Teras Kasi Archive

Thread: PVE Issues week ending 5-29

Duckfat
Thu May 20, 2004 1:58 pm
#14






mochloD wrote:





Cauil wrote:
The FOW and instant DB from creatures is a problem as is the timer on FOW, but I can't remember the last time I got knocked out in PvE so its not high on my list of concerns.






Same way for me right now but after the combat balance these two things will be a huge concern of mine. I dont think we'll be that strong and we may end up laying flat on our backs alot more.






IMHO it is high on my list of concerns even if the only time I usually get incapped is when I dont pay attention and my brandy and muon end at the same time. It is better that they fix it nowwhen it does not severely affect us rather then wait til it does have a severe effect on us and we have to suffer until they fix it. It may take them a month to fix and wouldnt you rather have it fixed by the time it matters or struggle through a month of having to complain that they arent fixing it fast enough.



Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
Duckfat
Thu May 20, 2004 5:44 pm
#15

cause/effect: There are professions that have medium and heavy armor piercing weapons with no decrease in the max damage and often a significant increase in max damage that make it very easy for them to deal damage to unarmored and light armored mobs. In light of this the devs seem to believe that the answer is to make just about every mob in the new dungeons with medium and heavy armor to make it more challenging for them. What this does is make the armor of the mob more on par with these heavy armor piercing weapons to eliminate the 25-50%bonus damage. Unfortunately for TKAs and other profs that only have light armor piercing weapons like pistoleers is make all of these mobs have a damage reduction of 50-75% in addition to their resistances which are also usually high. The overall effect of this makes the heavy armor piercing weapons deal about 1k damage while the light armor piercing weapons are nerfed to about 100 damage. When you add the fact that these mobs have 200-500k HAM it means that we have to stand there and hit the mob 2-5k times vs the 200-500 times from the heavy armor piercing weapon.


solution: I dont understand why there is such a dramatic difference in weapons for a game where there is supposed to be more balance so that everyone is not playing the same template. In my opinion every profession should have access to various weapons with various armor piercing or the weapons with armor piercing should have less max damage the more armor piercing it has. The other solution would be to keep the armor levels a little lower and just adjust the resistances based on the type of damage the heavy armor piercing does. For example, a mob should have med armor and heavy resists to energy and blast but low resists to heat and med resists to kinetic and acid. I know there are other armor piercing weapons that screw this up a bit but you get the idea. Everyone else should not be severely nerfed because the devs decided to give some profession heavy armor piercing and they are making easy work of mobs.



Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
No_names_available
Thu May 20, 2004 6:48 pm
#16






Duckfat wrote:

solution: I dont understand why there is such a dramatic difference in weapons for a game where there is supposed to be more balance so that everyone is not playing the same template. In my opinion every profession should have access to various weapons with various armor piercing or the weapons with armor piercing should have less max damage the more armor piercing it has. The other solution would be to keep the armor levels a little lower and just adjust the resistances based on the type of damage the heavy armor piercing does. For example, a mob should have med armor and heavy resists to energy and blast but low resists to heat and med resists to kinetic and acid. I know there are other armor piercing weapons that screw this up a bit but you get the idea. Everyone else should not be severely nerfed because the devs decided to give some profession heavy armor piercing and they are making easy work of mobs.





As far as im concerned there are two reasons for the difference. 1. variety, what is he point of different proffessions if they are basically all clones of each other with just different moves. 2. Balance between classes, believe it or not there is quite good balance atm imo between classes. Take rifleman and TKA for instance. One has Ap3 and **edit** melee defence, one Ap1 and massive melee defences. Put them both against say a enhance kwi from the geo dungeon. Result the TKA can tank the kwi forever but takes a while to eventually kill it due to low Ap. The rifleman can take the kwi down fast but ifit catches him (most likely) even with good armor he will be taking massive damage and might fall before it dies.



So my belief on most of the heavy armor mobs in the game is they fit the overall balance fine and are not meant to be soloed by TKA (but we can tank them for others-the point of the class as far as the devs are concerned, note the others also cannot solo these mobs, im not including FOTM templates or defence stackers those are the in the process of being balanced).



If u want to tank and destroy stuffgo sword and enter FOTM land.








Azhi Dahaka
mochloD
Thu May 20, 2004 7:55 pm
#17






JeffIncredible wrote:

This is a recently developing issue.


