Teras Kasi Archive

Thread: Teras Kasi Artist Issues Designer responses

MrKracs
Tue Sep 16, 2003 7:44 pm
#157

The only thing I REALLY want fixed is the "Target out of range". If I have managed to close the distance I don't want to have to worry about server lag/latency making me miss when it appears I'm standing right next to my opponent. Since Holo has already said the target can be upto 12m from where they appear, they have to do something to correct this issue (whether via a /stick type function or increasing melee weapon range) since our max range is 8m (or 5m with VK on).



---------------------------------------
Kracs Knuckles - TKM / Pistoleer Master / Scout / Medic - Corbantis
"Facing an opponent armed with ranged weapons, high-level abilities
enable him or her to intercept blaster fire unerringly with their head,
bringing his or her self swiftly to the ground."
-Page 267, SOE Class Balancing Strategy
aMisnomer
Wed Sep 17, 2003 6:31 am
#158

when its all said and done all i want is to be able to stand in front of a tortur (cause thats the level of diff i'm at now) or any other large creatured and fight it, without neutering my damage by having to take my VKs off. everything else i can deal with but my complete inability to fight large creatures is stupid. how am i ever supposed to get decent exp if i can't fight bigger creatures (i know there are hard small creatures but thats not the point). they say you need to run up and attack and then run up and attack..... do these people have any experience playing as a TK? thats the most retarded thing i've ever heard, not to mention the small problem of that not working. as soon as i advance the creature takes off in the opposite direction. so while i'm stopping the creature is moving out of my lame VK range, back to its comfort zone.


i still think this issue stems from something simple like the distance not being measure from the front of the creature because i can stand 5m in front of a tortur's head and still be out of range. would it be so hard to make the distance be determined from the front rather than the center?




SHAZAM! (heh if you've played with me you know)

Minah of -UC-
Teras Kasi Master
Master Brawler
Novice Fencer, Pikeman, and Swordsman
"Yeah i know a little something about melee"
chutz30
Wed Sep 17, 2003 12:58 pm
#159

only thing i thought was way out was the vibroknuckler issue . 1. yes it does require a certification 2. it isnt much more effective than unarmed combat because of the massive amount of ham cost . 3. brass knuckles are much more efficient than fists (try em sometime). 4. with the super low amount of exp you get in unarmed leveling it gives us a balance with other classes (went master pistoleer to tka to be closer to my pets) 5. since we are ,in a sense , with one foot in the fire there has to be a way to balance that damage taken compared to damge dealt .i still take alot more damage than i deal due to ham costs of specials and specials with knucklers .i think knucks are perfectly balanced right now . whoever asked that question must be a master doctor because i dont knwo how you can keep fighting effectively with the ham cost .
Xman3D
Wed Sep 17, 2003 7:03 pm
#160

The designer responses is fine for me.


I reached my TKA Master today. The TK toughness is impressive. I mainly made my XP on Dantooine. I have any problems to kill a white or a yellow creature creature. i m able to kill some red creature like Huurton Stakler at 5k XP. The TK was too powerfull i agree with the last nerf.


Also i m doc too, with the doc's boost, i m able tokill 2 red creature easy. TKA are very powerfull against melee creature, and for me it s a fine compensation to be weak against ranged NPC.


The HAM cost is not really a prob with the new unarmed dmg because u can fight without VK. I use a VK low mind cost ( 15 85 dmg 3,1 speed 37 38 17 HAM cost sliced in speed at 2,5 ), i m fine with it. U can use some power up to decrease the mind cost too.


I agree about that KD is now useless, but now i use all the other TK special. It was boring to only use KD.


I agree about that HAM cost is too hight to PvP with an armor ( unarmed head hit1 can do 100 dmg on your mind, and more on your action health with a VK and an armor, to do100 dmg on the mind of some one with a sliced composite helmet ). that mean u have to make a choice : wear an armor and do less dmg or max your dmg without armor. The TKA is not the best profession to PvP, for me it s only a good profession to defend yourself.


My main problemis to find aweapon smithable to make some good low mind cost VK and developper can t help for that ,

Grayves
Mon Sep 22, 2003 2:23 pm
#161

Oddly enough, I'm still a TK Expert, but I don't have any issues with the way TK is done. Granted I do not do PvP, since it's useless vs any kind of ranged weapons. But in PvE, I am satisfied with what I can do. I take on yellow and whites all day long. With a knuckler, and some combos. Just as long as the creatures I'm taking on are not yellow and pack. But if they are, just lure them away. I still use knockdown, some, but mainly use Intimidate, dizzy, stun, and blind. You hit something with all those, and its done.


The only issue I have, is being Zabrak and TK, having +'s against posture change. I STILL get forced to kneeling by Fanned Rawls.......Not to mention, they still will constantly stay out of range and attack. Then if I move in closer, they just keep moving back and hitting me while doing it. And I can't strike them while moving in. That doesn't make sense to me. Being as far as I currently am in TK and a single Fanned Rawl will bring me to my knees and kite me, in a way.

