Teras Kasi Archive

Thread: Top issues of the week. Need everyones input.

Fool-on-the-Hill
Thu Aug 14, 2003 9:04 am
#14


  1. Knockdown Nerf
  2. Are defensive skills working?
  3. /stick command
  4. Meditation branch
  5. Specials

1. The HAM costs at this moment are too high in many peoples opinions. Perhaps either evening the cost for all classes or lowering ours would ease peoples minds.


2. From the tests i have personally run, defense skills don't seem to work. This is something that the devs need to look into in my opinion. It would be great if we could get a few increases in defense as well seeing as that we take the hits in a group and we train our bodies as teras kasi artists. Once the defence skills are working properly, maybe we could ask the devs to add more defense to TKAs on the test center, just to see the balance etc., couldn't hurt.


3. As far the /stick goes and our speed issue. I believe that /stick would be a good replacement for power boost in the TKA tree. Perhaps it could have us follow at 4m from a person and maybe up our run speed by like 5%. To make this fair, perhaps they could limit it's use to once a minute and have it last for about 20 or 30 seconds.


4. Meditation still needs it's own experiance type. I just doesn't make sence to use unarmed experiance for meditation. A simple fix for this would be to set up meditation experiance and have it work like a scouts camp. Just take the amount healed and the time meditating into consideration and give experiance like that.


5.Ok, as far as specials go i know the devs have stated that they dont want us to be able to chain them, i can deal with that. However, Could we get them to be useful? My suggestion would be to increase the power on some of our specials and lower the HAM cost a lot. An easy way to stop us from chaining is to add a timer much like doctors have between time they can /tend a patient. *Idea just came to mind as far a the timer*


What if..... We took one of our trees and added a +attack speed type skill. It wouldn't increase our attack speed in normal attacks, however it would let us use specials closer togther. This would work off the idea that they lowered the HAM costs and added a timer between specials to prevent chaining and stacking. For instance, we could start off only being able to use a special every 5-10 seconds. Not to unreasonable. Then, for every tier of skill gained the timer could be dropped about a second. So, a teras kasi novice could use a special every 10 seconds, while a master could use one every 3-5 seconds. Just a idea, lemme know what you all think.


Oh, and please don't forget to mention attacking while moving. This is problem #1 for me.




Mordoc Lightcrest -=Doctor/Teras Kasi Artist=-
Teras Kasi Artist
"Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."
"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
-Page 267, SWG Strategy Guild
Fool-on-the-Hill
Thu Aug 14, 2003 9:07 am
#15

RokCrawler, The devs willnot even give us the time of day if we act like you want us to..We need to be civil to get anything changed.



Mordoc Lightcrest -=Doctor/Teras Kasi Artist=-
Teras Kasi Artist
"Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."
"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
-Page 267, SWG Strategy Guild
KoozPhoenix
Thu Aug 14, 2003 9:09 am
#16

Great post so far, lets keep it up


1. /agree /amen /holycow please fix knockdown HAM costs


Set them back to how they used to be, problem solved.


2. Not that ive noticed after patch. Unarmed toughness was getting better before as my skills increased, however I got the snot beat out of me by 4 capper spineflaps yesterday I was so humiliated...i used to hunt baz nitches, nightsisters, nyms, hufduns and much more... i am now bambi, insead of rambo.


Im not sure how this can be fixed...guess i need to start paying more attentionto this


3. /stick command...didnt know there was one but there should be if there is not


4. Meditation....i havent noticed anything about it since the patch...guess i need to take a closer look. IF powerboost isnt working, it needs to.


I use meditation all the time...but havent since the patch. It was working then...i hope it does now.


5.I guess the specials would be fine...as long as i didnt kill myself using them.


Question for those of you learning martial arts for real... so the more martial arts a person learns the more dangerous they are....to THEMSELVES???? come on people


High ham costs for specials are not right. if anything they should be reduced over time.