This happened on a Giant Dune Kimo (i'm sure it's not just this). We as TK/Melee need to be in range to attack anything. This particular mob stays out of melee range and utilizes it's ranged attack. As a result of this, pure tk/melee templates are unable to engage this type of mob.









You dont have to stand still in order to continue default attacks OR do specials. Continue forward momentum, run towards your target. Your hands and feet will glow with red trails and you'll be doing unarmedhit3 while on the move. The GDK will continue to back up but it wont matter if youre already in his polygons.


Note that the follow command is not adequte as a means of staying in range, youre going to have to manually run towards your target.




mochloD'tmos
Order of Teras Kasi
~ Teras Kasi Master ~
~ Shock Trooper/Heavy Infantry/Trickshot/Medic ~

JeffIncredible
Fri May 21, 2004 12:17 am
#18

This is a recently developing issue.


This happened on a Giant Dune Kimo (i'm sure it's not just this). We as TK/Melee need to be in range to attack anything. This particular mob stays out of melee range and utilizes it's ranged attack. As a result of this, pure tk/melee templates are unable to engage this type of mob.





I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
RougeSoldier
Fri May 21, 2004 4:52 am
#19






Cauil wrote:
You know, I'm actually really happy with TKA and PvE. I think that we have good defenses, great offensive capabilties and some of the coolest abilities. The major complaint I have is the lack of a second type of damage (who knows what the deal will be with the heat damage, the rumors are it will be super hard to get). I would actually really like to see us get stun knucklers. This would address my major PvP problem with TKA as well, but that will be on the PvP post. But basically a TKA is one of the best PvE professions in the game. We make great tanks (NS Elders, Krayts, etc.) and can solo rancor lairs and other stuff with ease. The FOW and instant DB from creatures is a problem as is the timer on FOW, but I can't remember the last time I got knocked out in PvE so its not high on my list of concerns.





I'm also satisfied with TKM PvP, but with the new armor NERF we will be able to be on an even level with everyone else in PvP




-SamuraiX "Yahiko" Opuke-
Wow, that sounds like a line from a crappy forum post.
omg!!! teh chiken has ub3r 1337 hax0rz!!!!!!!111!!!!!oneoneoen

JeffIncredible
Fri May 21, 2004 9:01 am
#20






mochloD wrote:





JeffIncredible wrote:

This is a recently developing issue.


This happened on a Giant Dune Kimo (i'm sure it's not just this). We as TK/Melee need to be in range to attack anything. This particular mob stays out of melee range and utilizes it's ranged attack. As a result of this, pure tk/melee templates are unable to engage this type of mob.









You dont have to stand still in order to continue default attacks OR do specials. Continue forward momentum, run towards your target. Your hands and feet will glow with red trails and you'll be doing unarmedhit3 while on the move. The GDK will continue to back up but it wont matter if youre already in his polygons.


Note that the follow command is not adequte as a means of staying in range, youre going to have to manually run towards your target.







that makes things terribly difficult, especially with lag and the mob deciding to warp on ya.



I USED TO take Defense Stacker 2....do you?

Ex-Triple Threat |o|o|o|O
Nuckman
Fri May 21, 2004 9:44 am
#21






DrArgule wrote:



I'm starting this post a little early as I will be taking my friday afternoons to present what all of you have givin me on the corrispondent forums.


This is where I would like you to give me your PVE issues. If its possible, would you please put your thoughts down in a simple format of cause/effect and then your ideas on a solution.




For instance:


Cause/Effect: I cant use unarmed hit3 on a dwarf nuna because they are too small to hit while my legs are spinning at eye level.


Solution: Make them as large as a human, or increase the physical range to hit to accomidate thier small size.





Most of you do this anyway but I thoughtI would mention it, and if you actually DO have a problem with a dwarf nuna as a TKM thenI suggest you PM me immediately and submit a bug report


Be specific, espically when it comes to resistances, damage (type), duration, HAM,and the NPC/Creatures your fighting.The more information you give me the better I can present our case. Write a book if you have to. I will be reading every post and I will be asking questions, so make sure to check every once in a while.



Thanks so much!



Vlak






if your a tkm why are you attacking dwarf runas in the first place...



-Colonel Alic Sa'o-
Nuckman
Fri May 21, 2004 9:45 am
#22

Spin attack 2 works for me I use it often...



