Teras Kasi Archive

Thread: HAM costs for KD *after* patch

VikaLine
Wed Aug 13, 2003 11:15 am
#27






ProLamer wrote:

"You have to admit KD was overpowered... makes me laugh that people will go to such extreme measures when their "easy way" is taken from them."


"With KD you could solo reds with limited risk... and great xp rewards... Now you will have to use new tactics *gasp*!"


"Quit whining... go ahead and post some rebuttals, but I really don't care what any of you flamer extremist thinks..."





Ok pistol whip costs 1/4 of our KD1 cost, ranged knockdown probaly (havent tested) costs less, how is that fair? I dont care how biased you are, you have to relize 500 for a move is ludacris. Even combined with buffs and food that gives us what an extra 1 to 2 KD's? And as to going to test center like it would help, this patch has been in "test" for weeks and its fubared day of. CH's cant call there pets, I cant call a Cupa a freaking Cupa with lvl 1 boxes in all the trees filled. Basically all SOE have done now is turned it into a Range frag fest, we traded range for damage and now were trading range for super HAM costs. Ridiculous




Vikaline
-Master Doctor
-Tera Kasi Master
ProLamer
Wed Aug 13, 2003 11:15 am
#28

Thanks, I will enjoy my path.



Murr Durr, Zabrak ~ (Ahazi)
Teras Kasi Master
1/1/0/0 Creature Handler
4/4/3/0 Medic
0/0/3/0 Pistoleer
Solyn_TalMar
Wed Aug 13, 2003 11:23 am
#29

Yes that´s stupid. I am a pistoleer but I picked up TK and love it because its so stylish =)


Guess what I use to knockdown in melee... pistiolwhip.


After the patch I can still solo Baz nitches with almost 10k HAM but only if I knock them down in melee using a ranged weapon skill.


I knock them down 7 times with pistolwhip, then use a stim-pack and attack them with vibro-knucklers WITHOUT using any styles...


I nowcan not solo them in MELEE using only TKA but I can still solo them in MELEE using ony pistol ...



zut-oltah
Wed Aug 13, 2003 11:24 am
#30

you guys have fun.


noway i'm going to pay the a s shead SOE empire for screwing me after all the time i've spent on this game.


dare i say it: "i guess i'll have to return my life to the real world"


action cost was 33 KD1 / 49 KD2


action cost now 199 KD1 and KD2



ssess shreta


trandoshan


master ranger / {1 skill from} master TKA



naritus




------------------
ssess | azroth

- U - ...........
ghrian_
Wed Aug 13, 2003 11:30 am
#31

Lamer, please make constuctive posts and dont troll around.
But perhaps we should all calm down a bit.


The problem isnt, that HAM cost of KD has increased. Many of the TKAs suggested this. Some kind of balance (NOT nerf) to KD has to be done - to all versions of KD, ranged included.


The problem IS, that the HAM cost of KD for a melee is way HIGHER than the cost of pistol whip (which a ranged user gets), and i fear, that it is still higher, than the ranged versions of KD (no proof yet).


If this is so, some things in game design are really screwed.


If a skill when used in a high-risk environment (read: applied at melee range) is HIGHER than used in a low-risk environment (read: applied from >50m).


THIS is the problem, not that KD costs more HAM.


Alchemy777
Wed Aug 13, 2003 11:35 am
#32

This is BS.


What is the point of even having knockdown if we take more damage from it than we would from a mob?


Great first major patch devs.

zut-oltah
Wed Aug 13, 2003 11:37 am
#33

no i won't calm down. i didn't spend all my time wasted on this profession just to get nerfed in the ass like this. you obviuosly don't know what your talking about. i could care less if the pistolwhip has a less action cost. i'm not a pistoleer. this nerf kills the joy i had as a solo hunter. i don't waste my time wioth PvP since it's painfully obviuos that TKA has no place in it.



