Teras Kasi Archive

Thread: Updates from the developers on our top 5

MonGiovanni
Sat Dec 20, 2003 5:19 pm
#14

What is the restraint damage type that you spoke of, Mister_Heavy?



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Ique - Bria - Bounty Hunter, Pistoleer
Iryu - Starsider - Master Architect, Master Artisan, Master Merchant
Rafed
Sat Dec 20, 2003 5:55 pm
#15






Limited weapon/damage type selection - We'd like to have more damage types.




    1. We disagree.This is an elite unarmed profession.Teras Kasi has a number of unique advantages, as we als being an all-around excellent damage dealer. Limitation tokinetic damage is one of the disadvantages that balances the Teras Kasi profession with the other brawling professions
    2. Note - I've been told by ThunderHeart that he's willing to bring a full proposal to the Devs on this point for us. I'll start a new post where we cancompile our thoughts on the issue. I feel that if we put together a solid argument that incorporates a reasonable additional damage type (like restraint), that we can win them over.





Personally being limited to only kinetic damage is probably a good Idea.


Only weapon change I would like to see is a set of VK's that are AR2 rated (maybe with double ham cost, to balance the extra AR rating).








FoW timer is too long: Internal QA will investigate whether or not decreasing the timer on this skill would be possible. We feel that this is a very powerful skill, and that any adjustments must be carefully considered.







As in another post, the timer is crippling FoW even more now they have added that you can get re-agroed right away. Can see in other post from log, was incapped/slain as soon on FoW was used, so FoW seems near useless now.








Combo 1 and 2 are still useless skills: This has been sent to internal QA for another look. We understand that the fundamental issue is that spreading damage across all pools is never really needed for a profession that has the ability to specifically target each pool individually. We will look at ways of revising this skill to make it a useful addition to the profession.






This are pretty useless, but we already have hits that can hit independant pools.


Maybe just remove these and give us a +10 dodge and +10 counterstrike instead, this will also give COB something to improve on.

MrChow_Sai
Sat Dec 20, 2003 7:00 pm
#16

Combo 1 and 2 are still useless skills:


I did find a use for Combo when I had it. I used it against Krayt Dragons for fun with one of my commando friends. I spamming UnarmedCombo1 on it for fun and my commando was hitting it with flamer and heavy weapons. We're group at the time. After it die he try to go loot it. He couldn't and told if I could, and guess I could. I out damge a commando with Combo 1. That the only I think Combo 1 & 2 could be use for. But unarmed 3 does more damge. I'll try this again with something else I guess.

Eiros
Sat Dec 20, 2003 7:19 pm
#17

Not sure if this is still true but Combo2 used to register 1 point of damage, havent used it in months because of this. As far as the 1 type of damage deal, I think we should get 1 more, that would satisfy most of use I think, nothing drastic. I really don't like getting aggroed by a Mokk Shaman or whatever it is on Dantooine and having no way to defend myself because they are 100% resistant to kinetic. I think Stun would be a logical choice for the second damage type, but I doubt that will ever happen, the cries for nerf would be heralded far and wide.


Something else that wasn't mentioned and is still and issue I think at least for me is that meditating with my armor on caused double encumbrance penalties when a wound is healed on a secondary stat pool. Instead of my focus being 400 with my armor on it goes to 200 for a period of time not sure the exact duration perhaps a couple hours, usually clears if I log for 15 minutes. Submitted a bug report 3 times no response. Does not happen when armor is not equipped.




==Ayabe=== Eclipse
Teras Kasi Master
Declared an Imperial Hero-----
Rebel For Life
Russcal
Sat Dec 20, 2003 8:07 pm
#18

Be careful of what you wish for.


The main justification for our ability to knockdown and dizzy has been our vulnerability to kiting.






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"Trouble came a knockin, and Bobby Hill's foot answered the door"

- Bobby Hill, the original TKA
KnightHawk420
Sun Dec 21, 2003 5:53 am
#19

I as well disagree with giving us more dmg types, or even so much as a better AP rating. Its the one thing that really keeps TKA's in check.



