Teras Kasi Archive
Thread: Regarding the 30 second timer and TKAs
Ok, saw what they wanted to do, put it to test against some higer ended mobs. TKM results btw.
1. Nyms: KD2 first shot. They went down. Used other specials to keep on pestering him. Around the 18 sec mark, the nym fell down on his own.(This wasn't just once, seemed to be the norm average of many nyms) Once he was down he was pretty done. Might of gotten up one more time, but by then 30 secs had passed since last using it.
2. Giant Baz Nitch: KD2 first shot. Again used same tactics as on the Nym. This one was a little harder, becuase the Baz don't fall down again. Took some damage, but killing them is still viable.
3. Stormtroopers(Not really high end mob but good faction): Same as Nym
4. Tusken king/warlord: Lol...haven't stood a chance against them since last big patch
5. Nightsisters/ Singingmountain Clan sisters: With timer look at #4...lol
I think that you get a feel on how this is going. My suggestion is to bring another TKA. Yeah for the soloist in you it might not be a viable option, but for others stunt kd 15 secs per person. It works against #6 at least and other like con mobs. Not sure how it is in other servers, but in Wanderhome you can always get another TKA to help.
My opinion is that this will probably be the last change to kd. Its not the end of our profession, but it is not the best option either. I'd be happy with it staying one way or the other though. I'd rather see a stable fix; there's no way a person can be happy with drastic changes coming all the time.
For range weapons, 30 seconds is cool
For Melee weapons it should be cut in half to 15 seconds, even 20 i can live with.
Rock,
Thanks for the numbers from TC (I'm assuming that's where you tested). KD2 that you use has a dizzy effect that goes with the knockdown, right? For those of us who aren't master yet, do you think we'd get similar results by opening our fights with unarmeddizzy and then KD1? Yeah, we'd have to take a hit to do it, but if from then on monsters would still have a good chance to fall over after 15ish seconds, it could still work as a decent (though admittedly non-optimal) solo technique.
--Doraan, Teras Kasi Expert, Intrepid Galaxy.
The post about dizzy and knockdown is the way to go.. I actually use this myself in reverse.
You seem to be able to put dizzy on em after the KD. Half the time the Mob gets up they fall over again. They also seem to stay down longer that way then if you stacked 2 KD's. I haven't tested this on a variety of Mobs yet. But at the moment it is working on nyms.
Shinko Eilio TKA/Medic Radiant
Personally, I only use tka in pvp. it really is effective if u are in a big group. the enemy will attack your ranged fighters and u just run up and start beatin on them while they are busy thinkin about someone else. But more often than not that bh i was attack will just target me once i start wailin and knock me down confusion shot and then im just layin on the ground twitchin while everyone gets a shot at me. TKA should be the only class without a timer and have the lowest ham costs. When we get in range to use our ninja skills we should win 90% of the time. Our strength is close range!! Right now the only way im effective is if no one targets me right away. If only my dizzy worked more often.........
You guys who say just wait and see how it works must be on drugs. I'm a TK Master, and I know how it's gonna work. It's gonna be the end of PVE for us...unless we wanna go solo blues somewhere and die from boredom. My normal game is tanking for ranged chars, I keep the mob so busy they can kill it before it kills them. Without me, they die. Well, with Holo's changes, first I die, then they die.
Now....where did I put my old EQ discs?? Hmm, must be around here somewhere....
NO NO NO NO
I missed where this proposed change comes from (where it is described), but if its a straight 30 second timer. That is the most ridiculous thing ever. Do you know how many times we'll get wailed on at 150+ per hit during the 22 seconds the mobs is standing? It's insane.
If the defense works like it does now, this is the WORST IDEA EVER. This will really make me cancel.
Aurilius.Starsider.mTKA
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=383515&view=by_date_ascending
Added 30 second timer to knockdown/posture changes
-Raph Koster, Creative Director
IfI cannot lunge I cannot stop you from running. I'm **edit**ed.
The melee class is dead.
Well, in my opinion, Holo and company just don't understand the fundamentals behind the melee classes. The fact is, ranged users attack from far away, while we attack close in.
Now, consider the recent changes. High HAM costs. Terrible for a fighter who fights close to an enemy. Not so bad for someone who can attack from 64m away and then kite the mob.
Now consider the 30 second timer. Again, terrible for a TKA because if it fails, we are screwed, even against white con mobs. Again, not so bad for a ranged user because they can run away and kite until they can use it again.
Holo, there must be a difference between the classes. I for one think a timer is appropriate. However, the timer should be different for each class type. Give the ranged user a 30 second timer because he has other options open to him. Give the melee classes a 15 second timer. That way we're not completely out of the battle if our original KD fails.