Teras Kasi Archive
Thread: Teräs Käsi in the CU Mid-level testing Latest Impressions.
Nerz
Sun Apr 10, 2005 5:27 pm
#27
default?even on combo?so i gues just the damage looked awesome or some flashy effects..
My doubts grow bigger again 
At the moment i would bet that there is no animation on tc exept lunge,bodyhit,leghit,headhit and spin attack.
why those?because there was a bug were you could use all specials and only those had animations.. and since combo still has nothing.. i gues this hasn't changed.
please proof me that i'am wrong
Message Edited by Nerz on 04-10-2005 05:55 PM
unde
Sun Apr 10, 2005 8:13 pm
#28
Can we use CoB while weilding a range weapon now?
-Joint Stardust
Master Smuggler
showmercy
Mon Apr 11, 2005 1:02 pm
#29
Mankind00 wrote:
Nerz wrote:
showmercy wrote:
Unarmed combo attack is looking awesome. I'm doing 450-500 damage right now on most mobs and doing it quick (I'm 0021). I am still taking a LOT of damage when I get hit. I may have to invest in the improved COB -- I can do it now but I was training for the blaster fist.
How does it look?its combo 1+2,something else or a new animation?
At the moment it's the default attack - Keep in mind theres two levels of improments though so it should be a good animation.
Actually, if you target an NPC mob you get some pretty cool animations for dizzy and combo. Right now against creatures though the combo attack makes the little streamers, which were red before the CU and are white now.
Nerz
Mon Apr 11, 2005 4:10 pm
#30
what!
My doubts shrink again 
I gues its just a bug that we see some of them only on NPCs
Message Edited by Nerz on 04-11-2005 04:22 PM
showmercy
Mon Apr 11, 2005 9:15 pm
#31
improved dizzy now does (on ocassion) the animation for combo 2 on live. Looks pretty neat.
showmercy
Mon Apr 11, 2005 9:36 pm
#32
I'm going to work on meditation tommorow, see what power boost does now. I'll report back when I've got it.
chessdemon
Tue Apr 12, 2005 9:33 am
#33
Some questions to consider (but add more as well):
- How does the game play feel?
Rather slow. I managed to get up to novice fencer (so I could wear some kinda armor) in the time it took me to get a little over half the first box in TKA, if there's any kinda real damage mitigation from TK I'm not seeing it, not at novice. Imperial Stormtrooper armor, however, provides a good deal of mitigation. If not against things with guns, or not enough to make the practice survivable solo or in a small group. I still think this is wrong, sure, encourage grouping, but not mega-groups that take too long to get together anyway, and don't make soloing impossible as well. I don't think soloing Krayts should be possible, don't get me wrong, but soloing meatlump missions shouldn't be impossible. 'Sides, people who're grinding up from novice in a profession seem to wind up soloing more than grouping, at least from what I've seen.
- Are you finding it viable to tank stuff at your group’s level?
Not really. Keeping aggro seems to be close to impossible if there's more than one opponent, I found myself chasing critters who're chasing the desperately kiting carbine user more than anything else...then when I got them all in one place, a shot would break my aggro and get them after her again, then it was off to the races once more. Tanking means keeping aggro so the baddies waste their efforts on you instead of on your buddies, but the trick to doing so in the CU seems to be eluding me. Would Warcry and an area-effect taunt be too much to ask for?
- What concerns do you have? (If any)
Biggest one is that our knucklers don't do us a blinkin' bit of good. They do more damage, though with less speed and accuracy than barehanded (no joke, since you can see your accuracy and speed in the character window now, my accuracy and speed both go up when I take off the knuckler, by a significant amount), but giving XP for 1 Handed with them...is ridiculous, if we're expected to actually use the things. Otherwise just say we're barefisted fighters only, and I'll sell my collection of knucklers to Fencer/TK Novices (which may become a FOTM for getting Master Fencer, a high speed knuckler for grinding plus battle armor and a little meditation, grind that up then drop TK later or keep it for the med and that alone, I can see doing that) who can at least get the correct kind of XP from using it. Heck, give the knucklers to fencers if they're this worthless. Plus I can understand no armor once you reach master, but somebody who's lower level than that could easily be described as 'hamburger'. I've yet to see a bit of damage mitigation at novice level on test. I'm better off being the white ghost prowling the fields of Correllia in my Novice Fencer-provided ST armor, hitting Swamp Gurrcats with my armored fists, as opposed to having to heal myself and meditate after every kill when I'm unarmored.
- What do you really like?
I still love the profession, but I can't see that the CU's improved it any, not at the low levels. Okay, being able to do more specials than just the few TKA provides is lovely...the bleed shot and body shot from 1H and Novice Fencer do rock when barehanded. Even if I'm not sure the bleed is working as intended, yet to notice any extra damage getting done from the bleeding.
