Teras Kasi Archive

Thread: Exact description of how FoW is working on TC

RicoUnderwood
Tue Oct 28, 2003 3:17 pm
#14

Glad to see you didn't vanish like was suggested Heavy.


I like what I see here overall. I am of the opinion that battle fatigue should not play a role as punishment in this skill. Also I agree that reuse timer should be similar to the burstrun timer. Which is what, 5 minutes?



I like the possibility of degrees of success and possibility of the a greater chance ofsuccessat Master than Artist. Granted the battle fatigue penalty should be removed but the others seem to fit very well, as well as the chances for each to happen. It think most people will agree that they like having a 1 in 4 chance to stand of with no penalty and only a 5% that they'll fail completely. The bars equalizing is a MUCH better idea than just losing all your remaining points. I personally stopped using FoW because of that.


The skill was not effective against aggressives at ALL. If a nob/npc incaps your character and FoW works they immeditatly resume the attack. In the case of the old FoW this meant one hit sent you back to incap and must likely, death. With the balanced bars there's much less chance of that happening.



I love the changes I see here and I'm glad to see this skill is being worked on.






Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

Rabbbyte
Tue Oct 28, 2003 4:14 pm
#15

Why don't they make this like the have death now (only with less BF) I do agree with a timer but it should only be 10 min. It should be more like this:

-150 wounds to each, Heath, Action, Minds

-50 BF

-Can only be used every 10 minuites

This seems less harsh and will sting but not make things "un-fun" as ThunderHeart would say. Plus I would use this skill if this is what you would get as a side affect.
Azralon
Tue Oct 28, 2003 4:30 pm
#16

I recommend either a 60-minute timer or the stat depletion/wound/fatigue chance.


Having both is a double-jeopardy situation that makes an Elite Tier 4 ability too unreliable to use.




___________________________________________________________________

-- Daerys Kyne of Coronet (Teras Kasi Master / Novice Entertainer 0044 / Novice Dancer 4244 / Novice Medic 1000 / ex-Master Ranger)

"Yeah, so the holocron said Dancer. I can still Teras you a new one."
Rafed
Tue Oct 28, 2003 4:32 pm
#17

It sounds like it could work better, but the battle fatigue in my opinion is a bad idea (I get enough of it already).


Would like to see no timer on this at all, as there is still a chance it may not work.


Also as this could be seen as transferring mental energies to revive yourself from incap,Another way of doing it could be like the old powerboost damage (ie when it was broken).


There is no timer and no Battle fatigue on this as it can still fail to work.


You say it is done on a roll for 1 to 100, how about it just generates mind wounds when used, the value depends on the roll, the higher the number the lower the wounds.


Or even if it generated 33% mind wounds each use (so three uses max before healing), personally I would think was a better way of adding a penalty to using it. Plus this would mean you would be better to escape to heal as your mind is now less ( the non healable pool).


This would prevent people being able to use it constantly (if it happened to succeed), without getting away from battle to heal their wounds.


Personally I would of thought this would seem like a more appropriate penalty for using Force of will.

Vaedross
Tue Oct 28, 2003 5:00 pm
#18

I don't think it becomes exploitable until the timer gets to the < 5 minute range.

Note that occasionally I incap myself with powerboost. I'm trying to give up medic, so these little self-incaps are going to happen much more frequently. It would be quite nice to have something that will occasionally let me get out of the 200s effective timer I get hit with.



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
NeutralMonk
Tue Oct 28, 2003 5:25 pm
#19

Okay okay, if the command is called Force of WILL, then wouldn't it makes sense to only lose your willpower stats or all mind stats at the most?


I say make the command losing a great deal of willpower, but also get the player from incap and have its red and green ham to somwhere around I don't know.

Yuri9
Tue Oct 28, 2003 6:18 pm
#20

I'm not exactly sure how things are going to happen on TC with the incap, and I didn't get a chance to read the whole thread. But I had understood that getting incapped was causing decay on test, and it may enter live, if so will the decay be implimentedwhen we fow? If not then I can see this as a great thing in PVE and PVP. I can't speak about PVP cause I don't do it, but in PVE it could be very useful at say the Tusken Fort
Valkari-TKM
Tue Oct 28, 2003 6:34 pm
#21






Xeonus wrote:

First let me say this: If this change stays as is...I promise you, and you can quote me, "This will become another useless skill that no one will choose to use..why?


