Teras Kasi Archive

Thread: Your top 5 Teras Kasi issues Week 2

scientia
Mon Jul 28, 2003 7:51 am
#14

My gripes might be with Brawlers in general, but here goes.

#1 If I dont want to attack, why cant I just stand there? Please make my char ONLY attack if I specify it to.

#4 Some kind of /stick or something. If a mob moves away from me while fighting, my char should stick to him unless I break away. Other MMORPG games accomplished this easily. /follow is not an option, as it's current implementation is worthless. Even when following PCs.
Novaprime
Mon Jul 28, 2003 8:20 am
#15

The out of range thing isn't just large creatures. 'long' ones have the same thing. I find it so embarrasing that I can't kill a fanned rawl (crummy little snake on Naboo) because I can never hit it and eventually it'll wear me out.


I bug reported this the other day, but it is a huge issue, because range is calculated to the center point of the mobs we have a big problem with anything over a certain width/length regardless of where we could realistically hit the thing.




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

Grohl - Eclipse Carbineer/Creature Hander
YourOnlyHope
Mon Jul 28, 2003 8:21 am
#16

I'm concerned about everyone demanding Dodge, block, etc skills in addition to our great unarmed toughness. In lower levels of unarmed sure this is a concern.....but at higher levels I donot feel it is neccessary.


Whats Broken?


VibroKnucklersand Kiting. Fix those two things with any of the dozen suggestions and things will be much much better.


Specials could use some love because most of them are pointless unless perhaps if you get master brawler for the level 2 skills.


-Krillin-
Mon Jul 28, 2003 8:45 am
#17

It might be worthwhile to give some thoughts on the TKA things that went to the test center last week. The change to berserk without a big change in the HAM and dmg assoc with specials and VK's will really diminish the class. I'm all for "nerfing" berserk if they can give us useable specials, but ATM it's not realistic. Basically Berserk, ATM, gives us that.....we get 2x dmg for several moves, which divides up the HAM costs over the # of moves used. Fail berserk a couple times and things get ugly.


It'd be nice if the resources for the more elite vibroblade cores were available so weaponsmiths could start crafting nicer VKs.


GW on the correspondence...





-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
Buddhist
Mon Jul 28, 2003 8:46 am
#18

My main issues are PvP, I tried dueling a pistoleer the other day, and he just kept running around and around and I couldnt get a hit off (I challenged him to a hand to hand duel and he accepted, then switched weapons and pulled out his probot, but thats besides the point); I think maybe if we could knockdown while moving and within 5m that would solve the kiting problem, as it is now; knockdown is useless unless fighting other melee in PvP, moving knockdowns would be the best / easiest solution, though a /stick would be good too, we should be able to do all our moves while moving; some people say "try to be realistic about this martial arts class" I am, have you ever watched any kung fu movies? people can run and kick or dive and punch , dodge, etc; We should be able to attack while moving and then we would stand a chance against ranged.


another issue is we only have two weapons... I think they should add alot more, and certs for the VK; thats all my issues,I think armor encumberance is perfect, since how often do you see a ninja clad in a suit of knightly armor busting out jet li moves? Nuff said.






BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA


Bothell
Mon Jul 28, 2003 8:46 am
#19






Arzen353 wrote:

Well, I'm still hoping that meditate can eventually get its own exp type, although it needs some brainstorming to solve some of the stuff that was brought up in the thread.




Right now, however, my biggest problem is not being able to hit while moving. Often, I almost die when the animal I'm attacking is at 1/10th of its health, despite the fact that I had high HP throughout the rest of the fight - Simply because as it walks slowly away, it's still attacking, but I can't hit it unless I stop, and by then its out of range.







I keep hearing people say this. I would like to find out more information. I have never had this issue, even in beta. I hit while moving all the time, and even hit as things are chasing me. I am wondering if this is a latency/connection speed issue. This might make sense why the devbs cannot duplicate this, because I am imagining they have a pretty good connection with which to test and wouldn't experience the lag that a dialup user would have.





Sufu ~ Tarquinas
SuhlangTzu
Mon Jul 28, 2003 8:48 am
#20

I have one issue that I just noticed this weekend. Why don't TK's get feign death? Why do we have to go through all this pistol certification and into smuggler just to get what a TK should be able to do to begin with? If any profession in this game is in tune with his/her mind and body the most it is TK's. Just a quick thought.



Suhlang




Parra Tzu Marksman Flurry
Suhlang Tzu TKA Scylla
Mister_Heavy
Mon Jul 28, 2003 8:58 am
#21

#1 concern is till HAM costs with VKs. Especially since they're nerfing zerk and (supposedly) making our specials more effective. We will have to rely on chaining specials for damage. Furthermore, prohibitively priced HAM bar costs make the game less entertaining, as you have to just sit there and wack away instead of using the cool special moves that make the class fun to play.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Arzen353
Mon Jul 28, 2003 9:15 am
#22

Oh, yes, and a skill to reduce aggro and have it latch onto another person would be very nice.




BOW BEFORE THE POWER OF COURIER NEW
FEAR THE ROBOT ARMY
01001101011001010111001001110010011010010110110001111001001000000111010001101000011001010010000001110011011100000011000000110000011011100010000001110011011010000110000101101100011011000010000001110000011001010111001001101001011100110110100000101110

END TRANSMISSION.