Morik
Mon Sep 22, 2003 8:32 pm
#162

maybe everyones unsatisfied because they gave us nothing? just a thought. 1 or 2 things will be "looked into" rare chance of being changed. The rest were blown off, a few had nonsense reasoning attached.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
Xeonus
Tue Sep 23, 2003 7:25 am
#163

Oh give me break! Do actually think the other classes dont use special moves back to back? Do you really think that Riflemen dont string mind shot? Do you think commandos dont string? Please....Why should Teras be expected to not string when everyone else does...we have to just to keep up with the un freakin real damage those other guys take with regular shots 3000+ to 5000+ on Granadeers and commandos...and you expect us not to string...bull!



Lo'Pan (Master Creature Handler / Going Back Up The TKA Tree / Medic)

Kauri Server

"There are many mysteries, many unanswerable questions. Even in a life as short as yours." -David Lo Pan (Big Trouble In Little China)
Rissen
Tue Sep 23, 2003 11:31 am
#164

– TKAs have sever problems in combat. They are very easy to kite.


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


---------------------------------------------------------------------------------------------------------------------------


so since we all run the same speed it will always be "if not.."


and specials aren't meant to be chained? what good is one lone special? at least so far i haven't seen them do a lot of damage or last very long when they work at all. I would think out of all the proffesions it is more realistic for brawlers to chain specials and combos.




FELON
NOW RECRUITING IMPERIALS AND NEUTRALS ON BLOODFIN
SPACE, GCW, PvP, PvE, DWB runs
w00t Radio

Vandera
Thu Sep 25, 2003 8:31 am
#165

Throughout all the madness and complaining I just want to say that I am enjoying the Teras Kasi profession. I debug things for a living, so this I just want to enjoy.


Thanks to Thunderwulf and all the devs. I love this game!


Vandera




Vandera Stalker
- EotR Member
- Teras Kasi / Scout / Medic / Image Design
---------------------------------------------------------
To the optimist the glass is half full
To the pessimist the glass is half empty
To me the glass is twice the size it needs to be
Morik
Thu Sep 25, 2003 10:55 pm
#166

I may be a tad frustrated that the devs have basically refused to change everything (i mean, why do we have a correspondant if they are already set on no changes despite player demand and the utter need, like since we have power up close, commandos have it at a distance, commandos can string and we cant.) It makes no sense (ok sure Comms are meant to be uber) that we cant string or anything, not to mention the short as heck range and easy kite. They arent willing to look or work with us. Basically "youre uber at 5 m, you get kited easily, we refuse to make you any faster and able to catch people, we refuse to let you string like everyone else." in other words we are the PVM tanks and the anti PVP class. I can live with that i suppose. Ill pick up more pistoling.


But i think thats what they are basically telling us. TKA will not ever be made good for PVP, but will be the best tank for pvm nevertheless. I enjoy the game and despite my mega disappointment am glad they at least read thru it and typed a response.




Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
Wookie_Jedi
Thu Sep 25, 2003 11:09 pm
#167

Heya Wulf. Here is a suggestion I am sure will be unpopular. The biggest complaint about knockdown is it removes the targets ability to fight. Wouldn't changing all knockdowns to something usefull and not nearly as nasty across the board be agreable to all involved? I suggest turning KD into cripple shot. (no you opponent doesn't run around saying TIMMAH! afterwords) This effect would essential slow a targets movement for a short time. It would make it much harder for shooters to kite us. Now I know the counter argument. It makes it easier for them to kite us on a successful hit. That is why our balance tree should help protect vs that type of attack (like it is supposed to vs KD) *prepares for teh flammage*



Tadacca- Aspiring to Master TKA + others

Draah_Kulic
Thu Sep 25, 2003 11:43 pm
#168

I must say thatit makes me very happy to see all these complaints Why, becausemost of them are dead right! It is also amusing to seethe people who try to say everything is fine. I would say those people were themselves hit by /unarmedblindexcept that I know from experience the /unarmedblind attack does not cause a signifigant statistical effect which could explain thier lack of sight. It is however my hope that they indeed are not truely that blind, but are in fact attempting to sooth the feelings of those who are upset about the complete and utter lack of mathematical or logical skills present in those who are very cleverlymasquerading as game designers.


As for adding anything constuctive myself, that's a bit beyond my ability. It's all been said as many ways as it could. Were this game not holding the Star Wars liscense it would have been a complete flop. Best online economy, but the worst basic mechanics I have ever seen. I honestly do not think that the devs realize this. They are all far too busy patting themselves on the back for pulling off the greatest CON of thier lives. All SOE cares about is that we pay our 15$ a month. And with the SW lisence a non-graphic simple LP MUD would make as much money. I hope Lucasarts sues SOE for devaluing thier liscence This took THREE years of designing?



DizTorDed
Sun Oct 05, 2003 5:33 am
#169

No. All we need is the ability to hit while we run.



Tizzi
Master Armorsmith / Master Artisian
Vendor in the Malice City Mall on Tatooine (Chilastra Server)
Page 13 of 16