Teras Kasi Archive

Thread: Ok, not as bad as I thought..

MorbidAngle
Wed Aug 13, 2003 8:37 pm
#14

Grimror I am a master and today I have seen the cloning station more times today then all of last month. I am not even taking on that hard of stuff. I am just doing rebel faction missions. They are all blue to me with some whites. That is of course when I dont get a mission that has at-st on it. I am also a master doc. So I buff my self very good. But still having problems. I always have taken off my VKs when doing KD. So that has not changed for me. But I feel like a wussy now. Only a shell of what we once was.
MorbidAngle
Wed Aug 13, 2003 8:51 pm
#15

I just feel real sorry for those of you that have not made master before this. I had suck high hopes for this game too.
MorbidAngle
Wed Aug 13, 2003 8:52 pm
#16

Wish there was an edit button.
Grimror
Wed Aug 13, 2003 8:58 pm
#17

So when I was xping up, I was not wise in the old way and most of the time had a vk equpted while using my KDs, and honestly, the ham loss is very equivalent to KD pre patch w/ a VK equipted. Its a little more damageing now, but not by too much. It just pisses me off to no end that with a VK on, its friggen like 1/3 of your ham. In the perfect world, I would be content having our KDs cost the same as the pistoleer **edit**...
MorbidAngle
Wed Aug 13, 2003 9:09 pm
#18

I too would not mind it if the cost was the same as for pistol. If you make the mistake and forget to take them off before you do any thing you are just dead. I dont use macros to take them off before I do my KD. I like to have more control. But I might have to just to make sure that I dont forget too. I think they will adjust it back to a better ham cost. Well I hope they do. If not too many people will not play the class.



On a good note. I did notice that dizzy seemed to work a bit better on the npcs I was killing. Some of them would stay on the ground the whole time till I got to hitting them. That never happened before today. Also the cost of unarmedhit3 is about the same now with the VKs on as it was before with out VKs on.



I totally took berserk off my tool bar. Not even going to start on that.

Grimror
Wed Aug 13, 2003 9:14 pm
#19

Thing i've noticed about this is that I still got 50k xp in one hour just testing all my various possibilities out. Honestly, that is not too bad, but I think someone not mastered in power would fair far worse. Overall, the fact that a **edit** pistoleer can spam his KD pisses me off more then our current ham costs. We should be at least equal to the pistol peeps in that respect. I just don't see how the devs can be that blind in that respect.
Dumasssssssss
Wed Aug 13, 2003 9:20 pm
#20

Man its hella worse than i thought itd be, we got Munsoned. We didn't even need to be "nerfed" considering we cant do crap for pvp, or just cant do it really. I'm tired of nerfing neways, they just need to level tihs out and keep it that way. If we're spose'd to be stronger than ranged then how come they could kill me in two hits even at close range before the nerf at times. Now our "power" isn't even worth the lack of pvp. Well I'ma stop whining, just wish I would've jsut kept playing and got my master TK long ago; I took a break hoping things would get better, but it all went to tihs





"We were in the middle of a goddamn reptile zoo, and someone was giving booze to these animals."

"Please, Tell me about those f***ing golf shoes man!"

"Did you see what god just did to us man???"
"God didn't do that, you did. You're a f***ing narcotics agent i knew it."
~Fear&Loathing
DShanKaen
Wed Aug 13, 2003 9:38 pm
#21

Someone mentioned earlier, in another post, that the HAM costs were bugged for brawler (or maybe just TKA/Unarmed) classes. However, that doesn't imply whether or not that bug is with the HAM cost in general or just with VK's equipped.


I was very pleased with the fact that I've been able to hit on the run (at least more effectively and more often), and that the delay after a knockdown before commencing attacking is almost non-existant. However, I've been tryring to reevaluate my strategy for attacking MOB's, and while I'm getting an extra 5-6 shots in between KD's than I was before, I find that I'm getting incap'd frequently because my Mind pool is getting drained from the few times I do use KD. I could understand if high HAM costs were concentrated in Health and Action, but since thereis no way to heal Mind during combat, I'm far more vulnerable to getting incap'd through a random Mind hit than I am from being hit in Health or Action. This is also a problem because I notice that once I start getting low in Mind, I can't use a Stimpack to heal my other wounds. A 9-10 second delay between KD attacks is a FAR more reasonable to solution to the "TKA spamming KD to kill high level MOB's" problem that generated this Nerf in the first place.



Peace and Prosperity


D'Shan Kaen

gixxer-750
Wed Aug 13, 2003 9:56 pm
#22

This is absurd.


WE as TKS should not have to find a loophole(unarmed lunge2) or unequip our vibros JUST to stay alive. TKAs' were fine as they were before, now they are USELESS JUNK. I spent tons of hours getting my master TKA, and now its useless.


Ranged attackers have it too easy. They are the ones who sit behind us lobbing shots without a worry from dying. TKA's die before everyone else , simply because we are the tanks. we do the KDs and all the other work of the group.


To those to say use tactics? What kind of tactics are u talking about? I used to be able to hold the aggro of 3-4 10k ham aggros, now i can't even take 1 without a group.


Thanks SOE for screwing TKAs up royally. I really appreciate it

FD_Pilot
Wed Aug 13, 2003 10:08 pm
#23



Right now we can kill 1 target.


Then have to sit and heal.


No way I can change up from 1 target to another fast.


I'm at 0/1/3/1 right now... I just cleared a Torton nest.


After each kill I was 1/2 action 1/2 health and about 1/3 mind.


There is noway we can participate in any sort of raids...or stand in some sort of continuious spawn area.


None.




vyd
Wed Aug 13, 2003 10:33 pm
#24

Just a quick note as a few of you have commented on Pistoleer pistol whip (meleedefense1) using 100-150 where TK knockdown2 is 200-250. I am both master TK and master Gunfighter and I can tell you that pistoleers are almost worse off with the patch. Pistol whip is resisted far, far more than knockdown2. Pistol whip does less damage than knockdown2 now (300'ish vs 450'ish average). Just some quick numbers I tested and averaged over 10 mobs each. Using TKm and a VK (un-equipping for knockdown) I killed a baz nitch with an average of 522 action remaining. Using a pistol I ended up with an average of 398 action remaining. Both fights took about the same amount of time. So, while this nerf is completely over the top (especially with the last knockdown nerf making lots of mobs resist), please don't compare the TK thing to pistoleers, as in many ways they are worse off.

(All tests were done using a 35-163 VK and a 62-183 (11/23/11) scout blaster - Transdoshan with 1000 action, 400 quickness 450 stamina)


Jynire
-Bria:
-Master Teras Kasi ; -Master Gunfighter ; -Novice Smuggler
AurosBain
Thu Aug 14, 2003 2:42 am
#25

/bump


cause it started with an aura or positivity

AU-Scorpion
Thu Aug 14, 2003 3:01 am
#26

You know, I've noticed an overall increase in experience for mobs. The 1.5k exp mobs I'd normally massacre (berserk kahmurra) now give me nearly 2 thousand unarmed experience. And I only need to knock them down twice really with a near 100%ability use to actualknockdown ratio, I can handle that and more.



I'm not saying the cost isn't extreme, I'm just adding what I've noticed.




----------------------
"There are three kinds of death in this world. There's heart death, there's brain death, and there's being off the network."
-Guy Almes
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