Teras Kasi Archive
Thread: Some proposals for TKA
Apparently the posts from 2001 about holo and SWG hateing melee classes are indeed valid...
looks like6 more days left on my account... been here since beta2..
Holo has gotten bigger type lately O.O
Still waiting response on:
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=357592&view=by_date_ascending&page=1
You know, I never really thought about that... why DOES speed increase with VKs equipped? Another suggestion for Holo I guess -- remove the speed cap on unarmed, and enforce it with VKs.
Wow, that was so obvious I never thought of it... good one!
You guys chill. We dont know how this will play out. Just hush because right now i am happy we got some changes.
If our base moves change in stat cost then i will use you guys judgement on the ham cost of mind.
Right now tho since knockdown is our bread and butter move to be able to tank. We really need a answer or plans for anything for the tka that has to depend so heavy on this
Holocron wrote:
OK, let me start by saying that we are positive that these changes will need iteration, but that's also why we are posting them as proposals so you can sanity check them:
- Across the board action cost reduction (Not changing knockdowns) - Great Idea. I'd also like to see FACT that the class bonuses work at all. They don't seem to as of now. At Master TKA I don't resist KD from Bantha's or Pistoleer's more now then when I was Novice.
- Improved chance of a defensive move firing (General Combat change) - This isn't very informative, but sure.
- Vibroknucklers
- Increasing max range on vibroknucklers to 5 meters - How about you make VK range the same as unarmed. Why did you come up with the idea that my strike range would be shorter with VK vs unarmed. This make no sense at all, the disadvantage is the HAM of using VK, why are we hit with a range penalty?
- Changing Health Cost from 32..59 to 18..36 (better) - Better is good!
- Changing Action Cost from 29..46 to 30..54 (different) - NO! HAM cost is to high do not increase it.
- Changing Mind Cost from 15..29 to 18..36 (different) - NO! With 1100 MIND 600 FOCUS & WILLPOWER, I can kill myself very quickly already do not increase Mind cost. And then take into the fact that Mind can not be healed so everyone who can in PvP uses Mind damage shots.
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition. - Not sure what this means <shrug>
Thoughts?
Final thoughts (different) is another word for bad,increase, or worse in your statement. Not sure why you typed it up like that, but your; "Changing Health Cost from 32..59 to 18..36 (better)" is really (different) also.
Please take a look at the other changes need to make TKA and the other Melee classes viable in PvP.
Thank you
hahah Ferret he just fed you another nerf in disguise....
dont you get it....
read those ham costs you arnt getting anything but another kick in the rear...
you can feed me crap and calll it steak.. but its still crap...
Archon007 wrote:
Holocron wrote:OK, let me start by saying that we are positive that these changes will need iteration, but that's also why we are posting them as proposals so you can sanity check them:
- Across the board action cost reduction (Not changing knockdowns)
- Improved chance of a defensive move firing (General Combat change)
- Vibroknucklers
- Increasing max range on vibroknucklers to 5 meters
- Changing Health Cost from 32..59 to 18..36 (better)
- Changing Action Cost from 29..46 to 30..54 (different)
- Changing Mind Cost from 15..29 to 18..36 (different)
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
Thoughts?
I do not like the increase in ACTION &MIND COST, it's already way out of control.
My Master TKA has 1100 Mind 600 Focus and 600 Willpower and I kill myself by mind damage because it is unhealable and everyone in PvP that can MIND hit you DO. Health and Action can be healed.
If you want to fix TKA look at these changes...
#1 Reduced walking/run speed of range weapon users. It just makes sense.
#2 Increased the movement penalties and increased the positions bonuses (prone/kneel), to hit,on ranged weapon users. It just makes sense.
#3 Allow us to attack while moving. Everyone else does.
#4 FIX all defense bonuses for classes (i.e. defense to stun,KD,etc.) and increased our posture/KD defense. It's broken as of now.
#5 Make our attack ranges the same for Unarmed and VK use. It just makes sense.
#6 Reduced our HAM cost of KD, and bring it in line with the other classes HAM KD cost (i.e. Pistoleer). It's called Balance .
#7 Reduce all our HAM costs for moves by 10-20% they are much higher then any other class OR reduce base HAM costs of VK.
#8 Reduce yes REDUCE our damage (and all melee classes) multipliers for pistol/carbine/rifle to x1.5 Pistol, x3 carbine x5 rifle. It seems currently at x2/x5/x8.
#9 Reduce effectiveness of ALL KD to 5 second delay before you can act
#10 Put in place a 30 second timer on everyone so you can't be KD again.
#11 Make our Meditation line Power Boost useful. i.e. boost all stats +250 (yes, all 9) for 10 minutes and then you take 300 to 100 wounds when it runs out, depending on level of Meditation. Level 2 300 wounds, Level 3 200 wounds, Level 4 100 wounds.
#12 Have Meditation increase our HAM recovery by Level 1 125%, Level 2 150%, Level 3 175%, Level 4 200%.
I like your powerboost idea, but maybe the wounds are a little too harsh...maybe powerboost can work itself out more like spices.
You get the nice little stat boost for however amount of time, but when that time is up your stats are decreased that much from the initial base values of your character. (jsut like spice) and you have to "wait" it out until you're better.
Possibly make that waiting time twice as long as the actual stat boost duration. You can then maybe meditate to get a reduction to that time (level 4 meditation can reduce the time in 1/2, med3 is -1/3 the time, and med2 -1/4)
--ddtd
NO.
No more mind cost. It's bad enough after the patch, why would we want the only pool that can't be healed to go UP?
action was never the problem.....
as a Twi'lek i have more than enough action but no mind and lower health scores... it needs to eb abalcned for ALL RACES ...
this is not a fix.. its a halfassed atepmt to throw us a meaningless bone to shut us up...