Teras Kasi Archive
Thread: I dunno about the rest of you...
LirielTheDrow, directly attacking someone really isn't the right course of action - especially considering that he hasn't attacked anyone that I could do.
Also, unequipping a weapon while in battle isn't the easiest thing to go (colors in the game prevent the hotbar from displaying the color of equip vs none-equip very well). *shrug* maybe it's easy for you to unequip stuff in battle, and maybe it is...dunno, but without some new colors in the hotbar, I can't tell when something is equipped and when it is not.
I still think nerfs are not the answer to the problems ![]()
Yesterday, I gained about 350K unarmed exp plus about 100k of CH exp killing reds. I'm only at Expert Power with Int Balance.
I'm tired of hearing people complain about the nerfs and all that. The profession is called Teras Kasi Artist not Teras Kasi God. I have no problem with the current state of knockdown. **edit**...I have trouble with a Mountain Squill, now. I guess I shouldn't take on something with 11K HAM, eh? Admittedly, the cost should be the same for all classes, but what's the point about worrying what everyone else has/does? Concentrate on your own class.
Everyone seems to want to concentrate on everything that's negative instead of just having fun. I guess if spamming knockdown is your kind of fun, then perhaps you shouldn't be playing anymore. Just my opinion.
Anyway, have fun people, quit worrying about everything like it's a personal attack at you. Geesh...
Thanks for starting a positive thread, Liriel (read much?
What a well-crafted post, LirielTheDrow.
Unfortunately, I don't believe a word of it, especially your second paragraph. I'm not flaming you. It's just what I believe (or don't believe, as the case may be).
I don't think people are mad because it takes a little more effort to solo mobs, Wookinpanub. Sure, we use workarounds, we become master medics (because, let's face it, it's mandatory) and we 'manage'. However, at Teras Kasi Master level, it's still rather annoying to get killed by certain white/blue mobs that give little to no XP. If you think that is 'fine', then you're a more accepting person than I am.
LirielTheDrow wrote:
But I'm still having a ball killing powerful mobs and npc's, and dropping every player I catch in pvp. Granted, I'm not soloing 3 rancors at once, but I can still take a rancor with some help from a tanking pet and that to me seems to be more than sufficient (being able to take a red con seems to me to be plenty strong) Red con npc's go down far easier and don't even require a pet to kill except in the cases of things like night sisters and jedis and I dunno that a tka should really stand a chance against these things 1 on 1. I know some people have quoted books and whatnot about how powerful the tka master should be but if a tka can take out a jedi, then what point is there to having jedis available in the game? You have to make allowances to a class to make it more balanced and viable in a gaming atmosphere.
As for pvp, I love it. I'm a little twi'lek female running around in a ball gown or fleshwrap, knocking bounty hunters on their backs and smashing the tar out of them before they can ever get back up. If I get kited of course I die, but with tools like unarmed lunge I rarely get kited anymore, and kiting takes so long now with the dmg reduction that there's a lot more opportunities for me to capitalize on an enemies mistake (getting within unarmed lunge range). Unarmed lunge, stun, knockdown 2, and pound until dead. The dev's have said of being kited that that's the trade off for being so deadly in hand to hand and I for one totally understand what they mean.
I know, we can't solo kimogilas anymore, but so what...we had no business soloing those things anyway, and it's not like we're the only class that got nerfed. Who needs to solo 3 rancors at once anymore now that CH's can have at most 1 rancor out at a time, and pistoleers and bh knockdowns and costs have been hit hard too, so it's more of a dropping of the whole playing field than it is a nerfing of just the tka. Go over to their boards and read what they post, they complain of being worthless too, and Bob cancelled his account, and Fred is demanding that his class be restored, and Sam is leaving the profession so he can be something good.
I guess my point is, maybe it's not as bad as everyone thinks. I personally am just along for the ride, intent on finding the best combinations for me, and having fun doing it. If anyone decides they want to quit because of the nerfing I guess that's their perogative, but I personally am still having fun and will be here to stay for quite some time to come...unless they don't nerf down those fargin retarded AT-STs...overpowered pieces of lame...*cough* ahem anyway, back to the game.
