Teras Kasi Archive

Thread: Check the dev tracker

High_on_bread
Thu Aug 21, 2003 6:52 pm
#14

Considering the increase in TKA damage, and the increase in defense clearing distances, it's obvious that they are trying to dismantle the idea that KD is REQUIRED(even though it is for TKAs). I think it's a step in the right direction, but unless we get another attack to immobilize opponents, we'll still be kited.



Please nerf TKA's! I just one hit incap'd myself again with knockdown!
FaceMan
Thu Aug 21, 2003 7:04 pm
#15

Ok. I'm confused here. I thought the timer was for KD move only to put the mob or character on their back, not lvl of posture changing such as lunge...I must be missing something here...oh btw, I dont think the "timer" would be so bad, at maybe 10-15secs, if we get some of our defensive bonuses working.


Is KD still stackable?

Bountyhunter
Thu Aug 21, 2003 7:07 pm
#16

Its for all posture changing moves according to thier new stance...
Grimror
Thu Aug 21, 2003 7:08 pm
#17

The timer was put in for ANY posture changing move, meaing lunges and KDs...


And the timer is 30 friggen seconds, even if KD was still stackable (i.e. the REAL **edit** problem) there's no way in hell you're gonna be able to stack it now as KD effects (no attacks) generally last 15 seconds. So there is a 15 second window after a successful KD wears off where your gonna be pretty much dead after you can apply your next KD. Worst change ever.

Grimror
Thu Aug 21, 2003 7:10 pm
#18

I'm talking form a pve standpoint here mind you. Timer is reasonable fix for PvP, but this is a glaring GLARING example of something that is gonna screw PvE at the benefit of pvp. Whether they intended it or not, untill the advent of "real tanking" KD is the only alternative any profession has to do anything pve related.
FaceMan
Thu Aug 21, 2003 7:12 pm
#19

Well that really blows then...I could stand a timer on just KD a lot better than timer on all posture changes, at least then I could lunge/dizzy lunge/KD, there goes that....
josfe
Thu Aug 21, 2003 7:13 pm
#20

Guys lets see how the 30 sec timer works out first before complaining too much. Your paying too close attention to that specific change. This KD change will effect TKA's, Pistoleers and Bounty Hunters. This stops the BH's and Pistoleers from spamming their ranged KD attacks, and we also got reduced HAM costs for using KD now. 30 seconds may be a long time and they may need to adjust the timer in the future but lets try this on for size.


We've managed to get the developers to pay attention to our class finally. It seems like we had to pull teeth just to get Holo to admit that pistoleers were overpowered.



Here is what I see, the KD change will hurt us in PvE but that's a price I'm willing to pay for a chance at PvP. Between the KD changes which effect BH and Pistoleer, and the negative modifiers to both accuracy and speed when running and shooting melee classes should have a 40% chance of wining a fight with a ranged user now. The only thing that'll really get us in the 50% range is a /stick command which I've been bringing up every chance I get.



Over all I think these changes are in the positive direction, like I said the time limit may need to be re-adjusted but only time will tell for sure, and with pistoleers and bounty hunters as well as TKA's to complain about this specific change I'm sure we'll get more attention than we did when the developers thought we were a bunch of whiny bruce lee wannabe's.

Gosoo
Thu Aug 21, 2003 7:13 pm
#21

if upcoming patch gives us 30 secs timer on Lunge/KD, I will quit TKA seriously.


Im non-PvP character. neutral atm.


I prefer to group with lots of people. I know I get less XP than other good dmg dealer. but I had a pride that I could save people at emergency like Train, 3-4 mobs around us with Lunge/KD.


Cant understand why Dev steal TKA's raison de'tre.....




Gosoo Teras Kasi Master in Scylla
Jal'ssonda (future) Master Carbinier in Flurry
Grimror
Thu Aug 21, 2003 7:17 pm
#22

You're willing to pay that price, I myself am not. Good for you man, I'm glad you're happy, but this not only makes you pay a price at pve, your pretty much up the creek now. 10x worse then you were before bud, 10x.
w0rmh0le
Thu Aug 21, 2003 7:19 pm
#23

Not everyone is willing to make that PVE sacrifice to stand a chance in PvP. Most people i know dont even PvP lol.
Gutshot
Thu Aug 21, 2003 7:24 pm
#24

"This KD change will effect TKA's, Pistoleers and Bounty Hunters."


As well as: Carbineers (knockdowns + posture changes) , Pikemen (KD + PC), Swordsmen (PC), Fencer (PC), Marksman (suppression fire counts I hope), brawlers (PC).


The reason I said it actually gives me hope - is that they are actually looking at solutions which apply to all exactly the same. Sure, I think 30 seconds is far too long, but the good news is it will apply to all instead of having different professions have diff rules apply to them (as happened this patch).


In addition, classes for which knockdown was a BIG THING (TK, BH, Carbineer, Pikemen), SHOULD have grounds to argue for increased damage/effectiveness for their other attacks and or BETTER DEFENSE.


The way I see it, balance was initially achieved by having some professions trade raw power for knockdown moves.Now that knockdown will be next to useless with a 30 second timer, it hopefully will open discussions to *adding* something else to the classes being effected - either offensively or defensively.


Most of us agreed we only really liked knockdown as it was our best defensive tool. Well, now we have legitimate grounds to ask SOE to beef up defense. Let them put it on TC - let them put it in live. Then they'll be flooded with reports of not being able to 50/50 handle white cons. Then maybe some real improvements will be made to this game.


It may go totally the other way - classes just getting weaker and weaker - BUT - this time around we'll have the support of basically all the melee and ranged classes. Maybe this will, in time, lead to a real balancing and not just continual nerfs and workarounds.


I don't think 30 second timer is a good thing - but I think it might lead to good things.

josfe
Thu Aug 21, 2003 7:25 pm
#25

Does it hurt you to try it out for a few days? Does your character get any worse? Quite frankly I haven't played SWG for more than an hour since the last patch. I can't call my level 20 pet, my HAM costs are insane on my TKA moves. I'm looking forward to any change that will allow me to do something more than walk between 2 towns and beat on dark blue cons. Knockdown is a powerful attack that was being abused by every class that had it. It's HAM costs were increased and we complained, a timer is implemented and we complain...what exactly could they do but restore it to it's origional status that would make you happy? NOTHING! And we all know that there's a snow ball's chance in hell that it'll ever be restored to it's pre-nerf greatness. I'm willing to give this a shot, the timer idea is moving in the right direction and I suspect that 30 secs is way too long to wait to use the move again, but how will we know for sure unless we try it out? I'm guessing it'll take one or two more patches after this one but the timer will be reduced to somewhere around 10-15 seconds which I consider a reasonable waiting time for the decreased HAM costs for this move.

Grimror
Thu Aug 21, 2003 7:28 pm
#26

At this **edit**ing rate, take the goddamn move out of the game, and give us a real goddamn tanking tool. Give me more life for each lvl of my professional advancement. Make a game that MAKES SENSE PLEASE.
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