Teras Kasi Archive
Thread: Teräs Käsi Discussion: Issues / Bugs
Thanks. I intend to
Vegitaa wrote:
First off, Ryutek, welcome. Hope you stick around man.
kentic should be your only dammage get over it you hit stuff with your fist.
but i would not care if you guys got another damage type if they gave swordsman or poor pikeman the speed cap, defence, accurcy 205 to be exact, and meditate and you would beg to go back to how it was.
Ryutek wrote:
- Feature - Skill Attachments - Skill attachments for Teras Kasi are for Unarmed damage, speed, and accuracy. There are also no modifiers for Defensive Acuity. The damage modifiers seem to work on a 1/1 basis, i.e +1 point of damage per enhancement point of the attachment. Speed is capped at Teras Kasi master. Accuracy is ok and working properly.
Possible Solution:Increase the damage on the Unarmed damage SEA's making them more beneficial to Teras Kasi who seek to enhance their skills. Perhaps different types of skill attachments are needed also, such as modifiers for Defensive Accuity, and possibly even Toughness.
Unarmed Damage SEAs do not seem to work, period...
Test copied from my other post:
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Atama basically stated it all once already, I just had to chime in on a couple points
Tarlasian wrote:
you guys are joking right. im a tkm because they are overpowered.
First off, do you have any comparisons to base this on? I mean cold hard facts, not opinion. Take a Master Swordsman (only, no other profession), a Master Pikeman, a Master Fencer, and a Master TK out on a test. You'll find that ALL of the melee professions will kill about anything in this game in about the same amount of time, IF they know how to play their template. Know what that means? ALL melee professions need to be balanced because of their ability to solo content that should NEVER have been able to be soloed. That doesn't make TK overpowered, it makes melee combatants in general overpowered. That is why the Combat Balance is going to be implemented.
DA does no work that well oh well we dont need to dodge as much as a fencer we have twice the toughness as a fencer. more kd defence? ever seen a swordsman or pikeman defence.
Actually I have seen both professions' defenses. Have you taken a look at their offense? We may be faster, but they get AP2. Guess what, that makes the playing field fairly level.
Where has anyone, at this point, stated we needed to dodge as much as a Fencer? If you want to debate a point make certain you debate points that have been made please.
and yo usay you cant do that much damage to other professions with their aromor? a swordsamn and pikeman have same problem as i wear 90% blast and 80% eletric. but a fencer had stun try wearing a 40% armor 60% psg, in intimidate them and you have 57 toughtness at master. that buts their damage to almost nothing. there are trade offs to all the professions.
All due respect, but we know armor is an issue. Why else would it have been mentioned as being a part of the Combat Balance?
Tka is only profession that can hit all three pools with seprate attacks. Has an attack for all the states stun dizzy and blind.
TK is the only MELEE profession that can hit all three pools. But your point here is what? We may be able to attack those pools, but every other meleeprofession deals more damage on their specials than those do.
and dont get me started on meditate. Heals all wounds, posion disease etc giveing you doctor skills and even you own little 500 ham boost and no other melee class has anything like it.
Yes, meditation is unique. You realize how many melee fighters take it as well? You realize that we cannot heal any of those items in combat, or when affected by a state? Literally means we could still die from disease because someone blinded or dizzied us. And a 500 HAM boost is strong to you?
its just a joke how much you have and wanting more.
i beat a FRS jedi knight tonight and im not even a melee stacker just tkm/ranger.
Good. Means one of two things: 1) You know how to play your template or 2) the Jedi has no clue how to play his/hers.
and everone that is a diehard tkm is gonna flame me but look around you guys have it good that is why this is the most mastered elite profession in the game, because its overpowered. You guy have it too good and cant wait till the combat balance when they bring other professions in line with your skills.
First off, prove to me that statement is true. Secondly, I want all professions to be on par. I'm not representing other professions, though, so if you want them to boost their skills go submit it as an issue to their respective Correspondents.
But a swordsman can kill this a swordsman can kill that yo ubase damage with a knuckle on is the same as a 500k-million credit scythe for a swordsman and they are not at speed cap had almost no defence and can posture change you and put a dizzy on you with their master hit ever now and then. a swordsman was hitting my mind for 10 damage with a 500+ damage scythe. and oh they have blast damage but they only swing that hammer ever 3 seconds if they have no attachments.
Hrmm... with my Scythe at 0-4-0-4 Swordsman I was hitting harder and just as fast as I was if I switched to my VKs. And 10 Damage on mind with a Scythe? You'll have to post a screenshot of the combat spam before I'll believe that one.
Yes, the Power Hammer is slow. Take the average damage of the Power Hammer compared to ususing our VKs and you'll see they are very close.Look at average damage, not single hitand figuring that from every x seconds.
And they can solo a krayt but it takes them 30 minuets and it tears up their armor, weapon and most of them are melee stacker to even do it.
kentic should be your only dammage get over it you hit stuff with your fist.
Soloing a Krayt should be impossible anyway, but for sake of the argument I'll refute this point anyway. ANY profession who soloes a Krayt will have torn up armor and weapon, and will take 30 minutes anyway. How does that make a specific point for or against TK?
but i would not care if you guys got another damage type if they gave swordsman or poor pikeman the speed cap, defence, accurcy 205 to be exact, and meditate and you would beg to go back to how it was.
All professions need a defining role. If you want those things I suggest you go to the repsective boards and ask for them. This forum is for Teras Kasi Discussion and attempting to improve the profession.
"you guys are joking right. im a tkm because they are overpowered. DA does no work that well oh well we dont need to dodge as much as a fencer we have twice the toughness as a fencer."
Explain exactly what toughness does that makes it better than dodge. Using game mechanics. Please.
