Teras Kasi Archive
Thread: URGENT: Need information to compile the requested 20 Questions
Ryutek
Mon Apr 05, 2004 9:09 am
#14
These are listed in the order I have them, and, as evident, we still do not have 20 issues.
- Gameplay - (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being have no apparent effect. We need clarification on what these skills are supposed to do and if they are working as intended.
- Gameplay - (Old Iss) - Only One Damage Type Available - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective.
- Gameplay - (Old Iss) - Ineffective Specials - Unarmed Combo 1 and Unarmed Combo 2 deal damage over all of the HAM pools, which is ineffective when we have the ability to target specific pools.
- Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.
- 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.
- Feature - Bleed DoT - As Unarmed Combatants we should be able to cause our opponent to bleed (a DoT attack) from the immense damage we cause our target (I.e. broken bones).
- 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, whether it's to enforce a Jedi code, or just to identify with.
- Gameplay - Mission Difficulty - The Mission Difficulty stil reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
- Bug - (Old Iss) - Double Knockdown Makes Target Immediately Stand - The Mission Difficulty stil reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
- Gameplay - Dizzy has no effect on creatures. - Is this working as intended?
- Gameplay - (Old Iss) - HAM Costs (Mind) - HAM costs on many of our specials are outrageous. The only way to offset this is the required use of Entertainer Buffs or Chef Foods to enhance mind.
- Bug - (Old Iss) - Unarmed Combo 2 - /unarmed combo 2 ALWAYS reports "(TKA's Name) uses Forraderi Death Weave on (Target Name) for 1 damage!" to the TKA using it, even though it inflicts much more.
- Feature - (Old Iss) - Documentation, Part I - Our skill tree does not state what each level of meditation does making it difficult to know if everything works correctly.
- Feature - (Old Iss) - Documentation, Part II - Our skill tree does not state what each special attack does, making it difficult to know if things are working correctly.
This is what I have thus far, and it has to be in to Thunderheart in 4 days. Are there any other issues so that we can have a full 20?
Thank you for the input
DannieQuee
Mon Apr 05, 2004 10:51 pm
#15
i been playing this game since it launched. after finally getting during launch day with my two accounts, i made a tk and mastered.
i've been gone since august and came back two weeks ago. i have eto say i enjoy the changes we have received so far, but tehre are still more needed.
teras kasi are, to me anyway, akin to monks in D&D, therefore:
1) we need to attack faster than 1.0 sec. .5 sec. do not change our damage
2) we need a diff damage type in order to be effective in what i consider to be 'epic' encounters, and honestly to enjoy much of the game.
3) we need one or two reflexive defensive skills, such as evade and dodge. however like dodge in fencer, this should be a unique dodge that only works when unarmed or using vk's....call it 'unarmed dodge'. we also need a 'riposte' type effect similiar to twohand. basically one should want to master a melee without NeEDING to dabble in others. animations to go along with unarmed damage should have us flipping backwards or sideways, or simply turning our upper body away from the blow/shot
4) unarmed toughness should be doubled what it is at tkm, making a tkm not necessarily need to use armor in pve. this should not stack beyond the current +57 when using armor though. another idea is another tkm special, call it 'stone skin' available in the meditate line. like powerboost you use it when meditating and it does 25% at med II, 50% at medIV, and 100% at tkm boost to unarmed toughness, with an additional 25% boost to defense acuity and equilibrium (unarmed only, no dabbling) also at tkm. this would not be a high HAM cost special, and can onl ybe started while meditating and have the same duration as powerboost.
5) we need a dot special to be in line with other classes. i tdoes not need to do huge damage.
6) leave ham as it is. if ham costs were reduced we would be waaay too uber guys.
7) there should be at least three sets of knucklers available to tk's at various points of the tree stating at tknovice. they should go up in damage but slow down in speed as they become available.
8) i love the ribbons, but can we have diff colored ones for diff attacks plz?
9) the ranged penalty on vk's needs to be removed completely. it's not actually a logical game design for my reach to be shortned when blades on my knuckles..my arm doesnt shorten dorks!
10) a charge ability available to tkm's. this is a 10 minute re-use timer respectable ham cost ability that lets us run at 3x normal run speed for burstrun/2 duration. this ability should be given to all melee classes at master only. burstrun would not be stackable with this ability (ie. if you use it, you wont be able to burstrun immediately after.