Koozyo -- Teras Kasi, and proud to be one. Skills: 1 / 3 / 4 /2






Koozyo Phoenix - Phoenix Mercenaries Commander
Teras Kasi Master // Master Creature Handler // Carbineer // Medic
MasterGraith
Thu Aug 14, 2003 9:10 am
#17

Here we go... I'm a TKA master on Kauri.


1. KD nerf. This is the worst one! It costs WAY too much HAM to do a knockdown move, period! We don't have 4k + HAM bars like everything we fight at the master level. As a Master of the art, I can't do 5 knockdowns over the period of a fight and have any action or mind bar left to anything but stand there and let the game run itself. Obviously on the white cons we masters face it can take 3 or 4 KD's to actually KD the opponent, that leaves me with about 1/3 on all my HAM's (4 KD's) and I just leveled the opponent. 1-2 seconds later they are back up with still 3/4's of their HAM's (1/2 if whimpy whites) and it's all over when they recover because I can pull one more special move and then get that awesome message 'You do not have enough pool points to do this action!' Woot!!


How to fix it? Was it broke in the first place???? Obviously the best thig to do is lower the HAM cost!! PERIOD! An alternate option is puting a timer on the KD move, with the time between moves being reduced as you progress up the balance and condition branch on into master TKA. This however is rediculous as it makes no sense whatsoever. Basically, lower the HAM costs back down or your making the TKA a JOKE!


2. Defense skills. We have those? LOL Better up the numbers on them because I have never seen my master use any defense skills. I think TKA's would have much higher defense skills, like block, dodge, defenses vs. KD, posture change etc. But dodge and block moves should be much higher, thus taking away a bit of the need for the KD move to be used. We basically get hit ALL THE TIME in melee, pretty lame.


Sorry, I kind of gave my answer to the problem in the first part. Get us block and dodge ability and points!! Lots of em until we at least see some effect from them. As it is we must just sit there and take the blows because we sure as heck don't dodge or block anything. I can fight a green con and if they get the first swing, they hit me!!!


3. /stick command ???? I'll pass since I didn't realize we had a stick command Is this somethig like a follow command?


4. Meditation branch. I see nothing wrong with the meditation branch, except maybe we should advance with meditation exp, not unarmed exp. Other than that, meditation works very well!


5. Specials. Some of the specials are neat, like the multi target moves and obviously KD's (before the patch!) Unarmed hit3 is pretty cool too, or was. I never use Warcry! If it works the HAM cost is not worth the 3 second delay you get. Berserk I only use when I want to finish off someone who is about 1/4 health, usually after a KD is landed. Never use it anymore now, +75 pts, lol!!! Plus the obvious KD nerf being the worst!!! All the other moves like body attacks, head and body, etc are meaningless because they don't do enough extra damage to really make much sense in taking your own HAM away. They are great to show off, but that is it.

Kurtzmann
Thu Aug 14, 2003 9:10 am
#18

The devs are trying to tellme that a TKA at 2/2/4/2 can't take on a dragonet? I did just fine solo and I worked well in groups as a tank. Now that's taken away from me. I don't want to hear this crap about using different special/combos etc...because they don't amount to jack. 1 dizzy, 1 stun, 1 berserk (providing they hit) take me down to half my ham while a greater womp rat is beating the snot out of me.


I'm having more downtime than when I was just 2 boxes into brawler...


Un fook this profession please or I'll spend my $14.99 elsewhere.


Now for the constructive part:


TKA was fine before the update. We weren't overpowered. Yes we had a nice little kd that worked well, but you know what? That's about all we had that worked well.