As well as our HAM costs for using our best specials.



I'd definately like to see more in terms of "tanking" ability... working CoB would be a nice start.




Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Daserx
Sun Dec 21, 2003 7:17 am
#20

I like the idea of a previous post to let Master TKA make their own Vibro knuckle or some type of weapon .. Should give this to all Elite melee and or ranged professions ... Would be neat to run around with your own unique weapon ..



Dase Teras Kasi - Swordsman - Fencer - T.A.N.K
~Foundation Stone~
Goldy's Guardian and Brother
Niza
Sun Dec 21, 2003 11:43 am
#21






Mister_Heavy wrote:

  1. Limited weapon/damage type selection - We'd like to have more damage types.


    1. We disagree.This is an elite unarmed profession.Teras Kasi has a number of unique advantages, as we als being an all-around excellent damage dealer. Limitation tokinetic damage is one of the disadvantages that balances the Teras Kasi profession with the other brawling professions
    2. Note - I've been told by ThunderHeart that he's willing to bring a full proposal to the Devs on this point for us. I'll start a new post where we cancompile our thoughts on the issue. I feel that if we put together a solid argument that incorporates a reasonable additional damage type (like restraint), that we can win them over.




I for one am glad they are leaving that limitation.



Ni'za Whira - Just another Bounty Hunter
h310ise
Sun Dec 21, 2003 9:08 pm
#22

As for damage types, I'm picking up heavy swords to round things out, but just for a fun and the amazing cool factor of having, say, eletcric-dealing gloves, I'd love to see some special weapons ... actually gloves would be very cool b/c trando's, who get great unarmed bonuses, can't wear gloves (or is that just boots?) so it'd balance things out there as well. I'd like to see the powerboost get spread out across the meditation line so you get more, not just longer, boost at TKM then at mediation II (pb 1 - 5 maybe?). But most of all I desperately want defense! Thanks for staying on this, and letting us know where things are at. Give us our Defensive Acuity or give us death! literally...

-Ravana de Bria
Kammots-Ahazi
Sun Dec 21, 2003 9:41 pm
#23

In regards to making our own weapon at master, I think it is a nice idea but I would not want to step on the toes of the weaponsmiths. I am very happy with the way Mister_Heavy has been presenting our issues.


/cheer Mister_Heavy




Advocates of War - Kammots
"Work is where I go, not what I do there" - Kammots

"wOOt"

BlueTang
Sun Dec 21, 2003 11:47 pm
#24

I just want to make sure that the devs know that its the defensive acuity that is broken, not COB. The reason that COB doesnt do squat is because def acuity doesnt do anything. Mr. Heavy please make sure the dev's know this. CoB works and we can tell thatbecause we do dodge block, etc when it is on. The problem is that it is supposed to make our current defenses better and when our current defenses don't work it doesn't help much.

Gottimus
Mon Dec 22, 2003 6:17 am
#25






PvP Kiting. Some of us still feel helpless trying to chase down a kiter. We'd like some chance of catching up. It doesn't have to be easy, just possible.


    1. We agree. This problem will be addressed in the upcoming PvP Balance. I will keep you updated.





I play a rifleman and TKM, what exactly are you doing to address this? I certainly hope you are considering nothing to rash. Right now I do not see to much problems with PVP kiting. I can effectivly PVP using both proffesions pretty darn well. You just have to be smart about doing so with TK.


In a war, you dont see some guy with his fists and a pair of brass knuckles running toward mr flame thrower dude, or mr rifleman do you? In an open field of combat? Come on, not gonna happen, no sir, no way, no how. Learn to choose your battles and if you do not want to be kited go indoor and make them chase you down.

Leonae
Mon Dec 22, 2003 6:42 am
#26

Antikiting skill? What about not running after a kiter like a stupid critter? Run away from him, and find some close quarters. Pick up a ranged profession. Do the burstrun/lunge 1/2 trick. Use /follow.


We already got a chance, and a reasonable one, to catch a kiter.

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