Teras Kasi Archive
Thread: URGENT: Need information to compile the requested 20 Questions
Message Edited by evetsleep on 04-06-2004 11:12 AM
It's not TKA-specific, but certainly an issue for me, at least. If the list doesn't fill out and you end up having to put in items like "TKA-specific sandals", put this one on instead!
DannieQuee wrote:
you guys keep saying 'isnt this what COB and defensive acuity are supposed to do"
do what? according to doumentation they are supposed to increase the chance of a dodge, counterract, dodge and/or block.
tka have none of t his in any of their trees. so what is it supposed to work on?
therefore cob and acu ity do NOT work at all for us. give us a skill that it does work for.
I am not sure what you mean. No one is saying that CoB and Defense Acuity does work. It has only been stated that the ability to dodge, counter attack, and block are supposed to be what Defense Acuity does (and CoB is based on). There is no argument that they do work because everyone knows that they do not.
we dont get dodger, counterract or any other reflexive defense for cob to work on, that's my point.
before i started workin gon fencer, there was no dodge, counterrattack or any other defensive skill listed on my skill boxes.
if it doesnt exist, how can you make it better?
this is where acuity and COB are broken.
give us some form of evade and dodge that is unique to tka and they will worki can guarantee.
DannieQuee wrote:
we dont get dodger, counterract or any other reflexive defense for cob to work on, that's my point.
before i started workin gon fencer, there was no dodge, counterrattack or any other defensive skill listed on my skill boxes.
if it doesnt exist, how can you make it better?
this is where acuity and COB are broken.
give us some form of evade and dodge that is unique to tka and they will worki can guarantee.
I don't think you understand. Defense Acuity is supposed to give us all of those (when it succeeds you will either dodge, block, or evade and attack). Other professions get only one form of defense. Defense Acuity gives us all 3 (supposedly)....if it only would work. No one is arguing on whether it is broken or not...because it is. And you very well may be right, that because we don't have any specifically defined dodge, evade, or blocking skills is why it is not working....no one is arguing about this....just the specifics to be clear on how its "supposed" to work. Defense Acuity is our unique defense skill...its just borked.
How is it coming Ryutek?
Running low on time, just like those who need to do their taxes...
Improvements:
1) Add new weapon schematic similar to other professions limited use weapon schematics that does a different damage type than kinetic. Currently there are a lot of mobs in the game that we flat out can't fight because they are 100% kinetic resist.
2) Add status effects to combo moves, for example combo 2 could have a 30% chance of applying either stun or blind, while combo 1 has a 30% chance of applying blind.
Bug Fixes:
1) Fix defensive acuity and our CoB.
Downgrades:
1) Change +unarmed damage mods to include both a +min and +max damage. Currently melee damage mitigation is useless when fighting against us since our range is so small.
2) Reduce length of dizzy effect.
3) Increase ham costs when fighting w/out VKs currently it is too low.
General Combat:
Improvements:
1) Change how +weaponspeed modifiers work for all combat classes so not everyone can shoot at 1/second. The advantage of pistols, unarmed, swords etc vs heavier weapons like rifles, heavy swords and pikes is negated by +speed mods those classes get, resulting in an unven DPS.
2) Allow dizzy to affect creature type mobs the same as NPCs.
Bug Fixes:
1) Fix out of range problems, espcially on very steep slopes such as dathomir.
2) Fix 1 point combat log display of all multipool attacks.
3) Put range to target before target name in user interface.
Couple of thoughts, not a complete list by far but all I can come up with right now.
For those who think we should be fighting completely without weapons or armor, remember that this game uses a player based economy. A single combat class that does not rely on crafters for weapons and armor would impact that economy.
As I said Before Combat Medics have Terrain Nego+ and can chase you down and hit you ![]()
Now I asked for us to get Terrain Nego+ too so we can catch up with people who run away from us.
Doesnt make sence that we are unamred masters and jump over walls and move this fast but cant run just
as good as a scout or ranger or Combat Medic? so consider this "TERRAIN NEGO+"
Thanks ![]()
Smuggler_Caylin wrote:
How is it coming Ryutek?
Running low on time, just like those who need to do their taxes...
