Teras Kasi Archive
Thread: Some proposals for TKA
"By the way, a personal note to all of you trolls (fencers, pikemen, pistoleers) enjoying our plight - your day will come. Laugh while you can! The pikeman comments especially sickened me as they have a better knockdown than us now, whichI carefully avoided mentioning... until now. Please be sure to adjust *all* knockdowns to be in line with ours HAM-wise and I'll be quite happy to accept the change to our knockdown costs."
Okay, however much I understand how you're thinking, I don't agree totally. If they adjusted everyone's knockdown to the TKA knockdown, that would kind of defeat the purpose of BALANCING that they are attempting to do. TKA's are still quite powerful statistically and all-around. Big deal, Pikemen have a better knockdown. It's alsopretty innacurate with our high-end weapons.So reallythat and area attacks are what makes us somewhat viable in groups. This game is promoting team play isn't it?
Like I said though, I agree that that HAM cost might be a bit extreme considering all the defense modifiers arent working and such, so I hope my post didn't come out as "trolling" earlier. Just stating how it seems to be.
Holo, it is a fact that in MMORPGs you will ever find people who think their class is overpowered, even if it is the most powerfull class of the whole game. And the grass is always greener somewhere else ...
On the other side, there are many disbalances at the moment in SWG.
I think, most of us can live with them for a while, if we know, that you will change them in the future.
And yes, we know, thatmelee will be at an disadvantage at range (this is the situation at the moment, and this wont change). But what we need to know, if you plan, that melee will be at advantage at close distance in the future. Because we arent at the moment.
And one more point: there shouldnt be (I hope, you agree with me here) an i-win-always-tag for any profession. A ranged attacker should be at an advantage at range, which means, he should win 8 and loose 2 out of10 (or whatever) fights. He shouldnt win all the time (and vice-versa). And at the moment, (if he isnt a complete idiot), he can not loose, because he is as fast as a melee and therefore there is no chance to close. He cannot win every time, because the melee has always the option to run away ...
You cannot adress every problem at once.
But you can adress one problem as a whole.
E.g.: Knockdown cost. There should be one fair balance for all professions in this.
And IMHO, it can only be fair, if ranged KD costs more than melee range KD (and it is your choice, if you decrease melee costs or increase ranged costs). Melee classes should excel at something. Therefore, pistol whip should not be cheaper than a KD from a melee class. And please answer us, why equipping VKs is more dangerous than equipping a pistol or a carabine ? Jees, even our unarmed KD is more expensive than pistol whip.
Please balance KD over all professions. If you think, the game is too easy at the moment, so please adjust things balanced for all professions to your threshold - this would help us a lot !
This couldnt be done for all things, but it could be done for KD !
IMHO the main problems at the moment are (but this is off topic):
- no chance for melees to "close the gap" - no chance at all --> make melees (Masters of elite professions) faster or ranged users slower if they are using their weapons
- no real defense for melees (we are the tanks and we are at the front-line) --> increase dodge, evade, toughness... and give it to all melee classes
There are some TK specific things, but I think, we should fix the problems of all melees 1st ...
just my thoughts
ghrian
Holo stop avoiding this question. It will not go away if you leave it:
Btw Holo I know I posted before, but really would like a reply to this. What kind of vision do you guys have for TKA. Do you see us fighting several npc's in a row for exp before downtime, or fighting one with life on the line and having downtime after? What do you see us doing, going to do, and how do you see us getting to the master level? Whats our role in this game?
And if possible can you explain why do you want to increase mind costs. We cant heal that, and with npc's being able to target specific pools we will get incapped even faster. I think it would be wiser to lower this cost as well.
"Don't think in terms of encounters within the game; we're talking about baseline combat ability here."
Isn't it the whole point to think of in game encounters? If we have a 50/50 shot of taking down these monsters 1 on 1 and they never appear in that setting, what is the point? The whole thing is, in the situations we will encounter, we will rarely be able to get more than 200 xp out of a challenging mob because ALL MOBS APPEAR IN GROUPS.
And what is the fun if there's a 50/50 shot of us dieing and having to run 1k meters back out to where we were before and eventually having to do corpse recoveries? Most games move away from down time but with every change you are implimenting, you seem to be increasing it. Less downtime = more fun. We don't need any more time sinks than we already have in this game.
