Teras Kasi Archive
Thread: TKA Advancement/Specials Some ideas
A lot of the ideas sound really good, but have not attained high enough level yet to even use a lot of the current ones. Also I am not involved in PvP so not sure how these would effect PvP.
But as a TKA novice, I see I few ideas I would like to of seen
1/ Would like to of seen the speed increase in novice TKA to match the damage, Have to use VK's to get a reasonable speed to hit at this level. Which means specials cost more unless you unequip them, but then you loose your speed advantage.
2/ The knockdown1 and even lunge1, I find completly useless, only way I can get a hit in is to have VK's equiped (was 2.4 speed, I sliced them and got them down to 1.8 speed)so suffer with High ham costs for using it. Even then the creature is up again without hardly any damage before I get more than one hit in.
possible fix would be to make knockdown last about 10 seconds, but the actual knockdown itself does zero damage (it may do this anyways never really noticed, apart from my rapidly vanishing ham bars), also remove the timer, but don't allow another knockdown to take effect until the current effect has expired.
As a TKA if they allow you to get close enough to hit them, they deserve to be down on the ground and helpless. You have a 5m weapon range, they had a 0m to 64m weapon range tostop you in.
3/ Also think the meditation line should increase your regen rate, not by much, but at Master TKA your regen rate would be doubled. This would also make the meditation line more worthwhile, especially to those of us that use the VK's for a speed increase.
Could probably think of more but as is I have to use stimpacks if I use specials and Muon Gold to boost my mind so I can use enough of the stimpacks. It works but always have a lot of downtime, even taking on fairly tough white cons.
A lot of the time for me specials cause me more harm then they do damage to the creature, and I seem to have 5 berserk1 failures in a row quite often, so given up even using it. If I try to blind, stun then dizzy (tried with and without the VK's but only effective enough with the VK's due to the hitting speed increase), Usually have to regen hams after every creature.
I am sure some of my ideas will change when I get to master tka, but these are still some of the things I would like to see implemented as well.
Oh my current skills levels of the week are
TKA (0,1,1,2), smuggler (0,4,2,4), Master Marksman, Novice Medic (ex Master Doctor).
yeah, i wish we could meditate off the wounds (or why get them at all) without losing the buff
perhaps the effectiveness of the health/action buff could be increased too (i'm too cheap to buy a 2 hour buff
)
it would be even nicer if it added to secondarystats...(thus giving us increased "power" by letting us do more specials)
WHOA
that gives me an idea
maybe it could like triple your strength/quickness/focus and reduce your regens by 1/2...or something like that....power...but...you lose out on regen...that sounds quite fair to me
that's so good i'm going to put it in yellow...we'd get downtime and all that but be able to do more specials...granted, a doc buff would still be stronger, but...this is free (did i mention i'm cheap?)
Leaving it in anyway similar to what it is also means that the duration of the buff needs some kind of adjustment.
I just don't think it's effective in any way in it's current incarnation.
I think your suggestions make a great base of ideas for developers to go by and balance. Xahn, please forward this post to the appropriate developer. Thanks.
Ok just read a post by Holo talking about the "Fudge Factor" which was basicaly saying that they are seeing a possible 12m/2 secdifference between what you see on your screen and where the target really is.
SO... as an addenum to the "Close" command, have the effective range of the TKA to the target he uses the command on be increased to compensate. Since they have an idea of the distance that is the problem, then it should be eaiser to adjust.
Alot of these are good ideas, but I say they make us able to HIT in PvP before they fix the other stuff
We can't hit because we can't know where they are.
One thing that bugs me is if you are out of range, you lose your assigned special.
I would suggest that the "QUEUE" only fire a move if you are in range, instead of auto-clear. That way you don't have to run behind the guy hoping that you are hitting the right button at the right time. Just set it as your next attack and when you get in range, it fires.