Teras Kasi Archive
Thread: Your top 5 Teras Kasi issues Week 1
OK, everyone has pretty much already commented on what I was going to so I'm just going to post my five as a vote for those as being what I see as the most important:
1) HAM costs - specials will mean something again if I can acutally use a special move w/o killing myself in the process
2) Agro calculation - perhaps I just need to rethink how agro is done in this game, but it doesn't seem to be the same old "be madder at the guy doing more damage", but rather "kill the dude closest then charge the gun wielding wienies".
3) Stick - 'nuff said
4) I'm not quite TKA yet, but I seem to be getting hit a lot at the melee range. If TKAs get missed a lot in melee, then forget this one, but I would think that a TKA has a great chance of dodging and counterattacking each round. Right now, TKAs (and all brawler classes) are looked on as a regular MMORPG tank....without the massive amount of health or ability to GET more health...that those other, lesser (hehe) MMORPG tanks have.
5) Beserk failures- as a master unarmed, I expect to fail some. I don't like it, but I expect it. As a TKA that has moved up the trees, I wouldn't expect to fail NEAR as much. Perhaps a Beserk Chance +5 up each rung in the power tree?
1. Damage soaking. I think all of the unarmed toughness mods in the Balance tree should be on par with the 2nd tier which provides a more substantial bonus than the others. I believe 3 of the skills in that tree have 4 unarmed toughness, but the 2nd box has a +15 unarmed toughness. It seems rather random that it's not more evenly distributed. Maybe +10 throughout the Balance tree rather than +4, +15, +4, +4.
2. Meditation tree. Right now this is clearly the least immediately useful of the trees for TKAs... something needs to be added to spice it up, at least the first 3 levels. A fun change would be to add +10 Dodge for Med I, +10 Block for Med II, and +10 Counterattack for Med 3. At level 4 it is more obviously useful as we can heal our own wounds. Adding these mods/abilities wouldn't really infringe on the other 3 brawler classes mastery of these skills, but it would show that our improving ability to concentrate affects our combat ability as well as the more dubious bonuses it grants at the moment.
3. Weapon/armor condition. Right now weapons and armor degrades far too quickly. I can't stand fighting in armor at all anyway right now. I realize there should be some penalty for using armor, but it's got to be more effective and less encumbering if it's going to be useful to any class that uses specials as often as we do once we've got Knockdown working for us.
4. Knockdown. It was broken before, but they get up too quick now. I accept the additional misses, I think that's an important balancing factor but they could at least stay down for a reasonable amount of time. I find dizzy to be very ineffective, maybe making dizzy have a more pronounced effect on the amount of time they stay down would be a simple fix to the problem that forces us to work in attacks other than knockdown.
5. Stun/blind/other secondary effects. Make these attacks useful so we have to make a choice between our skills rather than knockdown/lunging or berserking all the time. Even situational usefulness would be nice, such as stun working better on creatures and knockdown working better on humanoids. If needed, make it so they don't stack to preserve balance.
1. Defence vs ranged seems to be lacking, i hear there is a 50 point cap on defence, thus negating benifits of going pure melee...
2. Ability to stay in range of a pvp target is diffacult. There is too hard a curve for mistakes when u figure in lag, and the system used in caluclating range to be balanced...Its simply too hard to stay in range thus we are kited easiely....Its also hard to use tactics,(cover and consealment), is not possiable when u consider radar, and alot of the time u think u are in cover, and find youself being hit with no true LOS.,..
3. Tanking, we try to tank for our group and get a nice warm Deathblow for our troubles while other members that are in much less RISK get more reward...
4. would love to see "stunn" be a true 'stunn'
5. see #2
1. this really get me. When you knockdown a mob, said mob frequntly stands right back up after being knocked down. Now hes still actually on his back, but the fact they dont stay down graphically as long as they should be can get confusing, and makes it more difficult than it should be to see if the knockdown was successful...though you can monitor this on the critters HAM box as well.
2. ill seperate this although it may be the same problem as above partially. When mobs are near death and knocked down, it seems that their "death flight" takes effect whether or not ive knocked them down. In otherwords although they should be on the ground...they start sliding away and stand up and run when they are near death.
3. Power boost as it is implemented at the moment is useless. From what ive seen i can only use it while meditating, the effect isnt substantial, and the effect is over far before i could make use of it. Best use ive seen for this skill is to help my dancer friend in the cantina get wound healing xp from the massive wounds this skill can cause to my mind.
4. Chance to hit when in melee range with targets, is frequently a negative modifier rather than a bonus...maybe, for fighting in ideal range. This could be a display error as well, possibly.
5. Ham costs for all melee seem ou tof line when compared to other classes. Unbuffed, the ham costs for most attacks render them useless for the amount of hurt you will cause yourself. This seems rediculous to me as the problem i percieve seems to stem directly from the ham costs on our knuckles when compared to most any ranged weapon ive seen to date.
1) Certain mob models appear to have seperate points for taking damage and dealing damage. For instance, rawls (snake model) seem to deal damage from their heads and take damage form some point midway down the body. This causes you to have to inch forward to be in range to hit the mob, which then inches back to get its head in front of you. Which causes you to inch forward.....
2) Mob agro needs to be totally revamped. ATM there is no reason to even use taunt as any melee attack cause way more agro then a ranged attack. Note that this would also weaken Creature Handling ranged characters in PvE as they would start pulling agro off their 9k HAM bar critters and dieing.