------------------
ssess | azroth

- U - ...........
AU-Scorpion
Wed Aug 13, 2003 11:40 am
#34

ProLamer, you should understand that there is a time for everything. However strongly you may feel on the matter, right now is not a wisetime to make comments that couldby any stretch of the imagination bedemeaning tothose whoare somewhatat a loss over the new HAM costs. For that encourages hatred. Lord knows it does nothing to help the situation at hand.


We all need to take a collective breath.


White cons are supposed to be technically of equal level right? According to the books they have equivalent abilities, ect to that of a fighting class of your level.


I've challenged all the white cons in my area and that seems to be the case. So for what it's worth we are not gimped completely. Commandos still have more trouble than some of us could imagine.


We are lowered in meleepowerto a very low state. I think we all know our top five gripes to submit, if we didn't already.


To me, the increase in HAM costs signifies something being wrong with the defensive mods and/or the way the ability works. Hopefully TW can give us some insight after talking around a bit.


All is not lost.





----------------------
"There are three kinds of death in this world. There's heart death, there's brain death, and there's being off the network."
-Guy Almes
Gutshot
Wed Aug 13, 2003 11:47 am
#35

All they had to do was factor in the mob's level compared to yours in computing your chance of landing a knockdown. Using it vs Reds, Yellows, Whites or Blues I had about the same success rate. That's the problem.


Rather than fixing it by making it more difficult to land on higher con mobs (maybe they did this too, who knows), they just made the ham costs absurd.


I'd say all of us TK should just put our chars on hold for now and see if they readjust things the other way. My TK was the only char I enjoyed playing, but I get the feeling he won't be quite so enjoyable now.


I am actually a slow learner and was 5 boxes into TK beforeI discovered the joy of using knockdown. By 5 boxes into TK I required master medic and full chitin to take on single white con mobs without knockdown. If I got two I was dead, plain and simple. I wore out two sets of chitin in one day. While repairing three sets thefollowing day,I lost 6/18 pieces in the repair process.


That's when I came to the boards here and realized that I had been neglecting a crucial skill, knockdown.


Unfortunately, the same knockdown skills that made whites possible also made yellows and even reds possible. That's where SOE screwed up, and that's what they should have addressed. I guess it's just far easier to just boost the ham costs to ridiculous levels to ensure even whites will kick our heinies if we use knockdown on them.


So for those of you who say quityerbitchin', losing knockdown isn't all that bad - I have been there. I know just how hard levelling without knockdown will be. I got two boxes in with no VKs. I got 5 boxes in with no knockdown. Welcome to my world. I am now master and thank god I don't need to gain any more fighting experience, as it was bad enough 5 boxes in, I'd hate to see a fight vs a white con without knockdown at 1 box from master.

Skeld101
Wed Aug 13, 2003 1:06 pm
#36

Thunderwulf,


Please add the issue with Pistol Whip to your list. It seems quite ridiculous that a pistoleer can use knockdown IN MELEE for significanlty less than a TKA can.

Skeld101
Wed Aug 13, 2003 1:08 pm
#37

Perhaps I missed it. However, I didn't see any references to KD HAM cost changes in the patch notes. Was there anything in there? If not it also seems a bit underhanded how they just change it and don't even mention it.
Pyradius
Wed Aug 13, 2003 1:18 pm
#38

199 Knockdown 2 for 700 damage (No VK's) with a 650 Strength


Issues -


-Can get up immediately from knockdown, which sort of makes the 50% more damage when knocked down kind of moot.


-Mobs resist the same as before. Is it too much to ask that the move go back up to near 100% effectiveness. This HAM cost pretty much prevents abuse even with a high success rate imho.


Devs, thanks for lowering the cost on our other specials. This helps make us more than a single ability using class. I think the KD HAM cost is a bit overboard, though. I would have upped it to 100 or 150 at the worst case, but with the above fixes I think 200 could be bearable. If you don't look at the resist rates, please look into the fact that everyone can immediately get up from a knockdown, but can't attack for ~12 seconds.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Stelonous
Wed Aug 13, 2003 2:39 pm
#39

Looks like I'll be doing more Dizzy Lunge combos now.



Mecra Von'Stelonous
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