11) skill animations need to immediately stop when i try to move. i hate using unarmed 3 then not be able to move for 5 seconds when that quenker decides to run. freakin annoying, and watching for this is how i usually beat other tk's in duels. they uah3, i run outta range, lunge+dizzy, come back in, mind hit, kd when they get up, mind hit till dead. if they could have moved and chased me while doing uah3 the fight would be a bit more even 
i've also dabbled in swordsman and fencer. fencers need dual wield and action/mind damageing specials, and swordsmen need more defensive skills. but that's another thread.
DannieQuee
Mon Apr 05, 2004 10:54 pm
#16
note that justu about every ability i mentioned is available at the master box. quite frankly most professions dont give you any incentive to get that last box unless you are hologrinding or a purist. make it more tasty then just unarmed hit 3
Ceritos
Mon Apr 05, 2004 11:05 pm
#17
Also, as a trandoshan master tka, special moves cost alot of action stats, even more than mind stats.
Jasper_nl
Tue Apr 06, 2004 6:02 am
#18
Agree on:
- Gameplay - (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being have no apparent effect. We need clarification on what these skills are supposed to do and if they are working as intended.
- Gameplay - (Old Iss) - Ineffective Specials - Unarmed Combo 1 and Unarmed Combo 2 deal damage over all of the HAM pools, which is ineffective when we have the ability to target specific pools.
- Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.
- 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.
- Feature - Bleed DoT - As Unarmed Combatants we should be able to cause our opponent to bleed (a DoT attack) from the immense damage we cause our target (I.e. broken bones).
- 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, whether it's to enforce a Jedi code, or just to identify with.
- Gameplay - Mission Difficulty - The Mission Difficulty stil reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
(Sidenote: make the mission terminals factor in enhancement packs too)
- Bug - (Old Iss) - Double Knockdown Makes Target Immediately Stand
- Gameplay - Dizzy has no effect on creatures. - Is this working as intended?
- Feature - (Old Iss) - Documentation, Part I - Our skill tree does not state what each level of meditation does making it difficult to know if everything works correctly.
- Feature - (Old Iss) - Documentation, Part II - Our skill tree does not state what each special attack does, making it difficult to know if things are working correctly.
Ryutek
Tue Apr 06, 2004 6:33 am
#19
These are listed in the order I have them, and, as evident, we still do not quite have 20 issues. I know some of them are not completely agreed upon, but after reading through a lot of posts on the forum and through the In-Concept Thread, many of these issues seem to reappear. I knwo speed was mentioned as an issue for some, but I believe the hard cap is 1 second and will not be changed, so I think the question would be what will happen with the combat balance instead (and note that the Combat Balance shoudl adress many of these issues as well)
- Gameplay - (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being have no apparent effect. We need clarification on what these skills are supposed to do and if they are working as intended.
- Gameplay - (Old Iss) - Only One Damage Type Available - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective.
- Gameplay - (Old Iss) - Ineffective Specials - Unarmed Combo 1 and Unarmed Combo 2 deal damage over all of the HAM pools, which is ineffective when we have the ability to target specific pools.
- Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.
- 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.
- Feature - Bleed DoT - As Unarmed Combatants we should be able to cause our opponent to bleed (a DoT attack) from the immense damage we cause our target (I.e. broken bones).
- 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, whether it's to enforce a Jedi code, or just to identify with.
- Gameplay - Mission Difficulty - The Mission Difficulty stil reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
- Bug - (Old Iss) - Double Knockdown Makes Target Immediately Stand - The Mission Difficulty stil reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
- Gameplay - Dizzy has no effect on creatures. - Is this working as intended?
- Gameplay - (Old Iss) - HAM Costs (Mind) - HAM costs on many of our specials are outrageous. The only way to offset this is the required use of Entertainer Buffs or Chef Foods to enhance mind.
- Bug - (Old Iss) - Unarmed Combo 2 - /unarmed combo 2 ALWAYS reports "(TKA's Name) uses Forraderi Death Weave on (Target Name) for 1 damage!" to the TKA using it, even though it inflicts much more.
- Gameplay - Animations - When using specials the animation has to complete before we are able to move. This puts us at a significant disadvantage when trying to chase down an opponent, as they automatically have a few seconds head start.
