Teras Kasi Archive
Thread: Top issues of the week. Need everyones input.
Some questions I would like answered:
- Why does Pistol Whip cost less HAM then our KD? Even their melee Pistol Whip has a greater range then ours. Why do they get a longer range???
- Why did our unarmedHit3 damage get lowered? I went from high 900's to high 800's damage against the same MOBs
- Do defense stats even work???
- If we are not supposed to bring a knife to a gun fight, why can ranged weapon users running full speed looking backwards, still be ableshoot the wings off a fly at 40m?!?!? (or whatever range) If you are to keep up this statement, shouldn't we as melee specialists have a greater run speed and athletism? Lets be consistent Raph Koster.
Things we still need:
- /stick - An obvious need for melee, this should have been added from the getgo.
- We need to be able to hit while moving!
- Increase our KD range to be equal to Pistol Whip or greater.
Now, I can actually live with the KD costs .. *IF* the other rangedKDhad the same or more cost. First off, I think only melee should be able to knockdown, period. Now, considering we are melee and have to get up close, we should have the most effective KD. We don't.
1. KD -- HAM costs are too high. If they think before patch was too low then avg the two together. Also its not right for someone with a gun to be able to KD someone with a shot. Thats so unrealistic. I think only melee should be able to do that. Also KD should NOT stack as well.
2. DEFENSE - I can not say this enough. We need DEFENSE! The defense mods we get don't seem to do anything. An explanation of how these work would be nice as well.
3. Dealing with range in PvP -- we are suppose to not be knockdowned or dizzied (see quote on sig). In PvP last night I got hit with a shot and the guy stacked dizzy on me and my friends and we could not get up. This is lame and needs to be fixed. It should NOT stack
4. See #1
5. See #2
Let me give a HOLA out to those that I see brought up the bug where everyone shoots through the terrain. I fight nightsister initiates and they pack quite a punch with ranged weapons (they must know some good slicers) so I pull as few as possible away from their base and hide behind huge trees and they just run at me and pick me off while I am supposed to be in complete cover!
Sometimes i hide behind these little stick trees and my enemies can't see me so they try to engage me, but there are times when they shoot through a whole mountain or through the darn biggest trees I have ever seen! This should definately be addressed as a top 5 issue, drop the meditation thing becuase the only issuee there is you should have to have meditation exp instead of unarmd, simple.
The HAM costs for specials are a mess. I can't use them anymore. ![]()
My proposed solution is this. Make it so that each time you use the same special move on an opponent, it has a greater chance of missing. That is how it would work in a real fight. If you had some gimmicky move that you used over and over, your opponent would recognize it and learn to block or dodge it. But if you mix up your moves, you surprise your opponent and land more hits.
Thank you for that quote Anthom!! Bravo!!!!!!!
Read that devs, that's continuity for you right there!!! Higher level abilities to close in on ranged fighters while avoiding being hit! Nearly impossible to KD or unbalance!!!!!!!!!!!!!!!!!!!!!!!
As to my earlier post, we need a lot more pts put into KD, dodge, a block move, etc!!!!
We are jokes!!! JOKES!!!! I am a TKA master, but I feel like a child with a temper in a land of giants!!!
1) - 5) HAM costs of VK's are excessive.
I know I'm a broken record here but that's the crux of our problem. VK's are now cert'd for use by TK's only (which will make them much less attractive to craft for weaponsmiths btw) and they should be useable for our styles. Imagine any of the ranged specialists getting cert'd in the elite carbines/rifles/pistols and being forced to use CDEF's for their specials. That's EXACTLY what we have in this profession. A cert'd weapon we can't use.
Defense skills are pointless if our specials do equal to or more dmg to us than the mob.
Stick doesn't matter if we don't dare lunge or KD when we get there.
Meditation exp change would be nice since we are all enjoying increased down time.
I think we need to have this one issue resolved and the only way to resolve it is to say "our central problem is that we can't use the profession's cert'd weapon to style". ATM, and IMO, asking for the others is like pistoleers asking to be able to twirl their guns: not the central issue with the profession.
Problem Knockdown with knucklers are killing us.
answer since it is a tka only now. it should be lower cost for our moves.
Problem The range on knucklers is less then bare hands
Answer see if they can add it the same.
Problem: Powerboost is still broke
answer: Either let it be a tka berserk. Or trade mind power for a very very high regen for a short time. If we are to tank we need things like this to save us
Problem: Now that kd is nerf. we are taking alot more dmg
Answer: Ask them to look over melee defense. We should not take as much dmg and i think all brawlers should have defense vs each type of dmg
A little thing on the side. I think once tka masters should get the reg animations for like unarm combo 2 and such as part of there reg attacks (not the extra dmg) I kinda miss them moves *sniff*
Top Issues of the Week
LOL
I would have to say my main issue is that I decided to pay for a Beta phase game.
My apologies for being a downer but....
I just like to log in and go explore and enjoy a bit of hunting and enjoy the scenery, gain some levels etc.
Frankly I never used knockdown to a huge extent.
I don't know alot of folks so I mostly solo, which I have been really enjoying until yesterday.
I did use beserk alot.
I logged in post patch and first off my cloak was gone.
Then I got swarmed by 3 low blues and much to my surprise I got owned. Now I'm only one level into my TKA tree.
I then healed and tried a white con, so so different downtime etc.
Also unless I'm crazy(which is possible) while I'm weak now the mobs seemed much stronger.
All this just as I thought my char was coming along nicely.
Very disappointed.
I do not feel they took into account enough info,prior to this nerf. I also question their over zealous method of such drastic changes in such a small amount of time in a LIVE production enviroment.. The feedback from the Devs strikes me as glib and non caring and certainly not like they are actually playing this class.
Hence my disappointment in the game and my decision to "Pay" for a game thats still in Beta.
Frankly the only leverage I feel I have presently is that little plastic card that pays the creators and Dev's salaries.
I'm trying to keep an open mind but I know this dance ... I have done this before and before.
My coment about this patch is![]()
WoW
Wow for I'm shocked at the hit we took and...
WoW.... when Oh when are you releasing![]()
I know similar things have been suggested but I just want to express what I feel is a decent solution to the KD problem:
I think the HAM cost of KD should go down as you work up the Balance branch:
125 Balance 1
100 Balance 2
75 Balance 3
50 Balance 4
35 at Master (optional)
It seems to be more "realistic" that you get better at this kind of thing with practice. It's pretty straight forward and gives some kind of reward to working your ass off to become a TKA master.
Aurilius