Teras Kasi Archive

Thread: TKA top five issues 5-5-04

Ryutek
Wed May 05, 2004 9:29 pm
#14






RunemonIV wrote:


you will remember that i asked for everyone's opinions about what they feel the top five issues are..

And I gave my opinions. No different there. The way to ensure the proper questions are asked is through discussion, and I provided valid points about why I felt your questions needed adjusting. Simple enough.


I gave the community mine... There are things that are important to everyone but i believe i hit the nail on the perverbial head because im echo'ed in later posts..


I understand what it is that you are tryin to accomplish but alot of the "old" top five community questions and wants have either been answered or solved. There are indeed bugs upon bugs in this game.. and from reading your list i think that i summed it up in FIVE issues.

I disagree completely. You took a part of the list and summed it up, but not all items were addressed. Yes, some of tehm are old, but newer ones have been introduced. I'm sorry to say it, but we do have more than 5 issues.


put simply, I have stayed out of the TKA loop because I felt I had no voice, that my voice didnt matter no matter how long I played as TKA. Im in no means uberific in PvP I can hold my own in the GCW given certain circumstances. The bugs listed here hurt us as a Profession... but do not hurtsome as some maybe dabblers what ever the flavor of the ice cream you like its there. That is what sets this game apart from the rest.

Not sure why this was mentioned, as I made no reference otherwise. I am a strong proponent of making certain that "dabblers" are not hurt in any way, but that there are also perks for Masters.


I didnt have to become a ranger because im a woodelf ect. Im a zabrak that started out as a marksman and thought pistols just boring after an hour of playing with them.


TKA is more to me than just kicks and punches, but others dont believe as I do and, hey that's fine too..

If I didn't feel this way as well i wouldn't be so interested in the idea of a TK Order, now would I? Perhaps you misread my posts, or my intent at any rate. If you do not want to debate on these, and instead have every person list 5 and try to come up with whatever appears through majority count, then you do a disservice to the community because the questions were not discussed to try to bring everything into perspective and get the right questions asked.










Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
khamafeu
Thu May 06, 2004 6:03 am
#15


I just finished fencer and am starting on unarmed. I did fencer with a friend whjo was doing Teras Kaai. Not considering Pvp which we never did as a group and in which I'm not involved yet.


- He was using VK from the start, he was non-certified and was doing -20 dmg per hit but at a much faster rate.


- Apart frm the inicial tough grind to novice Teras Kasi, the rest wasa breeze.


- He was much faster and hit for more damage, always. notice that I have 4 colums devoted to getting better in combat while teras kasi only has 3, the meditation line is a support line.


- We are both master now, and he is faster than me, he hits for more 200 dmg, our defenses are similar. He has the meditation line. He has Knock-Down attacks which send me down everytime, if we duel I'm going to be stunned, dizzied and whatver because of hit3. I don't dodge much. Usually I go down and get pounded on the ground.


- My advantages, when fighting PvE He is usually stronger than me but with lower staying power, he eats up his mind very, very quickly. CoB makes a difference on PvE. I have another damage type which sometimes comes in handy.


- All in all as a stand alone I think Teras Kasi is better than fencer on PvE. I agree ppl cry nerf a lot more than they should. But consider the meditation line. When you put Teras Kasi Master on par with any other brawler class you get much the same values, with advantages to one or another. You must see that the meditaion line is unique and it isn't costing the Teras Kasi anything, he doesn't hit slower, he has the second best defenses, he can target any Ham bar, he has a Knock-down attack, area attacks... What is he missing? What makes up for the "extra" meditaion line? Has got to be lack of DoTs and lack of aditional damage types. If you give Teras Kasi extra damage types and Dots it will be like other melee classes but heals himself, buffs himself. In other words just better, no trade-offs.



Not crying nerf the Teras or anything, must the Teras has to be on par with other classes and right now, ok, maybe a little better but there is always someone better why not teras, as soon as you guys and me soon can have another damage type... not good. Too good. My reasoning here is the same as when I look at the carabeneer, he has no defenses, melee and ranged. He seems plain worst than the others so I guess his specials are very good, this way I can look at him and say ok, maybe not the best but has astenght for his weakness. In 33 Professions some will be better than others, unavoidable. Some strenght are much stronger than others and some weaknesses kill while others are perks, but ok.


I'm not a big specialist, I'm no pro but this is what I gathered so far,

Arianrhod



Visit Pookie Mall, Naboo - Theed (-4494 , 3164) 1000m out of theed.
We Sell All Architect goods, Artisan items, Smuggler Goods, We have 2 richly stocked Loot vendors and our UNIQUE all furniture vendor both crafted and looted furniture!
khamafeu
Thu May 06, 2004 6:05 am
#16



I just finished fencer and am starting on unarmed. I did fencer with a friend whjo was doing Teras Kaai. Not considering Pvp which we never did as a group and in which I'm not involved yet.


