Teras Kasi Archive
Thread: Some proposals for TKA
guys i dont want gun people to get looked at. I just want tka issues to get fix If we get alot of resist and dodge skills maybe some extra toughness so we can tank a little better. I think we would be ok. For someone who uses power in ones self I should be able to resist things alot more then i do.
As far as the action change everything looks fine. But for a tka mind is hurting the most Since the mind is hurting the most to us.
Just out of curiosity... why don't you just lower the multiplier used for VKs when doing special moves? Obviously there's one in place for knockdown going 200 to 650, so why not just lower the multiplier?
Also, I have to agree wtih the mind pool thing... no one can heal that! That's almost making us weaker.
However, an effective /stick would make me happy with the existing TKA. I can deal with the HAM costs. I can't deal with SNAKES and running shooting NPCs and GIANT PEKO PEKOS!
- So you're going to leave our KD cost at 600 HAM? Or unarmed at 250? The pistoleers can get their move below 100 by using a low HAM pistol. I'm sorry but this makes no sense to me when you compare it to other classes. We want to be on par with others. Either reduce the cost of our KD, or raise everyone elses to make it comparable.
- Good change here. I think everyone agrees that defense is pretty broken.
- Increasing max range on vibroknucklers to 5 meters
- 5 is a step in the right direction, but why only 5? I think this will still put us outside many mob's hit boxes. Would going to 8 meters create some kind of game imbalance?
- Changing Health Cost from 32..59 to 18..36 (better)
- Reduced Health costs are always fine, but what gates 99% of us is action costs. I think most of us would rather see this stay where it is, and have mind stay put as well as a trade off.
- Changing Action Cost from 29..46 to 30..54 (different)
- seems like (worse) would be a better descriptor for the text in parenthesis. As this is the "critical path" cost for most of us, raising this doesn't seem to make sense unless you are really lowering the overall action costs.
- Changing Mind Cost from 15..29 to 18..36 (different)
- seems like (worse) would be a better descriptor here as well. Not really sure why you'd want to up our mind costs...
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
- Glad to hear that HAM costs in general are coming way down. Can't wait to see the changes.
However, there are other TKA issues that need to be addressed as well. These are as follows:
Force of will: Bad, bad skill. Small, short-lived buff and 300 mind wounds. Besides using KD with knucklers, it's the best way to get your char killed. The buffs for health and action need to be in the 1000+ range (an easy level of buff to achieve through any number of alternate means) and the skill needs to last for 10-15 minutes. That'll make the 300 mind wounds worth it. Otherwise, we'll just shoot Pixie and be done with it.
Unarmed Combo 1 and 2: Spreading damage out over multiple pools is precicely the opposite of what we really want to do, which is to concentrate damage. These need to be either dramatically buffed, or hopefully replaced all together with some other attack. My personal suggestion is Chi attack moves, that would disrupt the energy flow in the target's body. Chi attack 1 and Chi attack 2 would function like bleeds, and target the helth pool.
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Holo are you guys on mind altering drugs??
you havent fixed a **edit** thing.... thast even worse than it is now..
KD needs to be looked at.. we have the WORST hit of all classes with or without Vibroknuckles...
The last patch was supposed to give Unarmed a damage BOOST we LOST damage
the last patch was supposed to Balance our Moves positivly YOU NERFED THEM..
If this is your idea of a fix ban me now casue Im fixen to go postal on you... thast not a fix thast another huge nerf....
Our Mind is what is Incapping us most... every class with a gun can target our minds and the costs on our mind to use any of our moves is absurd...
Holo Put TKA KD on a timer so it cannot be spammed.. Make our moves not have a 10x HAM damage mutiplier when used with VKs...
Give us the promised damage increase from last patch since we took a loss of damage instead...
Fix and reevaluate our special moves.... they are nerfed and broken...
Holo this is total crap.... Im sorry but you guys are clueless and show you
#1 dont know whats actually being patched and
#2 that you dont play your own game...
I don't have a full list of cost changes, buta typical change in costs looks like this:
- UnarmedHit2 went from 21/32/21 (HAM before any drain modifiers were applied) to 12/18/12
Knockdown costs still need to be reduced.
203 is outrageous when a Pistoleer takes 110-120.
I would rather go completely unarmed and just have you increase unarmed damage than worry about VK costs.
Holo it looks like a nice change. We would have to see how it plays out.
The only thing i am worried about is being able to tank and dodge. Right now with the knockdown changes we are force to use lunge and dizzy in order to make this class work. We should not have to depend so heavy on a move to become a tank.
I think most of us would be happy with these changes if you up our defense some and Dodge/evade skills that could help us live alot longer toe to toe with someone
it doesn't really make sense that you move faster WITH a weapon than without one, sort of similar to how it doesn't make sense that your range decreases when you make your reach longer by equipping a weapon.
Across the board action cost reduction (Not changing knockdowns) -- The effects still have no impact on the outcome of the battle. Make the costs 0 and it's only a marginal damage increase over what we max hit for with knuckles right now.
Improved chance of a defensive move firing (General Combat change) -- Okay, affects us the least since we have the lowest of all the non-standard defensive mods, but I think this is needed for the other melee classes. Will help us for Combat Equilibrium I suppose, our +5 Defense vs. Blind for example I don't see changing much.
Vibroknucklers
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- Increasing max range on vibroknucklers to 5 meters -- Honestly, make it 6m, there is no good reason it shoud be lower than our unarmed range.
- Changing Health Cost from 32..59 to 18..36 (better) -- Better for who, Zabraks?
- Changing Action Cost from 29..46 to 30..54 (different) -- Better for who, Bothans/Rodians?
- Changing Mind Cost from 15..29 to 18..36 (different) -- Better for who, Zabraks?
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
- Increasing max range on vibroknucklers to 5 meters -- Honestly, make it 6m, there is no good reason it shoud be lower than our unarmed range.
Those changes screw over Trandoshans and any other race that has a low Stamina cap. Health has never been the primary weak attribute for using specials, at least for me. My action pool is the one I am always waiting on. This may vary from species to species, but from my own perspective those HAM changes suck.