Teras Kasi Archive
Thread: Everyone go read Q's post....
Thanks alot.
I figured that's what it ment, but I may as well have been the guy that asks anyways ![]()
My thoughts on a few items
Melee Defense Proposal:
We removed knockdown as a "tank" ability. I stand by our decision to do this. However, I think adding this type of gameplay back into the system is valuable.
What I propose is the addition of a "defensive bonus" move. This would last for a variable amount of time (increasing as you reach higher skill levels). The bonus would protect you from a significant number of hits for the duration of the ability.
It is in a sense a tank ability that protects the defender instead of negating the attacker. That will make it much simpler to balance.
Can live with the knockdown as it is hardly use it as the timer, and limited effect time, makes it only usuable in certain situations.
But the defensive bonuses, should be passive, and increase value as you progress up the tree. Maybe have a few extra bonuses in Master TKA.
Melee Out of Range issue:
This is caused by the object on your client being drawn in a different location that it exists on the server.
The proposal to fix this is to increase the melee range of all weapons to a value that is closer to the margin of error between the client/server. This will make combat look a little funny as you’ll be able to hit a target further away, but I think this is an appropriate tradeoff.
This is probably the most annoying thing I find in TKA, having to stand inside a creature to hit it, if this will fix it, then please get this implemented as soon as possible. May even make it easier to get at the range users kiting.
Teras Kasi:
Problem #1:
Meditation line is not very useful.
Solution #1:
We are revisiting the functionality of the meditation line. Power boost has been fixed (the duration/effect were broken), and the rest of the moves will be revisited to make sure that the line is actually a useful addition to the tree.
Should make the meditation line also increase the rate of regenerating hams, maybe so the regen rate is double or even 50% faster at master TKA.
If powerboost was bugged and been fixed whenis the fixed version going to be implemented ?
Would like to of seen wound healing start before level 4 in meditation, but would regen at a rateslightly higher than sitting in a camp or med centre, again as you increase in level, this amount and speed of healing increases.
Even thought that maybe powerboost and force of will, should of been moved to the first level of meditation, but as you go up the meditation line, they improve in effectiveness and duration. So at low levels have a low chance of success or duration, but at high levels have over a 50% chance of success.
Maybe these few changes would make the meditation line a lot more worthwhile, but at lower levels they would not be so effective that every otherprofessionwill want the meditation line in TKA.
I agree 100% with you Rafed. It would make more sensing treating Force of Will and Power Boost like Mask Scent in the scout line.
You got upgrades to them as you progress in the Mediate skil lline.
Also, TKA defense should be all about evasion and blocking. They should be avoiding blaster fire rather then simply abosrbing it with their modifiers.
I always considered myself a strike fast-run way-retreat class, not a heavy tank like class. I guess I still got that entire monk thing from EQ stuck in my head.
Err.. that would be "strike fast-retreat-do it again-" class.
We really need an EDIT function :/
Selwynn wrote:
"We removed knockdown as a "tank" ability. I stand by our decision to do this. However, I think adding this type of gameplay back into the system is valuable."
Translation that I think is intended: we made it so that it is not possible to "tank" with KD, and we stand by the changes we made to KD in the past.
NOT
We are planning on removing KD in the future.
Yes, I completely agree with Selwyn, they are saying they removed it as a method of "tanking", not they are removing it from the game.
I say, fix powerboost, and perhaps give it a scaling ability (better at master than at its first level) and that's about it.
Selwynn wrote:
Frankly I think changing meditate so that it increases regneration rates would be brutally overpowered and quickly nerfed. I think you are underestimating the fact that the ability to heal ALL WOUNDS is unbelievably powerful and something no other class can do. Every day I live in fear that they will eventually change that. Being about to regenerate at twice the speed of any other class, melee or ranged would be brutally unbalanced.
re-reading what I wrote should of added a few more reasons on why I think regeneration increase would be a good and why it would be balanced out.
I don't think it would be overpowered for the simple reason we would have to be meditating for it to take effect (if it was a buff you could use during combat then yes it would be overpowered, but you can already get that effect from a doctor,food or use spices), while meditating you cannot use stimpacks, unlike when you are sitting down.
Additionally I personally lose about 90% of my hams fighting, I take a lot of damage fighting plus using the special moves at close range,so I spend a lot of time regenerating hams to finish off fairly low level missions (3 to 4k ham creatures). Even maxing regen rates by the 100 I can it makes virtually no difference to regen speed, so use the points elsewhere. Maybe thevalues I suggested were a bit high ( well you never know may of worked), some regeneration boost would be welcomed by me, even if it was only 20% at master level.
The wound healing I don't know how effective it is as I am only TKA 1,2,3,3, so still use wound packs that use then mind pool, which means it takes even longer to regen the ham bars. My ideas or views may change when I do get to meditate IV, but till I dothe meditation line seems not muchuse till level IV for me, if the XP requirements were lower probably would not mind so much, but it is a lot of unarmed XP for 4 skill boxes where the only real usefull box is the last one.
Ok that's a fair point...
I'll certainly take it if they give it to us, just don't mess with wound healing please
As for the /defensive move. I think that it should truly only be a melee skill, only usable when a melee weapon is equipped. Passive bonuses alone would be too strong. This is much like my suggestion for stances. So what if I have to push the hotkey? I already ALWAYS hit knockdown once at the start of the fight, am constantly switching my VKs on and off, and queueing up UAhit3, UAbodyhits, UAknockdowns, Intim....well you get the picture. My entire hotbar is chock FULL of stuff. All those ranged users out there should take lessons from melee on keyboard quickness. It may do them some good in the future(think combos...).
Anyways. I cant Wait! I may rethink my plans forsurrendering my TKA skills in a few weeks.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=565036#M565036
This whole post really concerns us.
There is alot to digest here, so read the whole thing.
Here is a specific mention...
Teras Kasi:
Problem #1:
Meditation line is not very useful.
Solution #1:
We are revisiting the functionality of the meditation line. Power boost has been fixed (the duration/effect were broken), and the rest of the moves will be revisited to make sure that the line is actually a useful addition to the tree.
Problem #2:
Unarmed Combo’s aren’t very useful.
Solution #2: These moves will be improved in a manner similar to the carbineers scattershot moves. I’d like to see these moves be a viable alternative to localized damaging moves, even with the random hit locations.