Teras Kasi Archive

Thread: Ok, not as bad as I thought..

Synon
Thu Aug 14, 2003 3:38 am
#27

I barley consider myself a member of the Teras Kasi. I'm intermediate in everything and almost advanced power.


I was never a user of the knockdown ability for I never knew the powers that it could/did posesse. What I did use all the time was Berserk. When I landed my intimidate/berserk combo I would hit greater desert womp rats for 500 and they would hit me for 50. I liked that little combo a lot. Now yeah I'm pissed that theynerfed knockdown and Berserk. I mean if you nerf one type of knockdown wouldn't it make sense to do it to all knockdowns. Hey at least we don't get 1 hit in PvsP anymore so we at least get a chance to see who hit us. Hell I have even gotten close enough to hit and lunge attacka guy today, I had never been able to do that before.


Another thingI HAVE noticed I hit harder in general now and my unarmed hits now hit for like 700 damage instead of the 500 it used to. I'm not going to give up on this as quickly as everyone else. It doesn't seem to make sense to me how a guy could beat the crap out of a mountain squill. They have just added some realism to our fine class.Even with the nerf I steal all the xp and I pwn a lot of things. It's just time to change tactics friends.


Thanks for your time


Wrrlebev of Bria

FerretLlama
Thu Aug 14, 2003 3:43 am
#28

i dont agree with you people saying it is fine.



We take way to much dmg now to be a brawler. Yes we can kill the things. But the dmg we take makes us not useful in groups and longer downtime in solo.


The people who yell at us who are upset really need to wake up and put your gun down.

Metherian
Thu Aug 14, 2003 4:50 am
#29

I disagree. I have always removed VK's to lessen the HAM cost. In testing last night, I discovered that KD rarely even hit. This, coupled with the additional HAM cost, makes KD significantly weaker. This, in itself, is fine--KD probably needed to be weakened a bit (this much, though?).


The main problem is that, with KD nerfed, what do TKA's have as their advantage? What in-close advantage do they honestly have now? Compared to all other professions, TKA's special moves don't even become useful/worthwhile until much later in their freakin' elite skill tree. Add to this the fact that damage taking and receiving hasn't been addressed, and the whole issue with being kited by encumbered riflemen shooting over their shoulders has been ignored, I do NOT in any way agree with you assessment ThunderWulf.


It's not so bad, as long as you narrow your perspective. Looking at the big picture, though, the TKA profession is just worthless now.

-Krillin-
Thu Aug 14, 2003 4:51 am
#30

I tried it last night without VK's and it was messy. I got pounded into the ground vs yellow/white cons where I used to step in and put down the smack. I tried linking a couple /unarmed2's together and invariably I died. I tried KD unequipped and it was resisted by white/yellow (maybe bad luck). bare knuckle dmg without styles is a mess still vs a reasonable HAM mob.


This in the face of these comments...


"general pass to melee HAM costs..." Right and where?


"increased dmg of specials..." See above.


If you read those and are a positive, half-full thinker you'd say "well, they nerfed KD a little, but I should be able to stylewith my vk's and do fairly well". Which is very very wrong. Last night I went from group tank and crowd controller to group clone center master and marathoner. I ended up switching to pistol.


Now, I'm a lowbie TK 0/1/0/0 that was just coming into my own, but this board, and TW, should represent TK's in all stages of development. Maybe it's not so bad with dizzy and KD2, but for lowbies in a "profession" it's pretty bad. 700 HAM vs 150 for pistoleer is out of control. I guarantee the coding is no different for likelihood of KD (apart from your lvl in the discipline....ie the above poster that a TKM, but lowbiesh pistoleer isn't as likely to kd with his lowbie profession). HAM costs should be equal, or lower for the tanking profession Thunder. You need to pound that home and no more "it's not so bad" posts where devs can say "ah...well, the correspondent doesn't mind".




-----------------------------------------------------------------------------------
IG: Nail
Rembering the pumba....sleep well, sweet princes.
Thunderwulf
Thu Aug 14, 2003 5:09 am
#31

Well, im not even a master yet either. Im only 0/1/3/1. Don't get as much time to play as everyone else.

But look, im in no way condoning what they have done. This nerf is still an outrage and must be changed.

Has it made our lives harder? Yes.
Is it enough to make me give up? No.



Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
dominionalpha
Thu Aug 14, 2003 5:17 am
#32

Ok,


Berserk nerf - yeah, fine, it was pretty powerful, and since they TOLD me about it, I can live with that. I'll just never use it again and remember it from time to time with fond memories. I find it quite sad that this has been nerfed to the point of unusable. I guess I'm playing a game whose designers had no vision, and no creative imagination to realize the issues they would face with the basic design of the special moves that they themselves tested and approved of pre-launch. This wasn't a "bug" - so don't say you "fixed" it.


KD nerf - uncalled for. Stealth nerfing a class (you said you were making our special moves better) is completely uncalled for. It is quite a cowardly thing to do, nerfing us without bothering to tell us about it. Just goes to show that HONESTY isn't yourPOLICY because you're afraid that any little commitments you make will get you sued (like saying the servers will be up at so and so time). I don't care about sueing people... just tell me who's arse tokick.


If you guys put back in the corpse run (because you fix the bugs with poofing items upon death), I'm gunna warn you now that there will be a mass exodus of TK's and pistoleers, among others. These nerfs will make us all die much much more, and there's no way I'll be spending time on CRs because I got nerfed to the point where Ican only solo single blues, and the aggressive stuff that I used to be able to kill can now pull out a pistol and nuke me with a couple shots. I'll personally quit, and I've played almost every free hour of my time since I bought the game, so I'm losing a pretty large time investment.


Either way, SOE thinks they can do this because of their success with EQ. The players in EQ got nerfed time and time again and kept on playing. Why? because some of those people had years invested in the game, and at that time, there really wasnt anything out there that I would have considered a viable alternative to the game. With SWG, well, there's lots of other Star Wars games... I've only invested a month or so of my time in SWG and I'm quite frustrated.. I've got lots of reasons to quit this game.



so c'mon, keep nerfing me so I cant get any exp.. keep ignoring the insane problems that melee have in PVP.. keep throwing band-aids on the people getting to master far sooner than you expected (instead of fixing REAL and QUITE DISTURBING bugs)..


I'm taking me and my whole friggin guild with me if this nonsense isn't fixed and PUBLICLY APOLOGIZED for in 2 days, this is ridiculous.


--Dominion

Gwarv
Thu Aug 14, 2003 6:35 am
#33

My experience as a 0/3/3/2 TKA:


The nerf hurt us bad no doubt about it. This class is not neearly as effective as it once was and can say that it was in fact Over nerfed. Iam getting flashbacks to my EQ days when my Wizard was over nerfed to stop the rampant KSing. I waited years for that class to be fixed...not sure if it ever was but that memory scares me here.


Thunder, if it turns out that the HAM costforunarmed KDis accuarte then it needs to be returned to 100% to hit. As it stands now we are making a big gamble on ladning that move because if it misses, and it does often, then you get perilously close to killing yourself on repeated attempts whihc at this point are merely used to save your arse and get a running head start.


Lunge + Dizzy is is arguably just as bad as KD ever was on humanoids. I started perfecting that technique last night and aside from the Mob getting a couple opening hits on me, once he fell to the ground it was a LONG time before he got back up in most cases only to have it re-applied. HAM costs are an issue here still. After each fight I am drained and its time to sit and wait. I havent gotten this to work on medium to large quadrapeds yet which bodes ill for the TK. If this is the case then his ability to do crowd control or at the very least neutralize 1 mob has been taken away.


I don't know anything about ranged KD but if it turns out that their KD is cheaper on HAM than ours, all hell better break loose because of it. We all know that against ranged opponents we are at a severe disadvantage and dropping a ranged opponent to the ground is our only hope of beating them assuming we can catch them in the first place. Since I don't know the facts I will hold off on this. But again, if its true then it is nothing short of solid kick to the nuts to all Melee.


A note to my fellow TK's...Guys quit whining about not being able to style using VK's. Nothing has changed here. Hell, unequipping VK's before styling was Rule #1 for all TKs and has been since launch.

Ringe
Sat Aug 16, 2003 6:38 am
#34

"A note to my fellow TK's...Guys quit whining about not being able to style using VK's. Nothing has changed here. Hell, unequipping VK's before styling was Rule #1 for all TKs and has been since launch."


I will stop whining about this when I see the rifleman unequip his rifle to head shot. Period.





Ringe Niraku,

Mayor of Praeclarus

All Around Nice Guy
Page 3 of 3