- Feature - Automatic Defensive Skills - As Close Quarters Combat specialists we should have an increased chance of evading or blocking melee attacks. (Similar to Dodge, but would need to be a separate skill that does not stack)
- Gameplay - Ranged Penalty on VKs - This does not make sense, as our use of VKs is no different than fighting unarmed. Our range should not change, nor our accuracy. (Basically the range penalty should be removed)
- Feature - Color of "Ribbons" - Would It be possible to have different colors for different specials (the "ribbons" of light that show from our hands and feet)?
- Feature - (Old Iss) - Documentation, Part I - Our skill tree does not state what each level of meditation does making it difficult to know if everything works correctly.
- Feature - (Old Iss) - Documentation, Part II - Our skill tree does not state what each special attack does, making it difficult to know if things are working correctly.
- Feature - Combat Revamp / Balance - We would like to know what exactly is going to happen with the Combat Revamp. When will it be and what should we expect?
This is what I have thus far, and it has to be in to Thunderheart in 4 days. Are there any other issues so that we can have a full 20?
Thank you for the input
Ryutek
Tue Apr 06, 2004 6:34 am
#20
Also, if there is something that you just cannot stand to see in this list please mention it and give some supporting reasons as to why, that would help me out a lot
Mori-Mori
Tue Apr 06, 2004 10:47 am
#21
Do melee fighters with ranger/scout skills still not get bonus to-hit vs. creatures? (old issue--maybe it was fixed)
I think that the meditation line is far too powerful to be available for so few skill points. Because the other melee (and even ranged) combat trees don't have anything comparable, it's a very popular line in which to invest. Instead of spreading it out over all 4 first boxes (which would raise the skill point requirement without making it too painful for dedicated TKAs), I'd like to see other classes get something as useful (but different, and of course NOT usable at the same time as powerboost). Not good to take it away without offering something in its place. I guess that's not really a TKA issue, but we'd be in better position to ask for multiple damage and armor piercing type weapons if we weren't the only ones with this REALLY nice skill line. I think the med line is what balances out our poor weapon selection.
I think that the meditation line is far too powerful to be available for so few skill points. Because the other melee (and even ranged) combat trees don't have anything comparable, it's a very popular line in which to invest. Instead of spreading it out over all 4 first boxes (which would raise the skill point requirement without making it too painful for dedicated TKAs), I'd like to see other classes get something as useful (but different, and of course NOT usable at the same time as powerboost). Not good to take it away without offering something in its place. I guess that's not really a TKA issue, but we'd be in better position to ask for multiple damage and armor piercing type weapons if we weren't the only ones with this REALLY nice skill line. I think the med line is what balances out our poor weapon selection.
Ryutek
Tue Apr 06, 2004 10:53 am
#22
I actually agree with you Mori, but the majority of people who have posted so far are in favor of adding another damage type, and since I am trying to compile this for our Correspondent (who I am now wondering about
) I have to make sure it reflects the majority opinion.
Personally, I would remove the request for another damage type and instead see about trying to get those 100% Kinetic resist mobs changed (even if it was only to 90%, at least give us a chance).
The only problem with this is that then you are asking for something that has to happen for all professions (meaning no 100% resist on anything or someone will cry foul).
This makes it a lot easier to see about the addition of another damage type, either through a special attack that causes a specific type of damage or a different type of Vks (or make our bare hands restraint damage and VKs kinetic, but that doesn't really make sense).
Ryutek
Tue Apr 06, 2004 10:54 am
#23
Oh, and yes Scouts / Rangers do still get a bonus to-hit against creatures, but whether it actually works or not I'm not certain.
evetsleep
Tue Apr 06, 2004 10:58 am
#24
Ryutek wrote:
20 Issues Thus Far
These are listed in the order I have them, and, as evident, we still do not quite have 20 issues. I know some of them are not completely agreed upon, but after reading through a lot of posts on the forum and through the In-Concept Thread, many of these issues seem to reappear. I knwo speed was mentioned as an issue for some, but I believe the hard cap is 1 second and will not be changed, so I think the question would be what will happen with the combat balance instead (and note that the Combat Balance shoudl adress many of these issues as well)
- Gameplay - (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being have no apparent effect. We need clarification on what these skills are supposed to do and if they are working as intended.
Don't think there is any debate on this one.
- Gameplay - (Old Iss) - Only One Damage Type Available - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective.
This is something that is highly debatable. I think this has been beat into the ground as to the actual debate, but asking for more damage types is asking for nerfs on our other "skills" imho.