- Can you see how we are going to fit in to the role of tank?
Not at the moment. In live, I've seen it, and managed to tank successfully; it may just be a case of me needing to learn the ropes. Which I expected, and why I've been hitting the test server so hard...better to gain some practice now than have it hit me in live like a ton of bricks.
- How does the game play feel?
Rather slow. I managed to get up to novice fencer (so I could wear some kinda armor) in the time it took me to get a little over half the first box in TKA, if there's any kinda real damage mitigation from TK I'm not seeing it, not at novice. Imperial Stormtrooper armor, however, provides a good deal of mitigation. If not against things with guns, or not enough to make the practice survivable solo or in a small group. I still think this is wrong, sure, encourage grouping, but not mega-groups that take too long to get together anyway, and don't make soloing impossible as well. I don't think soloing Krayts should be possible, don't get me wrong, but soloing meatlump missions shouldn't be impossible. 'Sides, people who're grinding up from novice in a profession seem to wind up soloing more than grouping, at least from what I've seen.
- Are you finding it viable to tank stuff at your group’s level?
Not really. Keeping aggro seems to be close to impossible if there's more than one opponent, I found myself chasing critters who're chasing the desperately kiting carbine user more than anything else...then when I got them all in one place, a shot would break my aggro and get them after her again, then it was off to the races once more. Tanking means keeping aggro so the baddies waste their efforts on you instead of on your buddies, but the trick to doing so in the CU seems to be eluding me. Would Warcry and an area-effect taunt be too much to ask for?
- What concerns do you have? (If any)
Biggest one is that our knucklers don't do us a blinkin' bit of good. They do more damage, though with less speed and accuracy than barehanded (no joke, since you can see your accuracy and speed in the character window now, my accuracy and speed both go up when I take off the knuckler, by a significant amount), but giving XP for 1 Handed with them...is ridiculous, if we're expected to actually use the things. Otherwise just say we're barefisted fighters only, and I'll sell my collection of knucklers to Fencer/TK Novices (which may become a FOTM for getting Master Fencer, a high speed knuckler for grinding plus battle armor and a little meditation, grind that up then drop TK later or keep it for the med and that alone, I can see doing that) who can at least get the correct kind of XP from using it. Heck, give the knucklers to fencers if they're this worthless. Plus I can understand no armor once you reach master, but somebody who's lower level than that could easily be described as 'hamburger'. I've yet to see a bit of damage mitigation at novice level on test. I'm better off being the white ghost prowling the fields of Correllia in my Novice Fencer-provided ST armor, hitting Swamp Gurrcats with my armored fists, as opposed to having to heal myself and meditate after every kill when I'm unarmored.
- What do you really like?
I still love the profession, but I can't see that the CU's improved it any, not at the low levels. Okay, being able to do more specials than just the few TKA provides is lovely...the bleed shot and body shot from 1H and Novice Fencer do rock when barehanded. Even if I'm not sure the bleed is working as intended, yet to notice any extra damage getting done from the bleeding.
- Can you see how we are going to fit in to the role of tank?
Not at the moment. In live, I've seen it, and managed to tank successfully; it may just be a case of me needing to learn the ropes. Which I expected, and why I've been hitting the test server so hard...better to gain some practice now than have it hit me in live like a ton of bricks.
showmercy
Wed Apr 13, 2005 8:06 pm
#34
Still giving one handed XP and registering as one handed weapons when using unarmed weapons.
Kasamatsu
Thu Apr 14, 2005 4:14 am
#35
Game play is simply boring. Someone in my group usually ends up falling asleep ATK every night when we're out trying to "do" something. Its much too slow paced.
The bugs are killing us. Hopping on a speeder is murder to some people with a lower end systems... whereas for myself it just hurts my eyes! VK's still give 1-hand xp. I'm not yet seeing any damage reduction from Teras Kasi Armor.
Everytime I log in the DEVs have broken something new-- although from time to time they do make things better, its not usually so. I wish they would stop screwing with game systems that are not broken in Live. I wish they would just fix the game mechanics that need fixing.
Am I finding it viable to tank? Well I know how to be a tank, but I'm not a very good one at the moment. Armor is far superior to my TKA tanking abilities. The taunt issues have already been discussed so I dont need to elaborate. As I said in the above paragraph, I'm not seeing that the TKA armor is actually working. When I add up the Mods from the other melee profesions, I don't see TKM, on paper, being any better defense wise than a Pikeman, Swordsman, or Fencer. Our defenses are about the same from what I can tell. Enhanced CoB will work while using a sword, as well as while said swordsman is in armor... I don't see us in the current system being a Tank at all. TKM Fencer Swords will be the new FOTM. Fencer atacks with TK COB and meditate skills while wielding a big mean sword (which with this setup will swing very fast, and 2-hand has very decent accuracy). What are the DEVs smoking?