3) Melee defense needs to be increased. I can live with doing less damage than a ranged character if my defense is comparably increased. But considering that we will always be taking damage, while the ranged toons (using action or threaten shots) will almost never take damage, I do not think toughness is currently strong enough.
4) Knockdown (in general) needs to nerfed again. I think all knockdown moves should be placed on timers with ranged knockdown at around 1min, pistol at 45sec and melee at 20sec (just a suggestion). Also creatures need to get bonuses to prevent knockdown based upon number of feet, size, or body type. It should be hard to nearly impossible knockdown a Fambea.
5) lower the HAM cost on VK.
1. Aggro -- This is bad for anyone up close to the mob. It should be looked into.
2. Stick -- Would greatly improve all aspects of battle as long as they also fix the "can't hit moving enemy" bug.
3. -- Fix the "can't hit moving enemy" problem.
4. VK's -- I think they should be seriously overhauled, or remove them and re-adjust the melee damage/speed along the entire unarmed skill tree.
5. XP and specials -- Allow xp for using specials instead of just for damage. This would increase the use of warcry, intimidate etc. in groups because you'd still get your share of xp when you use specials instead of just berserking and hitting auto-attack. Also, increase the effects of blind/stun/dizzy.
1) Stick
2) Our other specials having little visible effect given the cost.
3) Ham costs.
4) Knuckles being avaliable to all unarmed users. Gave a set of my old 29-130/1.8spd knuckles to a friend trying to get smugler and it was rather unbalancing to say the least. I don't want later to have our damage effect becasue they "nerfed unarmed damage" to fix newbies with vk's.
5) Targetting. In particular targetting in static camps when you have a full group. Thats basically where the most problems targetting come in (although they are there all the time it's just most noticable in that situation). It is supremely frustrating if your not the first one into the room to stand around and do nothing for long periods of time between each kill constantly tabbing through monsters trying to get something targetted that's in the same room as you. I think using the mouse to select should not be the only option (OR if it is make there be an option where clicking selects the closest target to where you clicked). Also hitting esc to loose yoru target then tab to get the closest target in the direction your looking is the best i've found and it's still frustrating.
2) Knuckles. Everything about VK's sucks except for the damage. HAM costs are outrageous and the reduced range is ridiculous. The twink factor here is also very bad, as anyone can use them. A larger range of knuckles with certifications is probably necessary.
3) HAM costs across the board are no less than twice as high as any other combat profession. This is a problem from Novice Brawler to TK Master.
4) The knockdown resistance change is stupid. The only thing it seems to take into account is the difficulty rating of the opponent, and has nothing to do with the skill of the user, or even the level of knockdown being used. This needs to be changed to a creature-by-creature resistance rating, like the existing energy/kinetic/etc resistances.
1. It would be great to have special moves that target specific at lower levels. Maybe get one for each as low as TKNovice at the latest. I mean pole arms get a leg hit on the second box in brawler (not pikeman) What was the logic behind this?
2. I don’t think the HAM cost is too high for specials (I just adjusted my stats) but the damage output is WAY too low. It makes it not worth doing anything exept berserking with a knuckler on. I don’t think they intended the profession to be that boring. I feel bad for those animators that worked on all those cool fight moves that never get used.
3. I too would like to see much more dodging/counterattacking than tanking.
4. Duel and PvP balance. I don’t think TKA should get a speed advantage but a guy shooting a gun running backwards should sure be slower than a trained Martial Artist running forwards should. I also think some sort of device should be in the game that can only be crafted by a TKA. Something like traps for animals but it works on humanoids and either stops or slows them down considerably. I don’t know how the TKA worked in the EU so I don’t know if they ever threw anything.
5. Everything else is perfect.
Thanks
Master TKA here.
#1 Melee's inability to attack while moving. This is by far, melees chars greatest weakness. A TKA, yes even the vaunted Master TKA that everyone seems to be blubbering about,can get schooled by any novince marksman, if the person runs away and kites. A TKA can stand right behind them, the whole time, and still die, because we can't swing when we are moving.
#2 Power Boost is completly broken. Currently. I sustain a complete mind bar wound(the whole bar is black) when I use powerboast. The extra 200-300 HA points added to my stats only last about 20 seconds. When you factor in that you have to meditate first before you can powerboost, the ridiculous mind wound, and the extremly short timer, this skill is worthless.
#3More defence. Give TKAs some some defencsive skill suge as dodge or block--its sorely needed.
#4 some of the lines are pretty sparse; the balance line, for example. Add some more specials to some of the boxes that don't yeild anything, and some stat boosts.
#5Put certifications in for vibro knuckles. Brawler level unarmed should not be running arond with 160+ dmg vibs that do 3 times the base damage they do.
1. HAM costs on vibroknuckles. It's a little ridiculous that we cant use our abilities (with our primary/only weapon) without severly endangering ourselves when most other classes have no problems with this. It's either meant to be a gambit, or its not. It does not seem balanced if its only a gambit for us.
2. Defense. Not much more to say here.... especially defense vs. ranged attacks. They have an unstoppable defense against us... they just run. Where's our defense against them?
3. More weapons. It would be nice to have some upgraded vibroknuckles, or katars... or whatever. Just something to break the monotony of using the same weapon for our entire career.
4. Beserk Failure Rate. This has been covered in previous posts, I dont have anything to add.
Thats about all I have for now, by the way, good luck!!!!
-J