Teras Kasi Archive

Thread: Top 5 Issues (30th Jan 2004)

Aselas
Sat Jan 31, 2004 5:03 am
#14

I for one would like to see a meditation boost, making med at lower levels actualy work (novice does nothing, that iv noticed and level 1 is almost as bad, its useful for poison thou) and the descriptions for meditate line are just WAY out of wack "Meditation 1 skill allows the Teras Kasi Fighter to hit harder" or somthing to that effect. Also, a number 7 for me.



Access to "Krayt" Knucklers. I dont think its cool that only ranged classes can get a Krayt FWG5 or a Krayt T21 or what ever. Id really be into seeing some Krayt Knucklers.



Kill one man and you are a murderer.
Kill millions of men and you are a conqueror.
Kill them all and you are God.

Niza
Sat Jan 31, 2004 7:48 am
#15






Jherad wrote:

4. Limited Damage types: Currently restricted to Kinetic damage. With so many NPCs (and armour)having high or in some cases total resistence to Kinetic, an alternative would help. Suggested as a 'fix' for combo 1 and 2.





I really hope they never change this... As it is right now its one of our twoglaring weaknesses. It is important to the balance of the game that these weaknesses be left in so that cries of Teras Kasi being over powered are ignorable. If we were given the ability to use stun for instance the cries would be endless.




Ni'za Whira - Just another Bounty Hunter
dci321
Sat Jan 31, 2004 8:12 am
#16

1- Knock down is an ability that should be maintained by the TKA, that way a TKa who KDs someone would not be able to kill him at the same time but would rather have to "maintain" the person down and have someone else do the dmg.

1-Right now TKAs do way to much dmg compared to all the other classes. I think its not realistic to have someone do as much dmg with his fists then someone using whatever type of energy blaster. The DPS of TKAs must be reduced to about a quarter of what ther other classes can ditch in dmg with only one exception, using vibro knuckles would bring the DPS back on scale with the other professions but only with a very BIG ham cost.


2-with theese modifications, I think it would be logical to turn TKAs into the masters of defence.Mostlydue to the lack of dmg output compared with the other professions that specialize in heavy weapons.


3-TKAs should NEVER be able to use special moves when wearing armor. I think its cool to let TKAs use armor in general but imo their real strenght should come out of swiftnessand using defensive measures like dodging, moves that requireliberty of action.


4-A littlepolishing would not hurt with the bug ofissuing other comands when the first animation is still being displayed.
Stealthshadow
Sat Jan 31, 2004 10:41 am
#17

As to a fix for your # 4, i would think that we could use some shurikens and darts for poison damage. This would solvea couple ofpoints of contention for TK's, as it would also add a "ranged" type of attack to our arsenal of abilities and also give us our additional damge type, in effect as the saying goes "killing 2 birds with 1 stone".These weapons would not be able to be PC made, the strength of the poison can be made scalable to the point where it wouldnt make the class overpowered or uncreate the need for a CM's poison effects abilities. We would aquire these weps thru loot or by doing missions/quests for them. The end all prize being a endless pouch (supply) of them thru some type of mission/quest/themepark deed and only be available at the Master level.
Naele
Sat Jan 31, 2004 11:50 am
#18






Aselas wrote:



Access to "Krayt" Knucklers. I dont think its cool that only ranged classes can get a Krayt FWG5 or a Krayt T21 or what ever. Id really be into seeing some Krayt Knucklers.






somebody supposedly looted some really high stat vibro units from a krayt. I might go Krayt hunting some more if that's the case
MrChow_Sai
Sat Jan 31, 2004 11:54 am
#19

OH OH i have something interesting that i just did last night. I think it was funny. Combo1 is funny. Okay I was krayt hunting my guild last night and I was bored theres 4 commandos and little old me TKM, doc man. We killed about 3 krayts then I got bored. I ungroup with my group of 4 commandos and I start using Combo 1 on the krayt we found. At the end went it die i started to heal the pet that got hit and then guys when **edit**????????? Why can't we loot it? I went over to the Krayt and click loot and i looted it. Yes I out DAMAGE 4 COMMANDO'S and a leghumper (a pet). I think that was funny
-shadowskill-
Sat Jan 31, 2004 12:37 pm
#20

not only is 1 hour too **edit** long.. it sux now.. i try to use it and once every 15 or so times it actually works and when it actually does i get 1000+ wounds or so and then i get reincapped because of the negative modifers.. FOW SUX ASS NOW!