The next thing is, if you plan to throw nerf after nerf at us, shouldn't you hit the most overpowered things first in order for the comparisons to be better all around? Right now, BH's can dizzy with fire knockdown and then throw off underhand shots forpennies while best case scenario is for us to drop our vk and hopeto not incap ourselves (back to the downtime).
Here's a few ideas that I think you should try implementing.
VK's provide armor piercing. I think unarmed damage at the master level should be in line with vk's only without the armor piercing. To go along with your reductions, I would like to see kd cost drop by 25% without vk's and about 50-60% with. We also need moreweapon attack typesto fight towards weaknesses.
I would like to see damage upped on all targeted hits like body hit, mind hit, and leg hit by about 50% and costs reduced by about 70-80% (currently does about20% increasedtargeted damage for 300 ham cost with vk's). Pistoleers do about 100% increased damage for about 30 ham cost.
I would like to see the combo moves equipped with the ability to either apply certain effects to replace those at lower levels or with the ability to close range posture change. A bleed attack or a root attack would be a nice addition. Stun/blind/intimidate/dizzy effects would be nice assuming the proposals I make on those. I would even take a reduction in damage if the bonuses were nice enough.
Stun should reduce attack speed by about 25% and increase damage taken by either just melee or all attacks by about 25%. Blind should greatly reduce accuracy (maybe a 50 point or 100 point penalty), reduce defense modifiers, and run speed. Both of these should apply to player and monster alike.
I would like to see unarmed hits brought up to 2X/2.5X/3X damage instead of the 1.5X/2X/(2.25?)X damage and come with decreased ham costs.
Power boost needs to do something.
Meditate needs to improve regeneration rates (lowers down time = more fun)
Force of will success rate needs to go from about 33% to about 50%.
Monsters that are knocked down need to stay down for the duration of the effect for your 50% increased damage while knocked down to do something.
You need to do something about monsters and players sliding away while knocked down, as well. This doesn't hurt other classes, it really only hurts melees and is one of our main reasons for spamming kd.
Increased vk range is good. I would like to see it upped 2 more meters on all forms of attack to allow us to hitlarge sized critters.
Decay rates on vk's need to be reduced to be in line with other classes weapon decay rates. Our weapons still decay much faster than anyone else's.
Can't think of much else right now but these are pretty important.
There is not a TKA around that complains about taking on even "con" creatures in combat. We are FINE there.
Speak for yourself and NOT for others.
Holo,
Maybe just maybe there should be a way to heal mind wounds in this game?? Also has anybody bothered to think that maybe more content and different and higher skills and abilities might be added to the game at a later time in order to keep players interested. I certainly hope there is some method to the madness here. I reserve my opinion.
Syrkai wrote:
I am glad that you are addressing some of our issues, The vibro-knuckles issue could be handled easilyGet rid of them and scale our unarmed damage accordingly. These changes and our knockdown cost are just silly. Why not focus on styles to deliver damage Vs knuckles that accentuate an existing problem.We should be able to dodge as much or more-so then a Pistoleer, given we are in tune with our bodies, we should also be able to run faster if that be the case, maybe 5-15% faster At least this would allow us to close on a target eventually, assuming we stay alive.In addition to this, I cannot fathom how if I became a Master Fencer and a Master Tera Kasi Artist for example:Why would I lose my dodge modifier without a sword in my hands, Do I forget how to dodge when I unequip my weapon. It doesn’t say parry, it says dodge. For that matter, how would a Pistoleer be a better dodger than I? I really enjoy playing this game and I see an even greater game at the heart of this creation, but there is much needed balance and tweaking that is needed to polish this up.If we are to be at such a disadvantage Vs ranged combatants, shouldn’t we have the lowest costs and most reliable styles in compensation for balance. Chain styles would be a greater enhancement in addition to the removal of knuckles entirely and damage/cost balance. Defensive enhancements are a must and I’m sure that somehow the developers will tie all bonuses together, so that defense in this game will make sense.Please respond,Syr’kai
Agreed! Finally, someone that has the same thought that I've had. Get rid of the VK's. Make the use of them apply to the 1-handed XP skill. Then adjust the unarmed damage and XP accordingly. TKA, IMHO, should be just that...unarmed. Besides, how can my unweighted hands be SLOWER than wielding a metal VK?
ChooChoo <---still aspiring to be a TKA
Thanks for the response... I'll sit back and wait.
I will be interested in the current player bases response to across the board nerfing against mobs they already fight. It's too bad you guys are in a catch-22 in that respect. This will almost certainly mean fundamentallymore grinding.