- Gameplay - (Old Iss) - Ineffective Specials - Unarmed Combo 1 and Unarmed Combo 2 deal damage over all of the HAM pools, which is ineffective when we have the ability to target specific pools.
Don't think there is a debate here.
- Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.
Don't think there is a debate here.
- 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.
Don't think there is a debate here. Even in the documentation it says we are impossible to knock down at master.
- Feature - Bleed DoT - As Unarmed Combatants we should be able to cause our opponent to bleed (a DoT attack) from the immense damage we cause our target (I.e. broken bones).
Same argument about more damage types. Getting a bleed (which are pointless now anyways) would be asking for balancing "nerfs" elsewhere.
- 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, whether it's to enforce a Jedi code, or just to identify with.
Don't think there is a debate here.
- Gameplay - Mission Difficulty - The Mission Difficulty stil reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
Don't think there is a debate here.
- Bug - (Old Iss) - Double Knockdown Makes Target Immediately Stand - The Mission Difficulty stil reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
Don't think there is a debate here.
- Gameplay - Dizzy has no effect on creatures. - Is this working as intended?
Don't think there is a debate here.
- Gameplay - (Old Iss) - HAM Costs (Mind) - HAM costs on many of our specials are outrageous. The only way to offset this is the required use of Entertainer Buffs or Chef Foods to enhance mind.
Same agrument as multiple damage types. We pay a price for being able to sell buff, heal ALL wounds, etc...
- Bug - (Old Iss) - Unarmed Combo 2 - /unarmed combo 2 ALWAYS reports "(TKA's Name) uses Forraderi Death Weave on (Target Name) for 1 damage!" to the TKA using it, even though it inflicts much more.
Don't think there is a debate here.
- Gameplay - Animations - When using specials the animation has to complete before we are able to move. This puts us at a significant disadvantage when trying to chase down an opponent, as they automatically have a few seconds head start.
Don't think there is a debate here, althought this is an issue for all brawlers.
- Feature - Automatic Defensive Skills - As Close Quarters Combat specialists we should have an increased chance of evading or blocking melee attacks. (Similar to Dodge, but would need to be a separate skill that does not stack)
This is what CoB and Defense Acuity is "supposed" to be.
- Gameplay - Ranged Penalty on VKs - This does not make sense, as our use of VKs is no different than fighting unarmed. Our range should not change, nor our accuracy. (Basically the range penalty should be removed)
Don't think there is a debate here.
- Feature - Color of "Ribbons" - Would It be possible to have different colors for different specials (the "ribbons" of light that show from our hands and feet)?
Don't think there is a debate here. Multiple colors, perhaps an option, would allow brawlers to distinguish themselves from each other with different colors.
- Feature - (Old Iss) - Documentation, Part I - Our skill tree does not state what each level of meditation does making it difficult to know if everything works correctly.
Don't think there is a debate here.
- Feature - (Old Iss) - Documentation, Part II - Our skill tree does not state what each special attack does, making it difficult to know if things are working correctly.
Don't think there is a debate here.
- Feature - Combat Revamp / Balance - We would like to know what exactly is going to happen with the Combat Revamp. When will it be and what should we expect?
Don't think there is a debate here. Fencers and Pistoleers are getting dual-wield (as already publicy stated by the DEVs), while they have not said anything about TKM's. I think its only fair to ask as it makes sense.
This is what I have thus far, and it has to be in to Thunderheart in 4 days. Are there any other issues so that we can have a full 20?
Thank you for the input![]()
Ryutek
Tue Apr 06, 2004 11:01 am
#25
Thank you VERY much evetsleep ![]()
It's difficult to get the right feel of what everyone is trying to say when you've been on other boards for so long. I finally went back to TK about 3 weeks ago (last time was just after launch), so I'm having to catch up on a lot ![]()
Message Edited by Ryutek on 04-06-2004 02:02 PM
Mori-Mori
Tue Apr 06, 2004 11:08 am
#26
what I meant to say was that the bonus vs creatures (at one time) applied for ranged combat only, in spite of all the melee rangers out there. (if it ever actually worked even for THAT i don't know.) It's actually REALLY unimportant even if it does work and no matter how it works. I guess it can be squeezed into the section on "not having descriptions of stuff", and probably belongs on the scout/ranger list instead of ours...disregard!
Apparently we're really not in bad shape if this is the best list of issues we can come up with.
Apparently we're really not in bad shape if this is the best list of issues we can come up with.