--Klatu
Former MCH/TKM
DOC/TKM
cilled
Thu Aug 14, 2003 9:10 am
#19

Ok you want input you got it,


The KD nerf is rediculous as I posted earlier it was our saving grace the item that made us useful, now a group won't touch us. They complain about KD spam fine put a timer on it, the cost before the nerf was fine. Give it a 10 second timer, if you are smart like a lot of us you already realize KD spamming is not necessary to fight, simply wait about 6-8 hits and hit KD again, but with the current application of 730 dmg to my ham for using KD with my knuckler (and no I shouldn't have to take it off to use my specials effectively) I die in a matter of moments to more than one blue or a single white. If this is part of their vision to make it take several thousand con blue kills to try to raise a level then good for them but that is not what those of us that casually play are looking forward to. Simply put the supposedly feared Teras Kasi Artist is now a complete waste of time because the move that makes us dangerous is not useable.



Defensive skills, we have NONE, we are supposedly at high levels able to evade blaster fire to quickly drop our opponent to the ground, THAT IS UTTER NONSENSE. Not only have I not once managed to dodge a blaster bolt I die faster to a ranged opponent than a melee. Now THAT IS BALANCE before patch yes I could solo some things that were admittedly too high, but why shouldn't I win a one on one fight against a mob that put his or her gun away and pulled out a knife when TK is supposed to be good at a melee fight? I still got incapped pretty easy against multiple mobs regardless of the color con. The fact is the only thing that unbalanced us before was we couldn't catch our ranged opponents which was pretty bad for us and the tradeoff was we could keep them down IF we could knock them down and now we can not even use our KD which was our DEFENSE and the ranged enemy can STILL just run and shoot us to death.



We don't need a /stick command what we need it to be able to punch while moving, the ranged can shoot while moving why can't we punch while moving?



The meditation branch is fairly useless except for stopping poisons and disease, the Power Boost ability is a joke, I take over 130 Mind wounds for a 30 seconds stat boost which does me no good then go sit in a cantina for a while. I have not gotten to Meditation 4 so I can not comment on the use of Force of Will. Give the power boost a useful long lasting ability for the damage it does to us or get rid of it, the cost on the mind wounds is far too great to find any use for it.



Our specials didn't need to do more damage, our specials needed to be left alone. KD was the most useful of our specials and with it useless to us now the other specials do not replace it, and as some are saying use lunge and dizzy, ok but I DID NOT become a TKA to use brawler specials because they nerfed the specials that TKA were given. The unarmed body/arm/head hits are useful mainly for finishing things off, the Combos look good but they are pretty useless overall and once again we end up back at KD because it was our useful special, I could care less if it only did a small amount of damage, it allowed us to fight effectively in most situations and gave us a fighting chance against the run and gun ranged folks who tore us apart bad again and again and now have no trouble with us at all. You want a useful suggestion for our specials, here ya go, give us back the one that is useful, and up the damage potential on the others, and when I say that I mean give us our KD back the way it should be WITH A TIMER ON IT and give our other special attacks a chance to do larger damage.


A comment made by one of the Devs was along the lines of if we could catch our opponent they die, funny thing is with our current situation not only can we not catch them because we never could, if we by some dumb luck blind side them and catch them we can not knock them down to the ground to beat them they run and we die.



Yours truly and honestly


Cilled Arack (once a tka slowly closing on master now a scout medic lack of combat skill melee)


"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 (now obsolete since last patch)

Selwynn
Thu Aug 14, 2003 9:11 am
#20

Specials is number FIVE?

To me, the cost of our other special moves should be issue number ONE. I don't mind a change to knockdown (but I don't mind it being an issue that is raised) but there just seems to be no reason whatsoever to increase the cost of other special moves. I think the order should be:

1. Special move costs
2. the insane VK penalty which prohibits using any moves at all while equipped
3. RANGED DEFENSE
4. Meditation Branch
5. Knockdown - why does our knockdown cost MORE than ranged usuers? Ranged knockdown is already superior becuase its.. R A N G E D. It should cost more and our cost less.



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Cllever_Ami
Thu Aug 14, 2003 9:12 am
#21

1.) KD for unarmed = insane!?! nearly 300 HAM cost with no VK's while Pistoleers are at 140 HAM cost!?! Now thats...well...intersting, they call this balanced? This should be looked into.


