwonryo
Wed Aug 27, 2003 5:33 am
#140

There should be a special attack which you can use while running, either like a flying kick or where you throw yourself against the opponent to topple him over or stun / trip him.



The Ham cost could be great and the skill itself could have a high delay so it cannot be used so frequently, but it would be useful for reaching opponents that run (and run as fast as the Teras Kasi Artist).



A Flying Kick or a Leaping Special attack to stop the enemy in his/her tracks so to speak.



Of course, it will still be a chance to miss, but if it hits, it should either stun the enemy or cause a knockdown or trip.



DrGrant
Wed Aug 27, 2003 7:17 am
#141

"2) Ranged Combat – TKAs have sever problems in combat. They are very easy to kite.



If you can catch something, they’ll die, if not… It’s a trade off for the power of close range."


Hey Mr.clueless, have you tried pvp with a tka, NO. Thought so. When you design combat professions, you should design them all to have a shot at pvp.

But no, you guys are too freaking lazy to actually fix something, but alas you are to busy with nerfing melons. Now thats important.

/rant off



Ryoji "t3h don" Kaji
Master Rifleman
Master Doctor
MCRhion
Thu Aug 28, 2003 6:26 am
#142

I'm TKA-Novice with a Vibro-Knuckler and an Ubese Armorat the moment. I love the Combat Style of the TKA, but i' sad to say that it is impossible for me to use ANY specialmove, because of the HAM-costs. The damage i'm doing on enemies is the same i'mdoing on me! In that way i'm not able to killa fewdarkblues in a row. The way i'm fighting now is: Blind target, then going berserk. But that cannot be the way to play TKA. In my opinion reduce the damageoutput of special moves slightly an reduce the HAM-cost dramatically. The disadvantage against Ranged Profession is horrible at the moment.And i'm not talking about PvP. Kiting is insane!!!
Nenjah
Thu Aug 28, 2003 10:02 am
#143

Name is Chro, Teras kasi master since the 3rd week of july. This game is starting to bore and frustrate me. 7-14 hours a day, little sleep and im working. All for what? i cant take on 2-3 dark blues at once, with no payoff. Heres my idea.

Instead of health,action and mind hit make it Break. Health Break would do little health pool damage and disarm the enemy, PvP would be 10 seconds, PvE should be 25 seconds. Bring your gun and knife to this fight. If its on the ground over 20m away from you and any martial artist is near you, your as good as dead.
Action Break would do little action pool damage and slow enemys run rate by 35% for 15 seconds (PvP), around 30-40 seconds PvE.
Mind Break(instead or paralize) Little mind pool damage, but slow enemys run and attack speed by 60-75%. Again 15-20 seconds PvP and 40 seconds PvE. In RL a martial artist can strike you in the shoulder and paralize your arm for a while. We cant do that in game for obvisous reasons but disarm should be at hte very least a basic skill for ANY martial artist.

This would solve our controlling enemy problem. We still need some defence boosts and/or speed boost for getting to the enemy and most likely a 50-60% damage boost. Why 50-60%? because they need to get rid of Vibro knucklers. We are UNARMED. If they get rid of VK's they will need to increase our speed to hit the min of 1 second. Why? because most other weapons can do it and remember? we have 2 hands not just 1. Speed and Accuracy need to be our greatest advantage. I know i can hit something with my fist easier than i can hit it with an ax,pistol,rifle ect...

Some may think these are riduclus requests, but i mean look at us now? near useless and NO payoff whatsoever. I also herd SOE likes to make money and if Teras kasi(along with a couple other classes) stays this way they will lose alot more.
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