- He was using VK from the start, he was non-certified and was doing -20 dmg per hit but at a much faster rate.


- Apart frm the inicial tough grind to novice Teras Kasi, the rest wasa breeze.


- He was much faster and hit for more damage, always. notice that I have 4 colums devoted to getting better in combat while teras kasi only has 3, the meditation line is a support line.


- We are both master now, and he is faster than me, he hits for more 200 dmg, our defenses are similar. He has the meditation line. He has Knock-Down attacks which send me down everytime, if we duel I'm going to be stunned, dizzied and whatver because of hit3. I don't dodge much. Usually I go down and get pounded on the ground.


- My advantages, when fighting PvE He is usually stronger than me but with lower staying power, he eats up his mind very, very quickly. CoB makes a difference on PvE. I have another damage type which sometimes comes in handy.


- All in all as a stand alone I think Teras Kasi is better than fencer on PvE. I agree ppl cry nerf a lot more than they should. But consider the meditation line. When you put Teras Kasi Master on par with any other brawler class you get much the same values, with advantages to one or another. You must see that the meditaion line is unique and it isn't costing the Teras Kasi anything, he doesn't hit slower, he has the second best defenses, he can target any Ham bar, he has a Knock-down attack, area attacks... What is he missing? What makes up for the "extra" meditaion line? Has got to be lack of DoTs and lack of aditional damage types. If you give Teras Kasi extra damage types and Dots it will be like other melee classes but heals himself, buffs himself. In other words just better, no trade-offs.



Not crying nerf the Teras or anything, must the Teras has to be on par with other classes and right now, ok, maybe a little better but there is always someone better why not teras, as soon as you guys and me soon can have another damage type... not good. Too good. My reasoning here is the same as when I look at the carabeneer, he has no defenses, melee and ranged. He seems plain worst than the others so I guess his specials are very good, this way I can look at him and say ok, maybe not the best but has astenght for his weakness. In 33 Professions some will be better than others, unavoidable. Some strenght are much stronger than others and some weaknesses kill while others are perks, but ok.


I'm not a big specialist, I'm no pro but this is what I gathered so far,

Arianrhod



Visit Pookie Mall, Naboo - Theed (-4494 , 3164) 1000m out of theed.
We Sell All Architect goods, Artisan items, Smuggler Goods, We have 2 richly stocked Loot vendors and our UNIQUE all furniture vendor both crafted and looted furniture!
3D4D
Thu May 06, 2004 8:40 am
#17





Post them up and let them be known


1. defence acuity not currently working for cob with tka (there are defence bonuses with cob, however they are so slight as to not make a difference)


Not a big issue, but one I would like to see addressed.


2. FoW timer should be reduced as the results are too iffy


I agree on number 2, the timer should be reduced to 30 minutes. In my opinion nothing in this game should have a timer over 30 minutes. Most battles are over within 10-15 minutes, so no reason to wait 45 minutes before you can do it again in a different battle.


3. A dodge would be nice maybe not as high as that of pistoleer but atleast on par with the fencers


I would have to disagree, we don't need a dodge.


4. as it stands we are the only profession with a single damage type I would like to see others (remember this is a give/take situation. If we get more damage types our damage may not stack with the VK's anylonger)


Single damage type is good, I would rather keep the single damage type any day, rather than give up attack power for a few different damage types. I have said it before and I will say it now... If you want an additonal damage type then go pick up another profession like pistoleer. Thats what Im doing.


5. More mysticism in our profession, possibly some TKA specific missions and quests


This is a good idea, perhaps we could become the BH of the melee world. Just add an ability to Meditation IV that would let us track jedi while meditating. This doesn't even have to be PC jedi, it could be NPC for all I care, but we really should have a cool tracking ablity when we meditate to go with our new mystic title.







/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
zazo
Thu May 06, 2004 9:15 am
#18

my top 5 issues



1. 80% kinetic comp armor makes tka alone useless in pvp. I'm looking forward to the reported heat vks but what I'd rather see is vks with ap2 rather than a different dmg type. That would be enough balance for me.


2. Better balance, in otherwords better defense v posturechange and dizzy nothing spectacular but for the profession that is really all about "balance" I shouldnt get kded so much


3. hmmm honestly I think thats it? as many have already said tka does not have to be a sole profession I myself am a master tka/smuggler/pistoleer. The profession itself is well worth the skill point expendature.





Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


zazo
Thu May 06, 2004 9:16 am
#19



bah double post ....thats the third time today

Message Edited by zazo on 05-06-2004 12:16 PM



Zazo Flyrider
Leader of DN/Non-smuggling smuggler since Sept' 03
NinNyang Ninnang Nynyang Nin Nong Ninnang


RunemonIV
Thu May 06, 2004 10:33 am
#20

keep em coming and once again... my top five issues are just my opinion if you feel otherwise feel free to post yours



Day one Veteran of the game.. just a little fed up.. /tiny
JediMasterZero
Thu May 06, 2004 10:40 am
#21

Way to post your top five issues *after* the correspondent slot was officially open....hehe.



Kyp Emique ~ Jedi Padawan
Pyk Sesom - Master Bounty Hunter

There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Combat Upgrade.
Morphink
Thu May 06, 2004 10:44 am
#22

It's nice to see a top 5 with some input that isn't 6 months old, and it will help jump start the next correspondant. All good things.



Morph Fink - Master Smuggler
&
Aesh Tongro - Master Track Star

SOAL Valley - Sunrunner
Imp Radio Transmission: "I don't know what the technially millitary term for it is. But we're pretty f*%@ed up down here. We need men!"

Rebels Intercept and Respond: "Dude, how long have you guys been down there?"
JediMasterZero
Thu May 06, 2004 11:27 am
#23


My spin on the compiled issues:



  1. The Force of Will timer is quite long compared to the duration of battles. Can we get it reduced, and if not why? I would vote against this..we're the only profession that has the ability to essentially rise from the dead. Shortening that timer would give us a great advantage. Remember...we're not supposed to be getting incapped in the first place.


  2. Gameplay - Defense Versus States - We have very low Defense vs. KD and Posture Change, as a close quarters specialist we should be quicker on our feet, and thus tougher to knock down. (It even states in the available documentation that we are difficult to knock down at Master). Certainly a solid issue here. A TKM should be a lot harder to KD than other combat types.


  3. What is the status of fixing Unarmed Combo 2? Currently it only reports 1 point of damage dealt, when we know otherwise through testing No comment necessary. Glitch that needs fixing.


  4. We are the only profession without a DoT attack. What can be done to resolve this? Or, if we are not getting one why? Two sides can be put to this argument. We do a massive deal of damage in a short amount of time - most people would argue against us getting a DoT attack in addition to our current skills. However, as any TKA would understand, when we fight high kinetic resistive mobs,our attacks arevirtually nullified. But does that warrant us receiving a DoT attack? A question for the devs to sort out, methinks, but an issue to be raised all the same.


  5. Would it be possible for Teras Kasi Artists to purchase Architect craftable Dojos? (we need specifics on what benefit this would be or if it would just be like a house to round out the question)A great idea, and I'm all for it. It could perhaps be an arena where no db's can occur...so TKA's can spar with each other without fear of getting db'd. If possible, the incap-to-death counter should also be voided in such Dojos.


  6. It has been reported by some that our state effect attacks never stick on high end mobs (blind, dizzy, stun never stick, KD sticks at times). Has this been changed and when can we expect these to work again? Again, valid issue here. I myself have come across this problem fighting Force Crystal Hunters. But this may be a desired result based upon the resistivity of the mob and their armor rating level. For instance, medium armor with 80% resists = no blind, no dizzy, no stun, no kd. That makes lotsa sense right there.

  7. Fencers are getting duel wield, so are TK going to gain duel wield with VKs? For what purpose? To multiply our already massive damage? The VK effect is transferred, as is, to both hands and feet. I would think that perhaps an AP2 weapon would be much better than dual weild.


  8. Feature - Teras Kasi Order - There is no content in game to explain the TKA beyond 'Unarmed Fighters.' We would like to see some sort of organization behind the name,and know if we are meant to enforce a Jedi code, like is mentioned in the Expanded Universe. Yep, 100% agree. I posted on this in several threads. Check 'em out...they're floating near the top I think. Lots of good ideas there that I'll not bother torestate here.


  9. With last week's "19 Answers" answer to the Pikemen, you suggested that through the use of new weapons they would be able to combat some of the tougher mobs alongside other combatants (through new damage types). Are there plans for the same thing to happen for the Teras Kasi? And is it realized that the only way to get our forthcoming new weapon (the Razor Knucklers) we have to fight an NPC that has 100% Resists to our only damage type? Tough question, this. As a TKM, yes I personally want more damage types, AP2 weapons and DoT. However, in the name of balance,I understand that giving us those abilities would more than likely severely unbalance us as a class. We're already a very respectable force as is...and people would want to give us more power...? Well, I'm certain the rest of you can figure out how that story would end....


