Teras Kasi Archive

Thread: Say NO to 30 seconds timer...!

Aurilius
Mon Aug 25, 2003 6:15 pm
#27

I am very against this timer for PvE.


I was in a great group last night, and we were taking on some tough creatures but even with some great strategy, KD was often the only thing to keep the whole group alive. I had a doc to keep my HA up and with failed KDs I was barely surviving most fights from mind drain.If I had to take hits from these creatures for 20 secs after it gets up from a KD, I would never survive. Especially when they can one-shot me for 1700+ hps (happened once after some failed KDs, and I was just on my ass). It will really mean sending pets in first and then me just standing beside and hitting.


As it was, the doc had to heal me constanly to keep my health up when the creature would get 1 or 2 decent hits in.


I can see the benefit for PvP, but it will once again make me less useful to a group. Maybe thats what they want in this game, but it really doesn't sounds fun to me.


I don't mean to sound complainy here, but my honest opinion is that I cannot survive for the 20 sec lag between KDs while creatures are fighting back. I'd rather take the HAM costs (although I still say the HAM drainneeds to be reduced, I'm the only one in the group with down time, mostly cause of the damage I do to myself).


I just feel the timer is a bad idea and have said so all along.


Aurilius.Starsider.mTKA/mCH




___________
Aurilius.
___________

What? You think you're some kind of Jedi, waving your hand around like that?
Pain heals. Chicks dig scars. Glory lasts forever.
Pyradius
Mon Aug 25, 2003 6:34 pm
#28

You guys need to stop fighting npc's and try out creatures. NPC's are way more hurt by knockdown than creatures. NPC's will frequently not attack for 20 or more seconds, and then can fall down again for free damage. Creatures are back to attacking after about 12 seconds max.



Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
MasterGraith
Tue Aug 26, 2003 12:37 am
#29

One of my biggest concerns is the ability to fight multiple opponents, even just 2. If you use KD on one opponent the second one is going to rip you apart because as we all know most things have way more HAM than us and they will take us out first, especially when the first opponent gets back up and joins in. *winces*



A 30 second timer is too drastic, 10 - 15 seconds is definately long enough.


Lastly, what if we have more than one form of KD? Shouldn't we be able to use a physical KD and get some distance and then pull a carbine or pistol and use it again, or on another opponent? It's not the same type of KD after all. Just a thought.

Anthom
Tue Aug 26, 2003 12:45 am
#30

Come on folks, there are other ways to control your target then justKD.


Intimidate and warcry for instance. Yes, I know Intimidate fails a lot but its easy to apply if your grouped. Warcry doesn't seem to fail as much and can come in handy, especially since it lasts 20 seconds.


Granted, it is harder now since we can't SPAM KD 10 times in a row then put our VKs on, berserk, and finish the target off w/o getting hit. But come on, that was absurd. KD has become a crutch that some want to hobble on for the rest of their career.


Now, I wouldn't have a problem if they lowered melee's KD to someting like 20 seconds. But if its an all or nothing scenario, then I would definately say 30 seconds.


Also, since we do take a lot of damage being in the front line, I think they will be improving our defenses. We should have to rely on one attack as our only defense. Keeping it that way is not the answer.




_____________________________________________________________
Ulliam - Teras Kasi Master / Master Brawler - StarSider


Anthom
Tue Aug 26, 2003 12:48 am
#31

should = shouldn't



Nerf not being able to edit a post.




_____________________________________________________________
Ulliam - Teras Kasi Master / Master Brawler - StarSider


Khalor
Tue Aug 26, 2003 12:24 pm
#32

"A Teras Kasi has high defensive abilities already, and armor will just encumber him."

UncleJay
Tue Aug 26, 2003 12:33 pm
#33

30 second timer = death to PvE for the TK



Smack Tacular
HeDrums
Tue Aug 26, 2003 1:31 pm
#34

I vote no.


Ignotum per Ignotius: The cure is worse than the disease.

HeDrums
Tue Aug 26, 2003 1:34 pm
#35

I've said this before, and at the risk of repeating myself...


This kind of tinkering, where they undo/redo/tweak/hack stuff over and over again (concrete example: T21s) just screams incompetence.

GalacticBulge
Tue Aug 26, 2003 4:12 pm
#36

PvE: Absolutely no timer at all. It is not needed and will cause more grief than it is worth.


PvP: The timer is a welcomed addition to most people, but it seems that many have strongly disagreed with the 30 second proposition. I'm willing to bet many people will be happy seeing the time in the 12-15 second range.





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Narsil Anduril:
Teras Kasi Master - Master Brawler - Master Swordsman - Pikeman 0/4/4/3
Bria Galaxy

Ma-o Awe (hawt Twi'lek.. LEGGO MY LEKKU!):
BH 2/3/1/4 - Medic 0/0/3/0 - Rifleman 4/4/3/3 - Pistoleer 0/0/0/3
Corbantis Galaxy
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Fama
Tue Aug 26, 2003 8:17 pm
#37

Well from what ThunderWulf posted an hour ago, I would say that the boost in damage and toughness that they are going to give us, It's a) worth it and b) this timer might actually allow us to reach a ranged attacker that has become overly dependant on the "KD exploits" as it has been called by many



Fama
Teras Kasi Master, 4/2/3/4 Medic
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