These are listed in the order I have them. I know some of them are not completely agreed upon, but after reading through a lot of posts on the forum and through the In-Concept Thread, many of these issues seem to reappear. I know speed was mentioned as an issue for some, but I believe the hard cap is 1 second and will not be changed, so I think the question would be what will happen with the combat balance instead (and note that the Combat Balance should address many of these issues as well)
- Gameplay - (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being have no apparent effect. We need clarification on what these skills are supposed to do and if they are working as intended. (according to the description Defensive Acuity is supposed to enhance our ability to Dodge / Block / Counterattack, but we do not get those skills).
- Gameplay - (Old Iss) - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective. The community is fairly divided on this issue, but the majority do seem to want another damage type, or maybe one special attack that inflicts another type of damage (such as restraint, which would make sense). (See Note Below)
- Gameplay - (Old Iss) - Ineffective Specials - Unarmed Combo 1 and Unarmed Combo 2 deal damage over all of the HAM pools, which is ineffective when we have the ability to target specific pools.
- Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.
- Gameplay - Defense Versus States - We have very low Defense vs. KD and Posture Change, as a close quarters specialist we should be quicker on our feet, and thus tougher to knock down. (It even states in the available documentation that we are difficult to knock down at Master).
- Feature - Bleed DoT - As Unarmed Combatants we should be able to cause our opponent to bleed (a DoT attack) from the immense damage we cause our target (I.e. broken bones). (See Note Below)
- Feature - Teras Kasi Order - There is no content in game to explain the TKA beyond 'Unarmed Fighters.' We would like to see some sort of organization behind the name, whether it's to enforce a Jedi code, or just to identify with.
- Gameplay - Mission Difficulty - The Mission Difficulty still reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
- Bug - (Old Iss) - Double Knockdown Makes Target Immediately Stand - Is this working as intended?
- Gameplay - Dizzy has no effect on creatures. - The Dizzy State has no perceivable effect on creatures, and seems overpowered on NPCs when combined with a Posture Change Attack. (Probably a Combat Balance Issue)
- Gameplay - (Old Iss) - HAM Costs - HAM costs on many of our specials are very high, are these meant to be this way? (probably a Combat Balance Issue) (See Note Below)
- Bug - (Old Iss) - Unarmed Combo 2 - /unarmed combo 2 ALWAYS reports "(TKA's Name) uses Forraderi Death Weave on (Target Name) for 1 damage!" to the TKA using it, even though it inflicts much more.
- Gameplay - Animations - When using specials the animation has to complete before we are able to move. This puts us at a significant disadvantage when trying to chase down an opponent, as they automatically have a few seconds head start. Basically the animation needs to stop when we start to move).
- Feature - Automatic Defensive Skills - As Close Quarters Combat specialists we should have an increased chance of evading or blocking melee attacks. (Similar to Dodge, but would need to be a separate skill that does not stack) - We realize this may be what Defensive Acuity is supposed to do, but if so it is broken.
- Gameplay - Ranged Penalty on VKs - This does not make sense, as our use of VKs is no different than fighting unarmed. Our range should not change, nor our accuracy. (Basically the range penalty should be removed)
- Feature - Color of "Ribbons" - Would It be possible to have different colors for different specials (the "ribbons" of light that show from our hands and feet)? (Possibly even a choice to allow brawlers to distinguish themselves)
- Feature - (Old Iss) - Documentation, Part I - Our skill tree does not state what each level of meditation does making it difficult to know if everything works correctly.
- Feature - (Old Iss) - Documentation, Part II - Our skill tree does not state what each special attack does, making it difficult to know if things are working correctly.
- Feature - Terrain Negotiation / Maintaining Melee Range - We are adept fighters who rely on speed and agility against our opponents, but we have no way to attack our opponent when on the move in order to keep them close. We need some way to chase down our opponent, or a way to keep them within melee range. (At the very least the ability to use a posture down attack while on the move would be beneficial)
NOTE: We want to make certain that any Combat related changes are thought through, as we do not want to have our current abilities "lowered" just to bring about some changes to combat. For example, we do not want to lose a working special to implement a DoT attack. We realize we have some very unique abilities, and do not want to lose those to have a new damage type. Basically, we do not want "balancing nerfs" if they are deemed necessary to fill a request.
This is what I have thus far, and it has to be in to Thunderheart tomorrow (April 9th).
Thank you for the input everyone.
Excel Full: The 20 Issues with the extended description.
Excel Summary: The 20 Issues without the extended description.
These have been sent to Thunderheart, and he has acknowledged that he has received them. I'll be unstickying this thread and we will see what happens from here on.