"and yo usay you cant do that much damage to other professions with their aromor? a swordsamn and pikeman have same problem as i wear 90% blast and 80% eletric. but a fencer had stun try wearing a 40% armor 60% psg, in intimidate them and you have 57 toughtness at master. that buts their damage to almost nothing. there are trade offs to all the professions."
NOBODY is stating anywhere on this forum that we want another damage type just for PvP. This has nothing to do with player armor. Player armor pretty much gimps everyone. But show me the 100% resist electric, stun, and blast NPCs running around everywhere that swordsmen, fencers, and pikemen can't hurt. Even if such things existed, all those professions have to do is pull out a kinetic weapon. We are the only profession in the entire game limited to a single damage type.
"Tka is only profession that can hit all three pools with seprate attacks."
TKA is also the only melee profession that doesn't have a strong single pool attack. All of our pool-specific attacks do 2.5x damage. Other melee classes have either a 3x or 4x pool-specific attack. In this respect we are perfectly balanced, as we are a jack-of-all-trades but master of none.
"Has an attack for all the states stun dizzy and blind."
And unlike every other melee profession, we have no AoE moves for any states. Again, we are balanced.
"and dont get me started on meditate. Heals all wounds, posion disease etc giveing you doctor skills and even you own little 500 ham boost and no other melee class has anything like it."
500 point boost isn't much. It's not that big of a deal. We don't have "doctor skills", we can heal poison, disease, bleeds, and wounds but only to ourselves and there are many abilities docs have that we don't. Our meditation is very nice, but remember we lack abilities other melee professions have, like bleeds, and good evasion, or a weapon selection. We're a nice profession, but not overpowered in the least.
"i beat a FRS jedi knight tonight and im not even a melee stacker just tkm/ranger."
It's all in how good you are as a player. A Jedi can be beat by any melee profession if that person has good buffs, defenses, armor, weapons, and knows what he's doing. Especially if the Jedi doesn't. Jedi are strong but not all-powerful.
"look around you guys have it good that is why this is the most mastered elite profession in the game, because its overpowered."
First off, TK is not often mastered. Most people mix TK skills with other professions.
Secondly, the only time we ever got stats about professions in this game was from an Astromech Stats summary back in October. Teras Kasi was actually about middle-of-the-road when it came to popularity (less than 1.5% of players had any TKA skills). If you have other data that corroborates what you say, post it, but I'm pretty sure you don't simply because it's untrue.
Let me finish by saying... You've polluted a constructive thread with your rants. Ryutek was asking for concerns about the TKA profession, not for some troll to come on here and yell about how TKA needs a nerf. Shame on you.
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We are NOT overpowered..regarding your post.
I mostly PVP and without Doc I would get OWNED.
We are the only profession that isnt broke.
PS: Try hunting Nighsisters..with your TKM
Then try Hunting them with a Swordsman.
Peace
- Gameplay - Damage Variation - Personly I would love to be able to give up swordsman & have something more usful in general at the moment but I have to have swordsman at the moment to really cut it in high end PvP. We have only one damage type & it puts us at a huge disadvantage when wanting to do some higher level PvP other then as a tank which, in my opinion, can get very dull. We were ment to be geting these Razor Knuckles a while back but they never came due to balance issues.
Personly I'd like to see us get them soon, however I don't belive heat damage would help us much, I think the reason they were coming out over powered is that they require Nightsister Vibromotors which can make insane VK's anyway. Personly I'd like to see them come out as either AP1 Energy damage much like they were due to come out originaly (but toned downa bit even if it's down to the stats ofa normal VK) or AP2 Kinetic with a HUGE damge range (therefore not offering a great help in PvP but helping us damage a bit more in PvE)
- Gameplay - Dabblers - Ok I know I will get flamed for this butI hate seeing people that have dabbled in TK just for FoW & Meditation, I think we need more of an incentive to be a Master or nothing, I think the same goes for all other proffesions as well but TK, Fencer & BH are theoneswhich are most dabbled in at the moment from what I have seen.
For a solution on this it could be many things, maybe even go as far as moving Wound healing & FoW to master but I don't think it should come to that, maybe a much more noticable sucsess rate at master for FoW & a reduction on the timer would be a start, their just my ideas, I'm sure others would think up something better.
Their probably my biggest two issues with TK, for me TK is the proffsion that I am & I always will be as long as I play this game, even if we get nerfed to 1dps in the combat revamp I would still be one, I just love the proff that much. I do love the ideas of geting some more content for us like the idea of the Teras Kasi Order you mentioned in your own post, something like this could just give us so much in the game it would be great & it's something I would love to see in the game.
For one last point I just want to comment on this:
- Feature - Color of "Ribbons" - Would It be possible to have different colors for different specials (the "ribbons" of light that show from our hands and feet)?
Possible Solution:Have each Character able to select the Ribbon color they would like to use, or even toggle them off.
I can't help but wonder is this was a bug, I don't know if you have ever seen some swordsman animations bug & they produce a red ribbon insted of the effect of speed they would normaly give, I think though it is possibly a bug that just stuck as it looks good but I would like the abillity to either change the colour of it as you suggest or maybe to have it show as other melee proffesion specials do.
Sorry if any of my post doesn't make sense of is a pain to read, just say& I'll edit it so it's hopfully better, it's 1am here so I dare say the spelling is awful sorry ![]()
On one last note, keep up the great work Ryutek, it's nice to feel like we have someone really watching out for us again, I've been a TK since January & have seen very little movment since now, keep it up. ![]()
"I think the same goes for all other proffesions as well but TK, Fencer & BH are the ones which are most dabbled in at the moment from what I have seen."
I think the worst is medic. A novice medic can use Stim Bs, which make for some decent healing.