Another concern, aside from our apparent lack of defenses on paper and being part of a FOTM, is my action use. Every night when I'm out with my group.. trying to tank, I find myself blowing thru action. At the end of a creature I'll be out o f action, have low health, and have to sit for awahile before I can go "tank" again. Considering the fact that I do low damage and have no weapon in my hand I use alot of action. My groupmates will be blazing the beasts with thier guns and come out of the fight with around 80% of thier action bar inttact... and thats after they toss bacta at me so that I don't die while they laugh at the creatures from behind a suit of armor.
They attack just as quickly as I do, for over twice the damage for far less action while wearing armor... and we're all within 3 levels of each other. Yes I'm concerned that we're being screwed!
I like how the DEVs have spread out the weapon certifications, though there are still a couple very obvious "superior weapons" Other than that there are no other changes that I like. Some I can live with, but most are simply stupid, because they're changes to a game system that doesnt need to be "fixed" or the change creates more potential problems that the old way, or it just simply dumbs down the game, and makes it feel like all the other RPG's out there on the market. If I wanted to run around and see who has the bigger level or get more health everytime I level, I'd go back to playing Diablo. I dont want to be just another generic zabrak running around.
Right now our Tanking ability is not apparent at all... on paper or in testing at my current level.
Oh yea...
Screw 2-handed!
The bugs are killing us. Hopping on a speeder is murder to some people with a lower end systems... whereas for myself it just hurts my eyes! VK's still give 1-hand xp. I'm not yet seeing any damage reduction from Teras Kasi Armor.
Everytime I log in the DEVs have broken something new-- although from time to time they do make things better, its not usually so. I wish they would stop screwing with game systems that are not broken in Live. I wish they would just fix the game mechanics that need fixing.
Am I finding it viable to tank? Well I know how to be a tank, but I'm not a very good one at the moment. Armor is far superior to my TKA tanking abilities. The taunt issues have already been discussed so I dont need to elaborate. As I said in the above paragraph, I'm not seeing that the TKA armor is actually working. When I add up the Mods from the other melee profesions, I don't see TKM, on paper, being any better defense wise than a Pikeman, Swordsman, or Fencer. Our defenses are about the same from what I can tell. Enhanced CoB will work while using a sword, as well as while said swordsman is in armor... I don't see us in the current system being a Tank at all. TKM Fencer Swords will be the new FOTM. Fencer atacks with TK COB and meditate skills while wielding a big mean sword (which with this setup will swing very fast, and 2-hand has very decent accuracy). What are the DEVs smoking?
Another concern, aside from our apparent lack of defenses on paper and being part of a FOTM, is my action use. Every night when I'm out with my group.. trying to tank, I find myself blowing thru action. At the end of a creature I'll be out o f action, have low health, and have to sit for awahile before I can go "tank" again. Considering the fact that I do low damage and have no weapon in my hand I use alot of action. My groupmates will be blazing the beasts with thier guns and come out of the fight with around 80% of thier action bar inttact... and thats after they toss bacta at me so that I don't die while they laugh at the creatures from behind a suit of armor.
They attack just as quickly as I do, for over twice the damage for far less action while wearing armor... and we're all within 3 levels of each other. Yes I'm concerned that we're being screwed!
I like how the DEVs have spread out the weapon certifications, though there are still a couple very obvious "superior weapons" Other than that there are no other changes that I like. Some I can live with, but most are simply stupid, because they're changes to a game system that doesnt need to be "fixed" or the change creates more potential problems that the old way, or it just simply dumbs down the game, and makes it feel like all the other RPG's out there on the market. If I wanted to run around and see who has the bigger level or get more health everytime I level, I'd go back to playing Diablo. I dont want to be just another generic zabrak running around.
Right now our Tanking ability is not apparent at all... on paper or in testing at my current level.
Oh yea...
Screw 2-handed!
Message Edited by Kasamatsu on 04-14-2005 04:23 AM
icutyou
Sat Apr 16, 2005 10:00 am
#36
I just finished high level testing. I'm TKM/Master Swords. I dueled once using all available attacks, but when I hunted, I used only TKA abilities.
- How does the game play feel?
I think I really liked it. It had it's pluses and minuses, but overall I thought it was strangely nice.
- Are you finding it viable to tank stuff at your group’s level?
