Teras Kasi Archive
Thread: Top Three Issues Compiled Thanks
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-TKA issue
make our weapons stronger, i don't want to have to use my knuckles of katarn for every fight
-non-profession issue
make so you don't have to stand stiff to use CoB
Description: We need an increased DPS for the entire profession either in more damage, being faster or
having a weapon that DISTINGUISHES us from our Novice Brawler counterparts. It is a very
boring profession that most are picking up to not wear armor and for the decent defenses.
Non-TK Issue: Healing
Description: As said previously Jedi are out healing Docs/CM and this just isnt right. I would say let them
be able to heal themselves for the current amounts but if cast on another, then the amount is
reduced.
Advanced Taunt needs to be moved from Swordsman to TKA.
As it stands, a Master Swordsman with Balance I from TKA has a far better chance of tanking than a TKM with any one box of Swordsman, and he will do it better (better taunt skills, armour stronger than innate, armour with health/skill buffs, the same CoB, more damaging attacks).
Non-profession Issue;
Aggression Management.
There is virtually no such thing in Live right now. They added some spurious damage range for mob attacks in Publish 17. Who knows why? They said something about helping meleers take relatively less damage. It was never the issue. I'd love to be taking damage and tanking for my team. I can't: Taunt is ineffective.
Current agro problems and examples;
In practice, Taunt appears to get you immediate agro but does nothing to the 'hate list'.
It doesn't manage agro, it simply makes you the mobs next target for attack. Almost anything will change the mob's mind before it even gets a couple of swings at you: a big damage shot ot two from the ranged guys, an area heal from the CM, even a tick of healing from a doc's HoT on someone.
Taunt has a long cooldown counter.
The ability can (and does) fail. If it fails then the cooldown counter kicks in again anyway and you can't try to retaunt for quite a while. TKA's weedy damage isn't getting anyone agro so a failed taunt means I can do nothing but watch my friends get hit for quite a while.
Taunt has a tiny range.
I don't know what the range is but I'd guess around 12m. Any sensible ranged fighter wouldn't be standing within current taunt range of the tank. Once the ranged fighter gets agro off the tank (which he unvariably will, and quickly) you're off and running trying to get close enough to the mob to try to do something about it. [As a side note, as we all know, once you're off and running the primary TKA ability of CoB is out of use.]
Due to the ease with which we currently lose agro and all the synch bugs with where a mob appears to be and where it actually is, there is even more need for more range on Taunt. At least if I could taunt from range I'd know that the mob was approaching me even if it doesn't appear to move on my screen.
How we currently try to manage agro;
A ranged guy pulls from range. The ranged player stops firing immediately and the tank tries to taunt the mob onto himself. If the ranged guy doesn't start firing again until the tank has got a few hits in this often works to get the tank agro. The tank will lose agro again quickly once the blasters open up. Meleers now enter "headless chicken mode" and try to guess where the mob is, running around spamming Taunt (if the cooldown has expired) and Lunge.
To effectively control agro today, a ranged guy will have to be using a third-rate weapon and doing low-damage specials to try to avoid taking agro. The ranged player will be shooting from point-blank range, standing next to the tank, so that when agro does shift the tank has some slim chance of getting it back. The tank will be healing himself (if he did manage to take damage for the team) since that has more chance of getting him agro than actually hitting the mob.
A first guess at how we should be able to manage agro;
The mob has a hate 'league table' and attacks whoever is first on the list.
Doing damage gets you points in the table. Taunting gets you a whole bag full of points. Healing gets you very few. A HoT gets you no points (or maybe even points on the recipient).
As it stands, Taunt seems to place you top of the list but give you no points. With our weedy attacks, the next action that happens in combat will almost certainly get that person agro as they now become top of the table.
-TKA Issue
TKM issue .....Give me back a couple of my animations PLEASE ![]()
Other issue .....Dont give jedi's below level 80 vis
General Issue: animations across the board are HORRIBLE, and the nonstop particle effects are distracting, and cause lag to the extreme, especially in large scale battles. not to mention that ever looping jedi meditate green glowy crap.
Tkm damage needs either
1, Scaling up
2. unarmed damage stacks when equipping a weapon as pre CU
as it is weapons are useless to a tk master , makes it a pretty boring profession when all you can use is fists
as a side note the action cost for bare fists seems on the high side
non profession issue
Bio engineer tissues not working
1, the unarmed damage tissues have no effect to tk's at all
Message Edited by Endjinneer on 06-01-2005 08:20 AM
- Damage output needs to be increase in order for us to tank a little better
- FOW is not working
Non TKA ISSUE
- issue with "sliding"
TK Issue -- CoB ability
CoB doesn't work if we're moving even slightly. We need to be able to activate CoB while moving because without it we're much less effective as a tank.
Non-TK Issue -- The lack of need for Healers
Myguild has a large number of Jedi in it and when we go hunting there is very little need for my MD skils. They can all force heal each other (andme or any other non-Jedi in the group)and with better results than a MD can proivide.
I'll be compiling them when I get back from college tomorow afternoon.
1. Tk damage, needs to be increased, i do more damage empty handed then i do with a nightblade.
2. Sliding avatars after a knockdown, normaly the target is recovered before i can benifit from this attack because theiravatar has sliden out of my attack range.
3. COB should stick while moving...
on a side note, the agro issue that seems to be popping up is really easly solved by increasing the damage a tk should be outputing.. e.i more damage = more hate.
im an mtk/mpikes/0444swords and i never taunt to take and hold agro away from another tk, i simply do more damage with my pike.