1) I f I get incapped and stay incapped for 45 seconds and get up with no wounds and WAY less battle fatigue than if FoW worked, then what is my motivation to use it in the first place?


I would rather stay incapped for a whole minute than to take such a huge risk in getting wounds and 100 Battle fatigue.


Once again this is typical dev tactic...give us a bone and then punish us so badly for using it that quite frankly, we wont, ever!


2) There should be no Battle Fatigue whatsoever other than that sustained from BATTLE!


3) A ONE HOUR TIMER?!?!?! Ok step away from the crack pipe! Do you how many time I get incapped in one hour of hard PvP or mission play against hard mobs?! This should be 15 minute timer at the very MOST!



I f you want this to be another useless skill like Unarmed combo2 or how the KD was..then by al means implement this bunk! The risk to use this skill as is above far outways ANY and I mean ANY benefit it may have!







i'll take this a step farther.....if this is what is being changed to it....id rather have the way it is now.


losing pool points and being 0/0/0 across the board, and having it work once out of 15 times, is sure better then the chance to cause "200 battle fatigue" or " 200 wound damage"


Can't we just get the thing to work w/o all these added handi caps? NOt asking for it to be some sort of I WIN button, we just want it to work rofl




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

alphaforge
Tue Oct 28, 2003 6:44 pm
#22

I would take the BF happily if they give us love level entertainer, not dancer or musician, ability to heal BF in meditate at master.



Dea'll --- Flurry
Nikolai_Xavierov
Tue Oct 28, 2003 6:49 pm
#23

Let me analyze the good points of this as many seem to try and find the bad parts:



It equalizes your HAM if it succeeds. If you got incapped on mind and nowhere else, when you pop up youll have some nice HAM (I wonder how that works while buffed )


Secondly, getting wounds is a moot point. You can meditate them off.



Bad Points:


Battle Fatigue sucks


1 Hour Reuse sucks.



Wanna bet it has a 1 hour reuse timer because it uses the Equilibrium code from Zabrak since they were too lazy to code in a new function. So they just plopped it in timer and all




--------------------
Over and Out,
Xavierov
Valkari-TKM
Tue Oct 28, 2003 6:49 pm
#24






alphaforge wrote:
I would take the BF happily if they give us love level entertainer, not dancer or musician, ability to heal BF in meditate at master.





im already concerned that we are getting too much utility. more we get , more crys for nerf we hear. Id just like what we have to work, and address some of the general melee issues.


1) range +client lag+warping+ your target is out of range x10


2) range dmg defense, we suck at it, and its owning us, w/o armor as a factor, id like to see this address


give you an example:


IM a TKM my vks have the same as yours 3.8m range 194max dmg


VS


my guild mate who is a master pistoleer weapons: FWG5-489max dmg 1.6 speed 3x less ham expsense then my VKs


WE duel.


duel starts out at 20m


i run two steps.....and i die...two steps the duel lasted about 2.1 seconds


not just the weapon, every type of ranged weapon has a cert that can be exploited into somthing amazing.


This would be somthing id like to see addressed, i just simply want the values on FoW twinked so it works more. thats it




Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Ace4Brit
Tue Oct 28, 2003 8:58 pm
#25

Is the timer even neccessary? i mean if we do it 2 times in a row, we risk being auto-killed... i dont see a problem with being able to be icapped, FOW, then be icapped again and FOW... that means that you are running on very low stats, and one more icap and its go directly to jail, do not pass go, do not collect $200... cloning center...


Remember TKA only have 1 move that is theirs, and FOW is it. Meditate wound heals doctors can do, Doctors can also buff(PB), but FoW is our only special move. I see no reason why our staple move should be restricted at all (commandos get their flamethrower every few seconds, right?)



-Slarow




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pyclone
Tue Oct 28, 2003 9:57 pm
#26

Its better then we have it now thats for sure at least we have a shot of surviving if it works and hostils are around i thingk 15 min timer is more apropriate though.



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
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