Somewhat, yes. My friend and I took a level 80 rancor mission. I'm TKM/Swords, he's MDoc/CM. The rancor was hitting me for 600, but I think I avoided a lot. The second rancor killed us, but it's because we didn't have time between kills to heal and prepare. And I ran out of action half way through the second rancor
- What concerns do you have? (If any)
I run out of action really quick, while my mind stays completely full. I see TKA as having control of mind over matter. I think it would be beneficial for skills to drain from the mind when action runs out. It should be a slightly faster drain, but would be similar to our last stand when we're physically drained. All professions could have this ability
I also do not like seeing a health percentage on creatures. It makes it harder to know if I can take it out or not, based on the damage I can deal.
The limited attacks. I found Melee Strike and Combo Attack to do the most damage, so I just alternated between them. I could get an attack off what felt like every 1.5 seconds. I'll double check the time stamps of my combat log. Armor break, leg sweep, and dizzy are nice, but I can only use them so often since they're on somewhat of a timer. My character doesn't look as cool anymore
- What do you really like?
The fact that I mopped the floor with a master swordsman and he barely hit me. I haven't done much else testing besides that one duel and the rancors, but our avoidance looks very nice.
- Can you see how we are going to fit in to the role of tank?
I think so. With similar, high level stuff, it looks hard to solo, or hunt in small groups unless you choose your targets wisely and play it smart. Big groups should be fine with a lot of damage dealers.
- How does the game play feel?
I think I really liked it. It had it's pluses and minuses, but overall I thought it was strangely nice.
- Are you finding it viable to tank stuff at your group’s level?
Somewhat, yes. My friend and I took a level 80 rancor mission. I'm TKM/Swords, he's MDoc/CM. The rancor was hitting me for 600, but I think I avoided a lot. The second rancor killed us, but it's because we didn't have time between kills to heal and prepare. And I ran out of action half way through the second rancor
- What concerns do you have? (If any)
I run out of action really quick, while my mind stays completely full. I see TKA as having control of mind over matter. I think it would be beneficial for skills to drain from the mind when action runs out. It should be a slightly faster drain, but would be similar to our last stand when we're physically drained. All professions could have this ability
I also do not like seeing a health percentage on creatures. It makes it harder to know if I can take it out or not, based on the damage I can deal.
The limited attacks. I found Melee Strike and Combo Attack to do the most damage, so I just alternated between them. I could get an attack off what felt like every 1.5 seconds. I'll double check the time stamps of my combat log. Armor break, leg sweep, and dizzy are nice, but I can only use them so often since they're on somewhat of a timer. My character doesn't look as cool anymore
- What do you really like?
The fact that I mopped the floor with a master swordsman and he barely hit me. I haven't done much else testing besides that one duel and the rancors, but our avoidance looks very nice.
- Can you see how we are going to fit in to the role of tank?
I think so. With similar, high level stuff, it looks hard to solo, or hunt in small groups unless you choose your targets wisely and play it smart. Big groups should be fine with a lot of damage dealers.
TheBlacknight15
Sat Apr 16, 2005 10:22 am
#37
I tested this morning and was very disappointed in the way TKA felt...
TKA/M used to be fast paced, and looked like you were beating the hell out of whatever you fought. Now it looks like this: Stand. Wait. Stand. Kick. Stand. Punch. Kick. Wait. Kick. Punch. Stand. Punch.
It was soooo boring and stupid looking. TKM's used to be fast paced, punch you in the face 3 times in one move headbunt and kick you in the nuts all really fast, and now it is just... Slow. It does not help my outlook for the game post CU.
TKA/M used to be fast paced, and looked like you were beating the hell out of whatever you fought. Now it looks like this: Stand. Wait. Stand. Kick. Stand. Punch. Kick. Wait. Kick. Punch. Stand. Punch.
It was soooo boring and stupid looking. TKM's used to be fast paced, punch you in the face 3 times in one move headbunt and kick you in the nuts all really fast, and now it is just... Slow. It does not help my outlook for the game post CU.
NightRaider
Sat Apr 16, 2005 10:42 pm
#38
Well I never thought I would say this but I am actually considering dropping TKM after testing it with the CU. Maybe its just me but I am bored to death whenI play it now.
I love being a TKM but it just does not feel the same and even though change is welcome I feel the profession is just borked at this point.
I don't care about us lacking in damage output I can live with that but I was going up against creatures 2 levels below me and taking a heck of a lot of damage for someone who is supposed to be a master of avoidance.
I hope it gets better I have been a TKM since month one and would hate to have to drop it out of boredom and disappointment.
Combat_Medic_to_be
Sun Apr 17, 2005 2:13 am
#39
I'm very upset about the level system, it really destroys what made swg so fun for me. I'm also suprised that Swordsman gets area taunt, seems like something TKA could do with. Would also like to see a way for a TKM to keep agro better, the hate system is very disapointing, making us just spam taunt, area taunt would help but it's still not that fun.