Teras Kasi Archive

Thread: Some proposals for TKA

DrBonzai
Tue Aug 19, 2003 6:04 pm
#131

Holo


Knock down was my only defence. I could care less what damage knock down does all I care about is seeing it have a much lower HAM cost.


Can you and the devs pleasepost asolid conformation ASAP of what you and devs propose to do with the teras kasi profession, this way I will know that you and the devs have nerfed the teras kasi profession for sure and I can cancel my account.



A now useless TKA,


Wanderhome DrBonzai.

Terakasi
Tue Aug 19, 2003 6:04 pm
#132

It's nice that your looking at the TK class... but i fell that it's not enough.


I'm a TK master, and i PVP alot.. but i always end up using the easy-to-get "Lowblow" in the smuggler tree(which only costs 90HAM).. i never go thru the trouble of using TK skills, because i could kill myself from doing speicals.


What im saying is, tk is going to need more to be put up to par.




-Teras Kasi Artist -Master Artisan
-Grenadeer -Master Droid Engineer
-Creature Handler -Nov Rifleman
-----shovi-------- ------zeron-----------
IMP
Grable22
Tue Aug 19, 2003 6:05 pm
#133

bah *fried.



Mathos Tekura- TKM
CH
Smuggler

Chilastra- home of the unbearable, inexorable macroists.
Grimror
Tue Aug 19, 2003 6:07 pm
#134

Could you just answer the simple question of why our knockdowns cost MORE then other classes? I'm talking about in general, not just pvp or pve. Just answer this one question?
evolvdForm
Tue Aug 19, 2003 6:07 pm
#135

Like I said... we need a meditative ability that puts us in a matrix-esque bullet time state so we can dodge bullets...we wouldn't see this effect of course, but the effect would be less damage from ranged for a period of time



-[ Ktulu - Teras Kasi Master - Master Gunfighter - Rogue - Medic - on Ahazi ]-

Johnny?
Whaddaya mean Barq's has bite?
GrumperTheFuzz
Tue Aug 19, 2003 6:07 pm
#136

holo
Jammyn
Tue Aug 19, 2003 6:08 pm
#137

I'll tell you that ourtake as far as TKAs go is that you have some balance issues, but overall you are overpowered, not under. Can you explain to me why that is incorrect? What are you measuring against, exactly. (Pistoleers in PvP? PvE when compared against a comparably advanced carbineer or pikeman? What, exactly, are you using as your baseline?)



I won't go into the overpowered vs. underpowered argument. But I can see at least 2 major concerns that make TKA's feel less useful or underpowered:


1) High End Encounters -- Granted, I have not personally taken part in many of these. But I HAVE felt the pain of being one-shot by some high level monsters. An example - Myself (TKA Master) and a Novice Pistoleer/Novice CH (he had Healthshot 2 and 2 creatures out -- GSP and one other) and a Novice Medic (not sure of skills, but healed for very little on average) decided to attempt a Tusken King. The Pistoleer pulled with Healthshot 1 and waiting for the King to leave the camp. Then he put the pet on the King. The novice medic was sparingly healing the pet while they both took potshots at the King. To 'do my part' I charged in to melee the king -- and died in one hit after landing 2-3 hits of my own. The Pistoleer, pets and Novice Medic managed to bleed shot the king and kite him the rest of the way, killing him off.


Now, this was to illustrate a point -- in order to be a TKA I have to engage things at melee range. If I engage certain things at melee range, I am pretty much guaranteeing myself a one-hit death. Because I cannot contribute, I feel underpowered. This is an issue with ALL Melee..not just TKA.


2) PvP -- Ranged beats Melee. I can accept this within reason. However, being kited endlessly by someone of obviously lesser skills (not the person themselves, but the characters skill progression) with no chance to win is frustrating and makes you feel underpowered. Getting picked off at range by a marksman when I am not aware or fighting someone else is obviously acceptable. Having a novice marksman just run circles and potshot you to death while you are (essentially) powerless to do anything about it is sure to frustrate anyone. I know we do have some tools at our disposal -- Burst Run, Lunge, Knockdown -- but lets face it, they are currently inadequate. This makes TKAs feel underpowered. I really think allowing all melee to run 'a little' faster than our ranged counterparts would help a bit -- it would allow us to have the chance to get into melee range. Obviously that may create other issues and is just a suggestion. A Master TKA should have no peer except someone else who has mastered their combat profession as well. (I realize that is saying a lot -- but it goes to balance issues. A novice marksman should not be able to 'easily' kill a Master Anything.)



Just my 2c worth about why TKAs feel 'underpowered' while you perceive us as 'overpowered'. It is not necessarily a comparison against another specific class in my mind, but rather the observation that people of lesser skills (in terms of training skill points) can be more effective than we are in PvP or PvE.




Jammyr -- Zabrak Master Swordsman/Fencer/Brawler. Dabbler in TKA and Scout.
DShanKaen
Tue Aug 19, 2003 6:09 pm
#138

HOLO,


have you or any of the other Devs considered the "TIMER" suggestion to solve the KD problem as opposed to high HAM costs? In other words, have a 5-10 (more?)second delay between when KD could be used.