-Colonel Alic Sa'o-
Nuckman
Fri May 21, 2004 9:48 am
#23






Jenky wrote:

I was thinking more in the lines of an Area Attack which could stun/dizzy/bleed/blind it's opponants, or maybe Knockdown multiple enemies at once?


That would be realistic and awsome but too many people would complain about TKm getting another KD


IMO you do a leg sweep righ and there are 3 people around you they are going to go down,

I just have hand to hand Army Combat training but what do i know..


/sighs at the ingnorantly bliss




-Colonel Alic Sa'o-
Duckfat
Fri May 21, 2004 6:59 pm
#24






No_names_available wrote:

As far as im concerned there are two reasons for the difference. 1. variety, what is he point of different proffessions if they are basically all clones of each other with just different moves. 2. Balance between classes, believe it or not there is quite good balance atm imo between classes. Take rifleman and TKA for instance. One has Ap3 and **edit** melee defence, one Ap1 and massive melee defences. Put them both against say a enhance kwi from the geo dungeon. Result the TKA can tank the kwi forever but takes a while to eventually kill it due to low Ap. The rifleman can take the kwi down fast but ifit catches him (most likely) even with good armor he will be taking massive damage and might fall before it dies.


So my belief on most of the heavy armor mobs in the game is they fit the overall balance fine and are not meant to be soloed by TKA (but we can tank them for others-the point of the class as far as the devs are concerned, note the others also cannot solo these mobs, im not including FOTM templates or defence stackers those are the in the process of being balanced).


If u want to tank and destroy stuffgo sword and enter FOTM land.






1. You can still have variety without making one weapon so much better than others. There are a variety of damage types that each profession can deal. There is also the roleplaying aspect that may make a profession appeal more to one player than another. I am not saying to make them completely identical. I would just like to see them at a point where no profession is so seriously advantaged over another. What would be the point of having other professions if you cant deal enough damage compared to another profession. I would rather have everyone on the same level using what you consider to be clones than having everyone have to play a certain FOTM in order to get ahead in the game.


2. Balance is what I am talking about. Using your example I would guarantee that the rifleman would take less damage during the duration of the fight. Why, because the difference in the offensive output of the AR3 weapon is much greater then the difference in the defense that the rifleman is lacking. My friend grinded through rifleman and would not even have to kite with the buffs and armor he had on. In addition the speed and amount of damage you deal in PvE is the determining factor for loot rights. So guess what you have to become to get loot rights. Where is the balance there?


This is not about FOTM. Well actually it is because right now the riflemen and swordsmen with their high armor piercing is what is driving the armor up on the new mobs. I understand that there are mobs that are not meant to be soloed and I believe the solution to that was to increase the resistances based on what damage types you wished to limit. However we are now seeing this being done with the armor of the mobs and it makes it rediculous trying to kill these mobs even in a group unless you have these high armor piercing weapons. And to clarify things for you I am not just talking about it being difficult for TKAs trying to make it so that TKAs can solo them but it also affects other professions that do not have high armor piercing like the pistoleers (I would include other profs but I am not sure about the weapons available to them).


This is not about trying to be uber and able to tank and destroy everything (you will notice I am not complaining about certain mobs that have 100% kinetic resists). I am just saying that it seems like the devs are using heavier armor on mobs to limit the effectiveness of the heavier armor piercing weapons and it is really only hurting the professions with only light armor piercing weapons. The increase from medium to heavy armor only means a 25% reduction in the amount of damage aheavy armor piercing weapon does but it means a 50% reduction in the amount of damage a light armor piercing weapon does. So like I said the devs should increase the resistances and not the armor rating as it hurts the light armor piercing twice as much as the heavy armor piercing.

Message Edited by Duckfat on 05-21-2004 05:06 PM



Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
roguestrike
Sat May 22, 2004 6:49 am
#25




Problem: WhenI am tanking some of the larger (in size) mobs my unarmed spin will not hit all the mobs that are hitting me just the oneI have targeted. Apparently they are out of my melay range but I am still in theres. This makes it harder for me to hold agro for my group.


Solution: Decrease the melay range for some of the larger mobs.



ps: These are uasualy giant sized 4 legged mobs that i have this problem on, but it did happen once on rancors.

Message Edited by roguestrike on 05-22-2004 06:52 AM



Sev'er Sirax
Master Smuggler; TKM; Master Gunfighter;
I am not a smuggler.
I am an Importer

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