2.) KD shout not cost this much HAM, instead cost should be lowered, but with a KDreset timer. I.E. once KD lands on NPC or PC it can not be landed again for 10-15 secs or what not..that will cure the spamming issue, while still being balanced.




_________________________________________

Two wrongs don't make a right, but three lefts do.
Selwynn
Thu Aug 14, 2003 9:13 am
#22

By the way ~ after Q's last response to issues I feel this whole correspondant thing is a **edit**king bulll**edit** PR joke and I have absolutely zero confidence that any issue we mention will be taken seriously at all by anyone.



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Aetherium
Thu Aug 14, 2003 9:17 am
#23

Just the fact that /beserk and /knockdown are the only two useful skills in the TK line right now is sort of strange... maybe they need to make it so we have incentive to actually use our other skills more often than just a /beserk and wait until the thing dies. Beserk is an unarmed skill, yet it's more used by TKAs than any other! Isn't that a bit strange to anyone? How about some bleeding attacks, or make our effects stick longer, or something useful!
RokCrawler
Thu Aug 14, 2003 9:17 am
#24

I understand your point, but must strongly disagree. I played EQ from the time it went live until SWG came out. In the early days of EQ the "Ranger" was a viable and sought after class. Then thier "Vision" changed making it a worthless class for over 3 years. They fixed it in the end, but for me 3 years is to long to wait.


If we do not stick to our guns, this will not get fixed. Ever. If we continue to address other areas of concern, then we are telling them that we will continue and that we, though we may not like it, accept their changes and will continue on anyway. I for one WILL NOT continue until this has been address and fixed.


I make my stand here.

Selwynn
Thu Aug 14, 2003 9:17 am
#25

Last thing -- for those of you advocating a delay for knockdown -- SHUT UP. Do you honestly thing given SoE's record they would appropriately or effectively implement this? No, you know the delay would be 30 seconds or a minute, and then we would be in worse shape. Just make HAM costs the same as other knockdown users, or cheaper than ranged KD users which only seems fair. And AoE knockdown? Triple the cost.



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Oteg
Thu Aug 14, 2003 9:17 am
#26

kd - the ham cost of kd is fine without knucklers on - provided it costs the same for all classes that can kd. the problem is the ham cost to use vk's. i'm just trying to rmember here i dont have exact stats but i have a 29-132 1.6 sliced knuckler and a 56-128 1.3 sliced scout blaster. ham costs on the vk are like 38/54/48 or something, and the scout blaster is 11/25/11.



a pistol speciliast in marksman attacks as fast as a master power tka with this combination because of the 1.0s hard cap. tka's should be allowed to go below the hard cap, or their base attack and specials need a huge boost in damage capability.


we need dodge that works 60%+ of the time at master tka. we need an evade that works 60% of the time at master tka. we need a counterattack that works 50% of the time at master tka. tka = defense and offense, not just offense. the skillchecksk for these attacks should be dodge/evade/counter in that order for each hit from a single attacker, and as more attackers hit you the chance for a successful skil check would lessen by about 10% per extra attacker.


tka should be penalized for using armor. the profession does not wear armor. armor is too heavy for someone swinging all 4 limbs. per haps a unique tka light armor that can only be worn on the forearms/chest/hands/feet is in order. it would provide low energy/high kinetic (i am not wonder woman, i cant block shots with my gauntlets) but with very very low encumberance.


vk's need to be viable. using no vk should be just as viable.there should be NO SPEED INCREASE for the vk's. in fact, vk's should not have an attack speed. we need our base speed sped up substantially so that we are at 1.0s at master tka without vk's. vk's should ony be used to add damage, but the ham costs need to be reduced to 1/4 of what they are now to be in line with other weapons that are that damaging - like scout blasters and vibroblades.

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