Liriel Baenre
PS - I have asbestos underwear on, flame away.
Liriel,
No flame just a question so I understand your POV, you have mentioned your ability to solo diffrent mobs before and now, but when you say solo are you talking about your ability to solo as a Master CH with TK skills?
If you are I think it would be fair for folks to have some context for your post. They suggest that you are doing all of this as a TK, but based on your CH post I assume you are a master CH, right?
dB
Metherian wrote:
What a well-crafted post, LirielTheDrow.
Unfortunately, I don't believe a word of it, especially your second paragraph. I'm not flaming you. It's just what I believe (or don't believe, as the case may be).
Read my post above, I think the fact that this person is "soloing" with 2 10k pets in tow may be a factor... Master CH ![]()
dB
So it's right for CH's, Smuggler's w/Lowblow, any ranged attacker with Scout snare/root traps to solo those things you mentioned, but it's not okay for you? Heh, suit yourself, but as a 4 year veteran of EQ, the main reason I left is I got tired of every activity requiring a large force.
Perhaps you are just used to sucking in other MMOG's, so you expect it here. There were already benefits to grouping. Nerfing soloists does nothing to change that. As a person with a 155 IQ, an expert in games of all genres, I don't think the problem is "playing intelligently". To be honest, I am probably more "successful" in PvP and PvE than all the people who feel "okay" with this change, but that is not enough for me. If they don't bring us back in line, the whole theme for roleplaying my character is basically screwed.
it's not our most powerful move, it's a strategic move. and it doesn't work 100% but it works often. this gives us an edge... notice... the fencers and polearms and people prolly have learned that lunge works this way... maybe they can now stop complaining about melee vs, range is gay . the 75% damage reduction gives us a new edge in PvP but i still think the 50% reduction when knocked down is incredibly weird... when you're knocked down, doesn't all your armour face up?
Wulfgarin wrote:
Your post is informative and wonderful in application. It can be done and has been done by myself and others most effectively. But in your post you have made one point extremely clear:
Our most powerful move is now a lowly brawler skill.
I have found many work arounds to be able to play this game. I am not looking for workarounds. I would like to use my skills as a Teras Kasi Artist! I do not want to be a doctor. I do not want to be a lowly street fighter. I do not want to carry a blaster. I want to be a Teras Kasi Artist. At the current level of HAM, that is impossible.
oh, and if you're doing KD now with knuckler's on then your a silly tka
LirielTheDrow wrote:
I do have to agree that Knockdown needs a serious looking at...there has to be a better and more "realistic" way to dumb the move down a bit, make it less powerful without making it stupid (losing 700 ham because you hit something on the head with your knuckler is a bit silly).
My thoughts on more viable "nerfs" for kd instead of the super high ham cost.
- Put a bigger delay on the tka's next attack following the knockdown so that the creature is still down, but the tka gets less hits in before they get back up.
- Put a delay timer on the next use of the knockdown, so that if it fails, tough, yer gonna have to take a few hits before you can try it again. This allows the tka to try other tactics to stay in the fight without spamming the same move over and over. Maybe we'll actually see tka's using things like intimidate and blind.
- Reduce the dmg on knockdown WAY down, like it is for unarmed lunge.
- Reduce the chances of knockdown working even more...only problem here is that this encourages people to just spam more knockdowns than before.
That's just a few ideas...oh and one thing I would like to see changed is this silly ham cost change based on whether or not the weapon is equipped...why not just knock all the ham costs on the knuckler to 0 and increase the cost of using the specials a little to compensate for the extra dmg. I mean seriously, what fighter out there do you know that, in the middle of a fight, would sheath his weapon so he can kick you at a lower cost to his health? That IS kinda silly...
Liriel Baenre
As a person with a 155 IQ, an expert in games of all genres
Give yourself a pat on the back....because you have no common sense. Oh wait my bad. I was thinking you meant 155 IQ meaning Intelligence Quotient Score...you must have meant Idiot Quotient Score.
I dont like the fact that to effectively solo like ranged guys I have to be a creature handler and doctor. KD costs too much and we get hit in melee combat just too hard.
Why does it cost so much? Do I hit myself in the head or something when I do it?