Teras Kasi Archive

Thread: Top Three Issues Compiled Thanks

Mankind00
Wed Jun 01, 2005 3:42 am
#27

The deffinition of 'one' for the person who seems to be unaware of it.


Dictionary.com wrote:

one

adj.
Being a single entity, unit, object, or living being.







___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
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NotoriousMatt
Wed Jun 01, 2005 4:37 am
#28

-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





-Matt
Elder Jedi
whonickedmyhandle
Wed Jun 01, 2005 5:32 am
#29


Same damage - more speed... much more speed.


Evasion not mitigation.


CoB whilst moving.



K'walee - Former TKM/MPikes/Doc/FS - Respec Jedi
Awrik - Shipwright/Architect -Drop off vendor at Theed -4594, 5494. Sales vendors Echo Mall, Echo Falls, Naboo.
kudil
Wed Jun 01, 2005 6:11 am
#30

TK Issues: DPS/Weapon
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.
UncleSecti
Wed Jun 01, 2005 6:52 am
#31

TKA Issue;

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.
aabadon
Wed Jun 01, 2005 6:58 am
#32

-TKA Issue


We Tëras Käsi Masters need to be better than "dabblers", so i propose to move Improved CoB to the Master box either that or lower the effect of Improved CoB and add an Advanced CoB in the Master box.


Same with innate armor, give us (Masters) better innate armor than a dabbler.



-Non TKA Issue


Healing. Lower the power of stims and jedi heals and improve the Doctor healings.



J'ESS DARKSKY

- I support supporting the support of supportive supports ONLY WHEN somebody
supports supporting a supportive support
You can too

All your female Twi'leks are belong to us
T0rann
Wed Jun 01, 2005 8:28 am
#33

TKM issue .....Give me back a couple of my animations PLEASE



Other issue .....Dont give jedi's below level 80 vis





Torann

Kindrid

Hmmmm


(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
vader1313
Wed Jun 01, 2005 8:51 am
#34

TKA Issue: like many others, i feel that COB should be applied while moving. example: i am fighting a rifleman. he is running away from me, and shooting me. now i have to STOP, hit a button and wait for a COB to channel..and it may or MAY NOT work, and all this time the rifleman is shooting me and gettign farther away...good luck on me EVER catching up to them at that point. in a situation like that, COB is more of a detriment than a help.

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.




R av en w h i te
Founder Of -V-engeance, The Vanguard Elite
One With The Forums
“And I Looked And Behold A Pale Horse, and His Name That Sat On Him Was DEATH, And HELL Followed With Him”
Endjinneer
Wed Jun 01, 2005 12:18 pm
#35


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




Pappa Jupiter___________________________
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anruth
Wed Jun 01, 2005 12:32 pm
#36

TKA ISSUE

- 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"



+++++++++++++++++++++++++++++++++++++++++++++++++++++

Triand Kil'Mi (The Transdoshan you all love and adore)

Mockery gets you no where, BUT it is way to fun to pass up! -ME

++++++++++++++++++++++++++++++++++++++++++++++++++++++
R-ade
Wed Jun 01, 2005 2:39 pm
#37

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.





R'ade
Master Doctor -- Novice Carbs
---
Rori
CORBANTIS GALAXY
Mankind00
Wed Jun 01, 2005 3:53 pm
#38

Keep them coming guys.

I'll be compiling them when I get back from college tomorow afternoon.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Vortek_TUFF
Wed Jun 01, 2005 5:52 pm
#39

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.


dont focus on the useless stuff Mankind, as you did 2 posts ago.



Col. Vortek, Sr. Flight Instructor, Firestorm Squadron. Mining City, Dantooine.
Vortek Industries LLC. Dantooine, Naboo and Correlia.
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