Teras Kasi Archive
Thread: Some proposals for TKA
Holo .. I commend you for your patience .. and I am encouraged by your repeated posts.
I read your initial post, and I agree with the proposals...
With all of the negative and degrading replies, itmust be difficult to read thru and not just give us the big fat finger and walk away.
Of all of the remaining issues that I have concernes about myself, the fact that ranged attacks can KD annoys me the most. I hate to suggest a nerf to other classes, but it does make more sense with only melee classes being able to do it.
The VK range fix and the hit when moving would be nice too.
Thank you for staying thru the barage of angry posts and I am looking forward to more info.
ALL THAT I ASK IF YOUR GOING TO NERF US TAKE IN ACCOUNT THAT GUNS DO MAJOR DMG AT RANGE AND THAT WE WHO TRADE RANGE FOR POWER ARE STILL THE UNDERDOGS IN DMG
pistoleers doing 1000s dmg
bh speed comes close to us
we have no bleeds
Please dont screw our power anymore. we are the underdogs. The way you making us sound we are some great dmg dealing class when guns outdmg us with there moves and costing less ham
I don't know, I like the idea, it obviously could be worked on...but I think it is a step in the right direction.
Aazarkan Sun
Holocron wrote:
That this paragraph is strategy guide hyperbole. Read literally it says "TKAs can't be killed." Uhh... I doubt that you or we want that.Look, all we're trying to do here is make you happy and make sure you have fun in the game. At the same time, if we say "we will give you anything you ask for," you will ask to be invulnerable (admit it.). If we're proceeding from different assumptions, we're going to end up disagreeing. Hence my post in SWG discussion sowe can get back to first principles.
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?)
This thread is getting difficult to keep up with.
Thank you for for explaining the cost modifiers in greater detail. I will have to wait and see how they work out in game.
What I take from that strategy guide entry, and what I use as a rough baseline, is that:
A Teras Kasi Master should evade 25%-75% of ranged weapon fire based on skill modifier comparison between combatants and other combat variables.
A TKM should run significantly faster than a ranged combatant.
A TKM should be able to knock down an opponent with at least 75% success and not incur prohibitive damage to himself.
I do not want to be invulnerable or to win a battle based on systematic advantages. I also do not want to lose based on systematic disadvantages. I want to win or lose based on my own decisions and strategies, and I think most people would as well.
Currently we are ineffective due to systematic disadvangates such as not being able to catch running players, server latency, radar, special move uselessness or cost/benefit imbalance.
I think most of the changes listed are very great. I really appreciate the base costs being reduced, and especially the reduction in health cost! Thanks Raph.
On another note, you keep referring to knockdown as being extremely powerful, that we can kill anything with it, etc.
Then why do pistoleers / BHs / Carbineers paying so much less for it? It's the same ability and does the same thing, why do we have to suffer while others still enjoy the benefits?
Lol.......Raph.....lol. Ok i see what were dealing with now Dev's. Thanks for comfirming the obivious fro me. Later, from all your games, later.
I have an Idea for KD. Hear me out. The devs say that KD the way it was before patch made us too powerful in PvE. SO why dont you put the costs back to HAM the way it was before patch but change how the mobs/NPCs react to KD.....meaning make it so they are not stunned as long. Make it like4to 5seconds instead of 10.
For PvP keep it the same as it was before patch. I mean lets face it in PvP we are nerfed from the get go. If a ranged person gets close they should die.
Jedah_Fisk. I am waiting for hard core conformation from Holo and the devs that TKAs are nerfed once again and until I recieve conformation of this I can wait a few more days but I can promise you that once I hear from Holo and the devs that TKA will remain a crap profession I will put an end to my SWG account ASAP.
As it is I am not even playing this game much now since they nerfed TKAs because I just dont have the hart to continuetraining expert teras kasi knowing I am only gonna sux more as a master of teras kasi.
A now useless TKA,
Wanderhome DrBonzai.
I am stoked that the Devs are here listening to you guys, and I am stoked that so many of you know all this technical sheeott... nice work, keep it up!
I am still advancing (very slowly) in the TKA tree, with the hopes that you all will provide the info to the devs to get them to make it fun to punch things again.
SDrugger wrote:
I am stoked that the Devs are here listening to you guys, and I am stoked that so many of you know all this technical sheeott... nice work, keep it up!
I am still advancing (very slowly) in the TKA tree, with the hopes that you all will provide the info to the devs to get them to make it fun to punch things again.
lol. what have you been reading?
Holocron wrote:
OK, let me start by saying that we are positive that these changes will need iteration, but that's also why we are posting them as proposals so you can sanity check them:
- Across the board action cost reduction (Not changing knockdowns)
- Improved chance of a defensive move firing (General Combat change)
Thoughts?
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?
As the first Master TKA on Valcyn, here are my thoughts on defense:
As far as I can tell, the +MeleeDefense and +RangedDefense modifiers have no effect in the game. I can fight very tough creatures and (correctly) get hit a lot, or tackle itty bitty little nothing creatures like nunas and get hit just as often. +30 to each sounds like a lot from the developer standpoint, but in practice it is my belief that the formula used for to-hit chance is blowing the +30 out, making it ineffective.
When I started as TKA, I had considered working up one line each of the Fencer, Sword and Pike specialty trees in an attempt to maximize my +MeleeDefense (to 90+) and +RangedDefense (to 60+). There have been statements by the development team stating their design strategy to encourage specialization. In this case, however, since melee defense and ranged defense simply do not function correctly in the game, I cannot put in the extreme effort involved in that process.
Defensive moves firing means far less to me than simply making sure that the existing (andno doubt considered "quite outstanding" by the development team)+30 melee and ranged defense adds are actually working. Unfortunately, from personal and extremely in depth experience, they do essentially nothing for my character (I'm always hit by every breed of enemy, strong or weak, player or npc). They almost never miss.
Naug
Master TKA / Valcyn