Teras Kasi Archive
Thread: Balance Issues Post here
-Jeff
Also as a lot of TKs are trandoshans now apparantly and with the high ability costs on moves, coupled with the fact that most TK's have a high mind and secondaries for it, I'd like to see the max mind and secondaries thereof for trando's raised a little.It's not so low that it bugs me a great deal but it seems just slightly unbalanced for the profession, especially considering trando's are basically made to be unarmed fighters.
Its hard to really coment on whats not live right now.
my main concern is and will probably be dmg we take from ranged weapons.
As you know comandos got changed from melee to range, and no longer is that damage covered by our toughness. the new FWG5s out and on intrepid there is an auction for one right now that is over 700max dmg. That weapon would simply 1 shot any of us.
Things like effects, should in all rights resists vs the TKA much more then other professions, they do to some exstent, but we have this little thing called equilibrium, and as it seems to me its simply isn't doing its job.
so basicly
1) range dmg is too high vs us, and we need a way to absorb it better w/o the use of armor
2) effects such as dizzy stun blind etc etc, are landing on TKs more frequent then they probably should.
and of course out of range message, but i wont even bother mentioning that since you did.
700max FWG5? On the Bazaar? geez...I have heard of 500max damage FWG5's...but that is insane.
Didn't you and I get into a tangle in AH the other day (Valkari is the toon name I seem to remember fighting).
Valkari-TKM wrote:
Its hard to really coment on whats not live right now.
my main concern is and will probably be dmg we take from ranged weapons.
As you know comandos got changed from melee to range, and no longer is that damage covered by our toughness. the new FWG5s out and on intrepid there is an auction for one right now that is over 700max dmg. That weapon would simply 1 shot any of us.
Things like effects, should in all rights resists vs the TKA much more then other professions, they do to some exstent, but we have this little thing called equilibrium, and as it seems to me its simply isn't doing its job.
so basicly
1) range dmg is too high vs us, and we need a way to absorb it better w/o the use of armor
2) effects such as dizzy stun blind etc etc, are landing on TKs more frequent then they probably should.
and of course out of range message, but i wont even bother mentioning that since you did.
the wookie TKA in black...ya i remember ya /wave
and ya yaman is auctioning this weapon right now on the intrepid boards
Yinshira,
Try a belted vest, white, and, let's say a black belt, and white pantaloons. A sports wrap isalso a nice under-'reinforcement' add-on.
Sorry, I posted the OUT OF RANGEin gameplay issues.
We need to do more damage than other professions. Lets put it this way:
Scout Blaster:
DAMAGE: 40-150
SPEED: 1.8
HAM: 11/22/11
Vibroknucklers:
DAMAGE: 40-145
SPEED: 2.2
HAM: 22/52/22
Hmm. That doesn't seem too fair. Pistoleers pull of 2000-2500 DMG per shot with Stopping Shot, with more damage, speed, and less HAM. We need to be balanced so we can actually fight in PvP.
Major problem is that we have nothing to truely help our only weapon increase it's damage. Sure we have vibro motors, but they are almost nonexistant. Last time i farmed Droideka's i kept getting "you don't have permission to loot this corpse" msg. And the only one i've ever found was +10 min max damage, while krayt get anywhere from +20-80. And this just isn't for us, but for ALL brawlers. Rancor teeth don't work in our vk, dragon pearls say melee weapon componant but don't work in vk either (rumor says they work in lightsaber, but how many jedi have used them??). Standard non adv vk are around 145 damage. Horrible, just horrible.
-Another issue, our vk are still not 5m.
-"out of range" grrrr
-few bugs with powerboost, like frozen stats, and stacking powerboost effects.
-still no use for unarmed combo1/2. Most other professions have attacks that they don't use. They don't becuase they choose not to. We don't use these moves becuase they are useless.
-would it be asking too much for fire healing at master meditation? Ever heard of Thích Quảng Dức?
The rest, is great. I don't want bleeds, don't want some snare move. Don't really think we need another weapon, maybe another damage type would be great. I mean people are only getting richer and armor will be out more now in pvp, and most of composite is 50-80Kenetics.
The mounts i can't comment on as we have nothing to test yet. I'm more than willing to give up any range attack or snares as long as they fix out of range issues, i like a challenge, but not when i have better odds at winning the lotto even when i don't buy a ticket.
Love the idea of katas
I'd rather have VK's that do poison dmg....like require the WS to have rancor bile (which cm's use in making poison) so that he can make poison VKs....maybe make them at master level only, or something so not just any tk nov can poison someone in pvp and switch to guns.
almost every combat class has a bleed, we don't...and it could be useful. maybe make 3 new bleeds (one for each ham) in master. that way you can choose which one you'd apply.
as for a /stick idea, maybe we could have a weapon similar to a needle...think Jet Li in that movie w/ Bridget Fonda where he sticks a needle in the back of the guys neck and immobilizes him...now that would rock ![]()
Well.. since this is a balance issue request..
[unpopular comment]Stacking TKA (or fencer, etc)defense modifiers when wielding a weapon is leading to characters that seem too powerful defensively when carrying a bulky firearm. Same for fencer bonuses when unarmed.[/unpopular comment]
With the bonuses now on TC, it looks like we're just coming around tothe peak of the"powerful" phase of thepower/nerf cycle. I'd rather delay the nerfs a little longer by not asking for much more. It'd be nice to have multiple damage types and bleeds, but we have a lot of benefits the other melees don't to compensate for not having them. It would be nice if the distance/range system was a little smarter though (I don't want a range increase, just want to be able to hit something within my range :-)
p.s., is it a bug that DoTs seem toignore armor/resist? Having them take that into account would do a lot to balance all the professions, me thinks, rather than just giving the ability to everyone.
*run and hide*