  10. With the current title changes from "... Expert", and with the most grateful change of TK Artist to TK Mystic, will our TK Expert title be changed as well? ------------


  11. Are there any plans to resolve the kiting issue for TKAs? Lunge and Knockdown. No resolve needed. You worried about catching it/him/her?Then don't try and kill it/him/her.


  12. It has been suggested that TKMs [master only] should either have PB last longer or affect all the attribute for 10 min. So, the question here is. Are there any plans to make TKA more mystical with equivilant special abilties as there history suggest? I would argue for this...power boost should be given an added duration at Mastery level. I don't believe that would unbalance anything.


  13. It has been brought up several times that TKM [master only] should have specific (certified] armor that had low HAM and Ecumbrance cost, and that had special protection against Kinetic and energy damage. Is this possible? I don't believe that any cert is granted for any armor in the game currently.Why would the developers add this extra functionality/feature for TKM's? They wouldn't and won't, and rightly so.Think of it in this light - would we want Riflemen, Pistoleers and Carbineers to have special armor that gives them higher resistance to energy and kinetic damages when they hit mastery? No we wouldn't. This'concern' is nonsense, if you ask me.


  14. Can the HAM to Special abilites ratio be adjusted more favorably? Most likely this will be handled with the combat balance patch. Just hold tight and see what happens.


These are myviews/opinions/thoughts "rooting out relevant issues".

Message Edited by JediMasterZero on 05-06-2004 11:28 AM



Kyp Emique ~ Jedi Padawan
Pyk Sesom - Master Bounty Hunter

There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Combat Upgrade.
LordMaxx
Thu May 06, 2004 11:57 am
#24


Dodge is for pistoleers and fencers just as block is for riflemen and pikemen we have defensive acuity...if they get that to work, then we do not need a dodge.


Nice post though trying to puff up your chances of being selected correspondent?

Message Edited by LordMaxx on 05-06-2004 03:59 PM



Maxx Wolfe
"I...I...I...I...Im not your steppin' stone!" - The Monkees
Leader of Team Desert Eagle and Founder of PATGWNIWNU a offshoot of RATGWNIWNU!
Chilastra/Valcyn/TC
Taidashan
Thu May 06, 2004 7:18 pm
#25

My top 5!


1. Armor Piercing 2 weapon-I propose that we have teras kasi masters have an armor piercing of one. Therefore, when equiping normal vibro knucklers, TKM's have ap 2. Simple and elegant solution. Prevents dabblers from using an ap 2 vibro.


2. The normal CoW/FoW/Defense Acuity-This has been repeated over and over, why give an explanation when there are already better ones out there?


3. Content-We need content! Either tka specific missions or other related occurances. This is a must.


4. Power Boost-This needs some definate tweaking. Power Boost needs to have an extended time when master and should also, in my oppinion, increase in effectiveness when master. 500 points to HAM is not much, docs can get 5 times that. We should at least get 500 to all stats at master. Otherwise, keep this skill as it is, if not master. I want to have TKM's be more powerful then dabblers!


5. More Defense-This needs to be experimented with. Currently, we are the only proffession with a KD/Dizzy move...Why is it then that we have some of the lowest mods in this? Seriously, if we know how to inflict them, shouldnt we know how to prevent them? Again, I suggest that at master we get a big bonus to Knockdown and Dizzy def. This solution is logical as well. Think about it, When in training, we are learning the basics and then developing them. However, when one masters something, one has quite a lot of experience in that proffession. Time to experiment and develop advanced methods. Therefore, we should get many of our mods when we hit master.


Anyway, I hope that my opinions will be delt with accordingly...Seeya!



"Only a fool does not fear. However, the brave are the ones who act despite that fear"
Valor
Fri May 07, 2004 12:34 am
#26









  1. The Force of Will timer is quite long compared to the duration of battles. Can we get it reduced, and if not why? Imo ask for 30 min timer...1 hour is a bit ridiculous

  2. Gameplay - Defense Versus States - We have very low Defense vs. KD and Posture Change, as a close quarters specialist we should be quicker on our feet, and thus tougher to knock down. (It even states in the available documentation that we are difficult to knock down at Master). imo it makes sense for a TKM to have more def v kd/posture (down) than a pistoleer. so why dont we?

  3. What is the status of fixing Unarmed Combo 2? Currently it only reports 1 point of damage dealt, when we know otherwise through testing this should have been fixed months ago, but they already KNOW about it...dont waste in top 5

  4. We are the only profession without a DoT attack. What can be done to resolve this? Or, if we are not getting one why? we do enough dmg that we dont need a DOT...i used to think we did, but we dont. I mean it makes sense for us to have one, esp w/ VKs equipped, but dont need it imo.