DarkBrood
Mon Jul 28, 2003 9:47 am
#23

With all these great post and issues I'm almost embarrased to post this but...


I would love some kind of robe which provided protection. I HATE running around looking like a robot as a TK, but I have to to live even a little time. OR a bonus to defense for a TK who wore no armor?




Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
Prolix
Mon Jul 28, 2003 10:10 am
#24

First, I think HAM costs need to be mentioned again. Someone (I forget who) posted that the TKA HAM cost multiplier for a special move is 1.5x to all 3 pools. So that means my 60/49/30 or so Vibro Knuckler actually costs me 90 Health, etc. Perhaps one pool could be 1.5, but the other shouldn't. I would make a case for lowering Mind's multiplier to .5x except that TKA's are supposedly thoughtful in combat, fluid and gracefully deadly -- but the continuity of that idea has been ruined by a lot of other problems, so if we can get it, why not lower Mind cost? Seriously, I think 1.5/1/.5 HAM cost multipliers (if that is indeed the problem) should be considered. If it's only the cost on the VK weapon itself that makes things outrageous, then VK's really should craft with lower HAM costs.


Second, the distribution of Unarmed Toughness skill modifiers should be morein line withhow high level a TKA is, and should be evenly distributedon the Balance Conditioningskill tree. Someone else has, again, mentioned this first. As it is right now, I could get Advanced BC and be only 10 Unarmed Toughness shy of what a Master TKA has. I think this is really odd.More importantly, Expert and MasterUnarmed in the Brawler skill set give +10 UT, but we only get +4, 0, (ok, +14 at Adv), +5, +5 again and nothing at Master TKA! I think we should be getting 10-15 at Novice, and at least +10 at every skill; getting +15at Expert and Master Balance would make more sense. And no, I guess more UT at Master TKA isn't totally necessary. I know this would make us even tougher than we are now, so maybe the devs aren't prepared to do this, but perhaps UT's protection could be toned down a little, so that someone with about +39 UT now would only get as much protection with +80 or so under the new system.


Meditation -- everyone says get this tree last. Obviously that means it's not as worthwhile as other skills. I think it might be fine as-is at Novice TKA, but you should see some kind of marked improvement in this ability at Int, since you spend XP/skill points on it there, or otherwise everyone is just going to save it for last. No one even has a clear idea whether med boosts regen rates (I think it affects my Health pool @ Nov TKA, but I could be dreaming), some Master TKAs say it doesn't. I'm sure it's fabulous at Master Meditative Techniques when it heals wounds and cures states like poison/disease quickly, but before that -- what's the attraction if not insanely high regen rates for decreased downtime? (I won't even talk about the 2 abilities granted as others seem to have their own issues with Power Boost and Force of Will, and I have not used them).


4 - More Unarmed 'weapons', please. How about Brass Knuckles that make our range the same as it is now, then Vibro Knuckler without a range penalty, and a Laser Knuckler that gives us UnarmedLunge-style range, but for every attack?! That would be awesome. I'll let the devs decide where to place weapon certifications for them. Um, re: issue 1, all these weapons should have low HAM costs =) I'm sure more knuckle types and certs was proposed last time, I just wanted to mention it again.


5. I would really appreciate a way to get near and stay near ranged combatants. I know we covered this before, but I'll mention it again.





"When I need to find something out, I just go and find people who know more than me, and I ask them. Sometimes, I ask pretty hard."

Marv, Sin City

Alkeash
Mon Jul 28, 2003 10:22 am
#25

You are out of range
(mob) hits you for 186
You are out of range
(mob) hits you for 210
You are out of range......

Blah,
When fighting large mobs, this always happens.
Maybe by increasing the "fleshy" distance of large mobs. I mean come on. I'm staring right at the neck of the faamba and I still can't hit? (seems VK's actaully DROP the range of our attacks /boggle)

After much thought and reading everyone elses posts, I have to review my stance on VK's.
MORE VARIETY of UA weapons, and Certs. Seems adding more weapons would be easier than upping our damage/balance for no weapon. and add more variety and MARKET for weapon makers, i'm sure they will love that.

Tortza, Eclips
(yes, I can't spell)



Elli / Ille Dullard (TC)
Bringing you the best from a Dullard
Elanae
Mon Jul 28, 2003 10:34 am
#26


I would love some kind of robe which provided protection. I HATE running around looking like a robot as a TK, but I have to to live even a little time. OR a bonus to defense for a TK who wore no armor?



I like that idea. I don't wear armor...I like showing off my sexy body and I think everyone else would agree

Also the person that was commenting about fighting the fambaas...I don't think he meant they should be soloable but when I go there with a group and am tanking the blasted thing I should be able to hit it. Pretty please get this issue fixed.




Elanae Curvacious -- Master Tera Kasi / Master Doctor on Lowca -- "Fear the wrath of the Cinnabuns!"
Med Supplies -- 6968, 6845 E of Kaadara

"Teras Kasi are lethal, nearly impossible to knock down or unbalance...Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing him or her enemy swiftly to the ground. " - Page 267, SWG Strategy Guild on Teras Kasi


Where's the beef?! Buying Herb/Avian meat!
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