Teras Kasi Archive
Thread: POST YOUR CONCERNS SINCE THE PATCH HERE:
Defensive Acuity is not working.
Center of Being is supposed to increase the chance of dodge/block/counterattack, and is working for swordsman and their counterattack. Since Defensive Acuity is broken, CoB appears to be as well, but we won't know until Acuity is fixed.
read thru the posts and didnt notice anyone listing this as a problem
INCREASED MIND PER SPECIAL....now ok i am using a vk, but i was using this before the patch and it never sucked down mind like it does now.
TKM + Master Brawler
1) CoB not working at all (maybe because DA does nothing)
2) Out of Range Out of Range Out of Range Out of Range... sigh..
3) After some PB and FoW secondary stats are ALL bugged (naked with no wound i got stats like 638/719 instead of 800/800 on willpower, its my 81 armor ecumberance subtracted more and more from stats)
4) KD1 and KD2 still useless even with Dizzy.
5) COMBO1&2 still useless.
So up to this point:
1) Defense acuity is not working.
2) CoB....what does it do and how does it do it?
3)KD Has definately been nerfed on the dowtime
4) Warcry does not work nearly as often as it should.
5) FOW is a joke
6) Target is out Of Range
Target Is Out Of Range
Target Is Out Of Range
7) Unarmed Combos are still useless
8) Knockup bug still in effect
OK lets add to list guys...keep it goin...Misters Heavy is lloking at this board and I beleive will use it to submit to the devs.
Force of Will- right now its a 1 hour timer, before it was simply refreshed with each incap. the BF is insane, and that alone makes the skill 100% worthless. the ONLY reason its worth useing , and this is a sad sad reason why, is because of item decay rates. compared to how it used to work, it was nerfed IMO. new force of will sucks bad
Center of Being- there are some tested logs of center of being, and from what ive noticed and others, compared to how i know its supposed to work with testing this on my guild mate who is master swords. I know its not working for TKAs. right now its busted
Defensive Acuitity- the official explanation has left some doubt on this one. Are we supposed to run around and get block, counter attack, dodge etc from other fighters skill sets, to get this to work? OR are we supposed to have +96 counter attack, dodge, block. Reguardless as it stands now, its not working, and it is a TK only ability. That means another TK ability that isn't working, add this to the not working at all list.
Combat Equilibruim- ok i guess the official word is that this helps TKAs get back on their feet from posture changes kd's and dizzy kds....although it might work 1 out of every 10 thousand attempts...who knows, because as for myself and many other TKs this is a skill that does nothing to effect us or our play. I see this as another broken skill in our skill sets
Target is out of range- nothing in this patch helped the TK combat the target is out of range plauge. still a major problem for us, and its only getting worse.
Power Boost- no longer able to stack dancer buffs and power boost together. Perhaps initialy it was a bug, and it apears now that it was based on the ninja nerf to this skill. On the bright side though up ramping of this skill has been fixed. you no longer have to wait out 5 minutes of the 10 minute buff to get your mind to cap out. after the first minute of up ramping the mind jumps to your cap buff max.
Unarmed damage 250- masters notice that they have 250 unarmed damage instead of 185 now, the problem is that masters all over the globe are seeing themselfs doing less damage now with UH3 and UH2 then they did when they had 185 mods. Some claim they do more, but have not yet provided proof to counter this. It appears though that TKAs are doing less damage with a supposidly buff to their damage mods....interesting is not the word i would use here, but rather pissed off.
Against a Mummer bully using VK
http://www.dashida.com/upload/screenshot0003.jpg -- 764 chat spam / 624 floatie
http://www.dashida.com/upload/screenshot0004.jpg -- 726 chat spam / 629 floatie
Defense acuity boosts your chance to preform a dodge/block/counter Since TKA have 0 chance to do any of those without another melee line, thats why you're not seeing much use out of it. If you want it to work, you have to get another line of melee skills with the desired effect tied to it, much like other melee's dabble with the TKA line for extra defenses. As of now you are by far the most damaging melee class there is... you can't have the best offense and defense on the same class.. it just doesn't make any sense. Such is the reason the devs made acuity boost the defenses of other lines, since the vast majority dabbled in TKA anyway. TKAs are the offensive Swordsmen/fencers/pikemen are all defensive.
Lets be honest with ourselves.. you didn't really think the devs were going to give you the special abilities of all 3 other melee classes did you? What exactly would be the point of playing them if you had every last one of their tricks plus your own.
AlexiusDrakmoore wrote:
Defense acuity boosts your chance to preform a dodge/block/counter Since TKA have 0 chance to do any of those without another melee line, thats why you're not seeing much use out of it. If you want it to work, you have to get another line of melee skills with the desired effect tied to it, much like other melee's dabble with the TKA line for extra defenses. As of now you are by far the most damaging melee class there is... you can't have the best offense and defense on the same class.. it just doesn't make any sense. Such is the reason the devs made acuity boost the defenses of other lines, since the vast majority dabbled in TKA anyway. TKAs are the offensive Swordsmen/fencers/pikemen are all defensive.
Lets be honest with ourselves.. you didn't really think the devs were going to give you the special abilities of all 3 other melee classes did you? What exactly would be the point of playing them if you had every last one of their tricks plus your own.
acutaly i did exspect this, not because i thought i should have it, but because that is what SoE told us they were doing. never did they say that TKs had to run around and get other melee skills to get this to work, and if that was the case they would certianly have been more clear dont you think?
swords for example has like 110 counter attack points, with tk having them all we have +96. this gives us less mods, but a chance to not only counter attack but block dodge as well.
i dont think a single TK exspected this ability come with the strings attached that we needed to go and dabbling into other melee professions to get a skill that is in our skill set to work.
name one skill in another profession that requires you to dabble in someone eleses profession just to get it to work...not work better...but simply work at all.
"name one skill in another profession that requires you to dabble in someone eleses profession just to get it to work...not work better...but simply work at all"
Name one other professions, anyprofession at all that progressively gets damage bonuses to their attacks as the progress up their trees. Can't have it both ways ![]()
AlexiusDrakmoore wrote:
"name one skill in another profession that requires you to dabble in someone eleses profession just to get it to work...not work better...but simply work at all"
Name one other professions, anyprofession at all that progressively gets damage bonuses to their attacks as the progress up their trees. Can't have it both ways
you can't seriously be a TK and say that. do you know why TKs get damage mods and no one else does?
the answer to this is that with speed caps being at 1.0 and many professions being able to hit that have weapons that have max speed and max dmg of around 300-700 damage.
some TK knucklers can acceed 200 damage but they are rare to some degree, not everyone even has over 200.
personaly ive yet to own a pair over 200, with advanced units being so rare to make. id o have around 30 motros siting in my house , but thats another story.
TKs get those mods because the orginal high costs to ham resulted in many styles having to use unarmed w/o knucklers, and thus with no dmg increases from weapons. Plus many Tks simply fight w/o knucklers too, its one profession were you can choice both, and do well. so remove our dmg mods and we effectly become the worst damage dealing class in the game, with the absolute worst weapons in the game. not by a little bit but by alot.
please think before you post, i honestly can't belive you suggested that because of our mods we dont ,can't have it "both ways" as you say.