  5. Would it be possible for Teras Kasi Artists to purchase Architect craftable Dojos? (we need specifics on what benefit this would be or if it would just be like a house to round out the question) heh i brought this up in the 1 question thing...this would be very cool, you would see me drop one in my city as fast as those Tie Fighters went down when the devs placed 1 per server. I suggest droppable only by masters, and you must be a master to keep it, ie like a musician/chef/dancer w/ cantina's and theaters. Maybe while inside the dojo and meditating, it provides 2x faster meditation and 2x the powerboost duration OR quantity...so 20 min PB or 1100 to PB..whichever the devs would think sufficiant

  6. It has been reported by some that our state effect attacks never stick on high end mobs (blind, dizzy, stun never stick, KD sticks at times). Has this been changed and when can we expect these to work again? I've noticed that some don't stick. Suggestions: create a blind2, stun2, dizzy2 and place them in balance4, power4 and put either blind2 or dizzy2 in master.
  7. Fencers are getting duel wield, so are TK going to gain duel wield with VKs? dual-wield would be cool. options for dual: since equipping 2 VKs, either lower the dmg on VKs while dual-wielding to prevent over powering, or have them as show only. I like the suggestion of an ap2 VK as well...it's dmg/dmg type would need to be discussed.

  8. Feature - Teras Kasi Order - There is no content in game to explain the TKA beyond 'Unarmed Fighters.' We would like to see some sort of organization behind the name,and know if we are meant to enforce a Jedi code, like is mentioned in the Expanded Universe. role of the Teras Kasi...simple Q to be asked.

  9. With last week's "19 Answers" answer to the Pikemen, you suggested that through the use of new weapons they would be able to combat some of the tougher mobs alongside other combatants (through new damage types). Are there plans for the same thing to happen for the Teras Kasi? And is it realized that the only way to get our forthcoming new weapon (the Razor Knucklers) we have to fight an NPC that has 100% Resists to our only damage type? imo the reason for 100% resists on npcs/creats is to suggest grouping, so that someone in your group can tank and the other, w/ the non-100% resist type, can do the dmg.

  10. With the current title changes from "... Expert", and with the most grateful change of TK Artist to TK Mystic, will our TK Expert title be changed as well? another one of my suggestions for the 1 Q....i personally would like to see all the "expert" titles gone, since they just look silly. As is now, we have: Master, Mystic, Expert, Monk, Warrior & Novice. Suggestions to replace Expert? ...TK Connisseur? TK Specialist? TK Soldier?


  11. Are there any plans to resolve the kiting issue for TKAs? My biggest problem is the out of range issue while at 3m...it's the server issue, which needs to be resolved anyway & the devs are already working on it.


  12. It has been suggested that TKMs [master only] should either have PB last longer or affect all the attribute for 10 min. So, the question here is. Are there any plans to make TKA more mystical with equivilant special abilties as there history suggest? meditation line is dabbled as is, esp for PB and med4's wound healing abilities. Putting a /powerboost2 in master that could enhance ALL stats OR have more benefits would be a nice idea and the true TKMs would be helped

  13. It has been brought up several times that TKM [master only] should have specific (certified] armor that had low HAM and Ecumbrance cost, and that had special protection against Kinetic and energy damage. Is this possible? TKM's need natural armor imo. look at Mokks, Dantari, Janta's, etc....none of them have armor and they have ap0-ap2 armor that is natural...i'd like to see something like this. although make it a cert in master AND can only be used when fighting unarmed

  14. Can the HAM to Special abilites ratio be adjusted more favorably? combat balance issue






so my top 5:



  1. Gameplay - Defense Versus States - We have very low Defense vs. KD and Posture Change, as a close quarters specialist we should be quicker on our feet, and thus tougher to knock down. (It even states in the available documentation that we are difficult to knock down at Master).

  2. Would it be possible for Teras Kasi Artists to purchase Architect craftable Dojos? (we need specifics on what benefit this would be or if it would just be like a house to round out the question)

  3. It has been reported by some that our state effect attacks never stick on high end mobs (blind, dizzy, stun never stick, KD sticks at times).

  4. Are there any plans to make TKA more mystical with equivilant special abilties as there history suggest? It has been suggested that TKMs [master only] should either have PB last longer or affect all the attribute for 10 min.

  5. Natural Armor: It has been brought up several times that TKM [master only] should have specific (certified] armor that had low HAM and Ecumbrance cost, and that had special protection against Kinetic and energy damage.





LordValor/LadyValor/DukeValor
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