Peace and Prosperity


D'Shan Kaen

DrBonzai
Tue Aug 19, 2003 6:09 pm
#139

I agee with you 100%.



Anow useless TKA,


Wanderhome DrBonzai.

RokCrawler
Tue Aug 19, 2003 6:09 pm
#140

A step in the right direction, though a little tweaking is required. Your addressing our issues, and for that I thank you. Now, to discuss your proposal:


Across the board action cost reduction (Not changing knockdowns) Outstanding! Knockdowns were too powerful and for pistoleers, still are. (sorry pistoleers, but true).


Improved chance of a defensive move firing (General Combat change) Hopefully this is a greatly improved chance. Take a look at breaking this down amongst several defensive skills, ie:, dodge, block, parry, etc. that can be earned as we progress up the skill tree. Also look at greatly improving the ability to dodge ranged attacks.


Vibroknucklers





    • Increasing max range on vibroknucklers to 5 meters Please consider making this range the same as unarmed, as it only make sense.
    • Changing Health Cost from 32..59 to 18..36 (better)
    • Changing Action Cost from 29..46 to 30..54 (different)
    • Changing Mind Cost from 15..29 to 18..36 (different)
    • These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition. Ok fellow TKA, let me translate here. This is not a bad thing. By reducing the action costs across the board,you will alsosee thisreduction while using VKs. The slight increases in action and mind costs while using VKs are to offset these cost savings when using a much more damaging weapon, yet also makes going unarmed more desirable too. I see the logic here. by continuing to equip/unequip our VKs, we are getting the best of both worlds here.

I am starting to like and understand the direction here. Knockdown as it was, was too powerful. It made many PvE encounters trivial and made all our other skills un-needed and un-used. By making knockdown expensive to use and increasing the effectiveness of other moves, it requires us to be more skillful in using our abilities, andprovides a greater challange. Ok, I can live with this vision.


However, please keep in mind this does not address our problems in PvP at all. Melee and PvP still requires some major reworking. But this can be addressed in time. Thanks.



Mordrus
Tue Aug 19, 2003 6:13 pm
#141

Defence needs to be fixed, in no uncertain terms. KD allowed the TKA to be able to stand toe to toe with opponents (PvE). Our HAM never increases, and our ability to take/avoid damage doesn't really seem to scale up properly. How are we supposed to survive in melee range Mr.Koster? That's where KD came in. If your intent is to make this move be used for emergencies only, fine, I can live with that. However, melee professions need their defences bolstered to be able to stand in the front lines and do their job. Right now, this isn't possible.


What also bothers me is the fact that you seem to be entirely avoiding the KD cost issue as compared to other professions. Perhaps you don't want to mention other professions on this board, fine. What I, and many others, don't quite understand is why a melee has to pay significantly more HAM for a KD as compared to a ranged user's KD?


Why, as a pistoleer, can I equip a CDEF pistol and perfom pistol melee defence (which has longer range then TKA KD, mind you) for 82 HAM, while my TKA needs 215 HAM for the same move? Not to mention I need 720 HAM with vibroknucklers on. Last night I incapped myself twice because I fumbled some hotkeys and performed KD with my VK's on. Doesn't this seem rather harsh?


As well, why does our range decrease with VK's on? As it stands now, I can't even melee certain medium/large mobs with my VK's since they continually move out of my range and into their optimum range. This is completely rediculous.


Why can't I melee while moving? How does granting this ability (already enjoyed by ranged users) break game balance? Give us an accuracy penalty for moving if you must, but please give us something.


There are many issues I've missed, but honestly I'm a little too frustrated/disappointed to think of them all. This post has, in my opinion, put the future of not only the TKA profession in doubt, but of melee in general.


Mordrus
TKA/Pistoleer - Sunrunner

rubberpants
Tue Aug 19, 2003 6:15 pm
#142



Holocron wrote:

P>I'll tell you that ourtake as far as TKAs go is that you have some balance issues, but overall you are overpowered, not under. Can you explain to me why that is incorrect? What are you measuring against, exactly. (Pistoleers in PvP? PvE when compared against a comparably advanced carbineer or pikeman? What, exactly, are you using as your baseline?)







OVERpowered?
You're kidding, right?

If we're overpowered, why are we not allowed in groups (PvE)?
If we're overpowered, why are we at a great disadvantage in PvP?

I would assume that MOST of us TKAs would disagree with your statement.

I also take exception to the fact that you say that all we want is to "to be invulnerable". That's complete horse **edit**. I want to be challenged. I want to have fun. I want to feel like I've accomplished something; being invulnerable meets none of these goals.

Either you have a very low opinion of your fan base, or you think everyone wants what you would want in our position.

I want what you want: balance.

Right now, though, we're nowhere close to balanced.
DrBonzai
Tue Aug 19, 2003 6:18 pm
#143

Rubberpants. I could not of said it better your right on the mark! Perhaps I will let you post for me from now on.



A now useless TKA,


Wanderhome DrBonzai.

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