Impetuousyouth
Sat Jan 31, 2004 2:30 pm
#21

i think we need the ability for higher defence and lower ham costs from using a vk currently fighting a a buffed composite player can be almost impossible to kill because of the high ham and high resistance armour armour they have. as a tk i have no problem with having dizzy knockdown removed for pvp although i would like to keep it for fighting npc's. but if we are to have are greatest defence in pvp removed as the new chef revamps are sure to do we need some buffing in other areas like general ranged and melee defence, it is very easy to kill a tk as a ranged class because you can shoot while runnning (kiting?)if you are constantly killed by tkas as a carbineer, bh, pistoleer etc then it is because of your own failure to properly understand your profession in pvp.


a little unclear sorry but my wish/issue list with regard to tk are as follows:


1. we need to reduce ham costs for using specials while equiping a vk and we need a dot effect and better armour peircing to combat the high kinetic resist armour that is flooding my server at least (farstar)


2. knockdown ability is effectivly removed in the new chef revamp (10% chance of kd is too little) and it is too foolhardy to presume that not many ppl will use this, this will be one of a chefs most popular items. so to combat this we need improved ranged and melee defence.I believe that a tk should be almost impossible to hit while you are running so kiting with 90%knockdown defence and 80% composite is negated.I am not suggesting that ranged classes have their abilities to hit while runningremoved, but rather thatthey have a modifier to hit a melee class (not just tka)while running.


3.I believe that a tk should have good knockdown defence i want to see good battles between melee classes rather than awho can get knckdown 2 in first contest.


4. Reduce the damage by a tka in combat but also reduce ham cost and defence we should be the kind of guys that get in close and disable an opponent(lots of state effects and high defence but cause little damage) in pvp


5.the force of will ability timer should be reduced it is prett much useless in pvp battles at the moment which should be it's greatest area of use. how about in stead of simply balancing out ham it also gives a huge boost to defence for 2 seconds and burst run so you can run away and meditate. this way it would more acuratly reporesent the role of the tk on the battlefield.



Cronhour - REJEK

'If you can't get their respect make damn sure you have their fear'
95M3
Sat Jan 31, 2004 3:50 pm
#22

I have an idea on another dammage type why not give us a sheild generator that creates a energy feild around our bodies. This would make it so we can do energy or stun dammage when our fists or feet hit an opponent. This would follow the whole meaning of TKA and Unarmed skill since the name and the name of the skills basicaly say NO WEAPONS. Dont know what crack the Dev's were on when they madeour only weapon a "bladed knuckle" that we only use in one hand. Even though the combat animations show us punching and kicking with limbs that dont have a weapon attached tothem.


Then take those bladed knuckles and give it to the 1 handed "fencer" class since it is NOT an Unarmed weapon now is it. Or hell reduce the HAM cost on just the using your fists because as it is now I only "see" a diferance of 2-7 points of mind HAM without VK's.Someone please signe a Dev up in a Martial Arts class or maybe just send him a copy of a cheasy Kung fu movie.


Off topic:


Sorry to ask this but I can not find it anywhere.


They arenerfing knock down in the next patch?


Qote: "2. knockdown ability is effectivly removed in the new chef revamp (10% chance of kd is too little) and it is too foolhardy to presume that not many ppl will use this, this will be one of a chefs most popular items."


Can someone please post the official statment made by the Dev's explaining this?


Ok soa chef can make a knock down resist food huh?


I will give you a cookie then I will side kick your knee in half and see how that works.


If anything needs a nerf its a 2900 HAM Buff.



Stealthshadow
Sat Jan 31, 2004 4:44 pm
#23

i guess ive missed something somewhere then. Could someone point me to the thread that specificly says KD will only have a 10% chance of working?
Maverick315
Sun Feb 01, 2004 1:26 am
#24






Stealthshadow wrote:
As to a fix for your # 4, i would think that we could use some shurikens and darts for poison damage. This would solvea couple ofpoints of contention for TK's, as it would also add a "ranged" type of attack to our arsenal of abilities and also give us our additional damge type, in effect as the saying goes "killing 2 birds with 1 stone".These weapons would not be able to be PC made, the strength of the poison can be made scalable to the point where it wouldnt make the class overpowered or uncreate the need for a CM's poison effects abilities. We would aquire these weps thru loot or by doing missions/quests for them. The end all prize being a endless pouch (supply) of them thru some type of mission/quest/themepark deed and only be available at the Master level.






I seriously disagree with this. We are TKA, not ninja. Being limited to close range is another of our weaknesses. If the fight starts outside 20m, we should lose 98% of the time. If it starts inside 20m, we should win. That is how it works. None of the other melee professions have or will ever get any form of a ranged attack, so why should we?



Bria-Varien: TKA, Pistoleer, Smuggler, and wanderer.

It's nice to be wanted, even if it is 'Dead or Alive'

"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

-Page 267, SWG Strategy Guide
95M3
Sun Feb 01, 2004 1:34 am
#25

# 5 is a bug If you want to keep people from spamming KD then make it not stack or have a 5 second timmer etc. But we knock down the target to due more dammage when he is down.


That and some times you can not see if the first KD worked due to server/graphic lag.



Welwood
Sun Feb 01, 2004 4:49 am
#26

I would get rid of 4, because the devs have already stated, and most of us who have been longterm tkm's agree that kinetic+ap1 is basically where it's at, and that's good enough.


I would instead ask if we can get a VK equivillant to power handlers or krayt tissues to help us get some really great vk's.


Also, I have been playing this game since it started, and I have never even heard of any "exceptional/legendary" VK drops. Give us something in this world of poison nightsister lances and gaffi sticks.


I would pay HUGE money for any uber loot drop vk's.
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