Teras Kasi Archive
Thread: Exact description of how FoW is working on TC
At this point, I would be happy if you could get only 2 changes made to it.
-timer goes from 60 minutes to 30 minutes
-battle fatigue on the "bad roll under 10" isremoved
I personally don't think that 5 minutes downtime for reduced stats/meditating wounds away is too bad if we choose to use this skill. In PvE, most hunting parties will rest for around 5 minutes anyway after a big fight. The BF however, would be an absolute killer since it can't be healed in camps and many times there are no entertainers at all on the adventure planets.As the group tank, I pile up about 5 times the BF of any other party member as it is, I really don't want an ability that has a 10% chance of sending my BF skyrocketing thus reducing my ability to be healed.
Consider FoW combined with the new changes to death and decay now on TC.
Xeonus wrote:
Ok you want to bring up "Only use it to escape death" thing.....CONSIDER THIS:
If I end up on a hard planet...Dath, Yavin and so on...and i hunt these exclusivley...I ALWAYS clone first.....Now that said....If I do clone guess what? If I die I get resurected with less wonds and Battle Fatigue than if I took the stupid chance of using this skill! You cant deny it or refute it...all you would suffer is the long haul back to where you where before you died.....I SEE NO BENEFIT AT ALL WITH THIS MOD TO FoW!
OK whoever the lamer is that keeps comming on threads to give a one start rating..your a imature child who cant stand it when someone as opinionated as me makes sense....your imature and probably uneducated too to attack me in such a pitiful way...You do it on every thread i am on and i hope someone will help me out and give me a better rating because what i said is true....
This change, like all the other changes they do is no different then somone giving you a Ferarri that only does 50 miles per hour tops....yeah the car looks great but offers no real incentive to drive it.
As for the lamer...grow up. I also noticed that you gave the person I disagreed with a 4 star rating...pretty obvious you coward.
I like how there is a varied level of effects rather than just Pass/Fail. That adds flavor. I agree with the above poster that the re-use timer is excessive... penalties are already built in to the failure of the skill. Maybe a 10 minute re-use, but not much more than that.
Where would this be used? Only where there is a threat of death or where time is critical. The real power of this skill is in PvP, and I believe that's where the devs are looking when they're considering re-use and penalties. A lot of people talk PvE, but honestly I would only use it there in rare cases... an aggressive NPC is about to death blow, for example... or if you're entire group is about to get wiped out. But it's PvP that will be affected by FoW the most.
In PvP the deathblow is more frequent than PvE. It is also much more fast paced. You don't have time to sit back and rest your group. I can see the power of FoW in PvP... jumping back up from an incap and smacking down the unsuspecting enemy, or racing to the defense of your medic. I can see why a re-use timer is there in this case. If you are able to bounce up after every PvP incap (even with the penalties), that would be overpowered.
The re-use timer should be put on a more appropriate interval to simulate the length of a battle. Let's say we can use FoW once per "battle". How long does a standard battle last? Well, some of the longer city excursions can go on forever, but there are ebbs and tides, and I think the standard "climax" of battle lasts maybe 5 minutes or so. The re-use timer should be changed to reflect this... say on a 10 minute cycle.
What about this?
a) Ensure that it's 300 wounds instead of 900 wounds and do away with the BF.
b) Change the timer on the 200 point reduction to 1 minute from 5 minutes and do away with the BF
c) Change the timer on the 100 point reduction to 1 minute from 5 minutes.
Change the timer to 15 minutes instead of 60 minutes.
Does that sound more reasonable? Would people use it under those conditions? Does this seem too powerful to anyone? If so, describe how.
Mr Heavy,
I completely agree with Xeonus....If it stays as is, then there is no real benefit to using this skill at all. I would rather stay incapped or just clone and then suffer way less wounds and battle fatigue and only suffer the inconvenience of running all the wayback than to take what I consider a silly and foolish chance of this skill messing you up even worse than if you fought a Krayte Dragon all by yourself!
Xeonus is dead on the money with this one......I think there should be wounds to your HAM but NO and I mean NO Battle Fatigue. The thought of 100 BF just for attempting to bring yourself back to conciousness is irrational and makes no sense at all.
Good point Xeon ![]()
Balance is not synonomous with BENEFIT!
Does it start at zero when you stand up or is it fully healed minus any wounds?
Mr Heavy,
First Thanks Angel for your support.
Mr Heavy, I believe that BENFIT should be the word of the day...I know the devs are so consumed with "Balance" that they are balancing us into quiting....Angel is right....Balance does not equal benefit....
Benefit lies in the center of two opposing forces that being loss and benefit or positive and negative. If you work for a special skill it should be a BENEFIT not a BALANCE..i do not work through an entire skill tree to get Balance.
That being said..I think you are on the right track....however i do think that 300 wounds is still too harsh.
I propose a 40-50% chance of this skill working and 100 wounds no matter if it works or not and NO Battle Fatigue! This way you still at risk if you use it but there is still an INCENTIVE to use it and there ARE STILL BENEFITS to using this skill.
I am open to more wounds though....but remember this is if it works or not!
This is a horrible change.
If I cloned, 9 times out of 10 it would be easier to just take the death blowand run back.
60 minute timer? WHY!
What exactly is wrong with the skill as is?? In its current form it is perfect. Success is less than 50%, we get up with zero ham, so there is no pvp exploit and we still die automatically after the third quick death.
This is a very unneeded nerf, I really really urge you to shoot it down as much as you can. If its a case of stop the dabblers, put it in the master box or something.
Jeeze, tell the devs to wake up, I think Thunderheart plays a TK, I would really like to know his take on this horrible idea.
Sorry, its late here and this is making no sence to me.
At the very least, please ask why this change is needed. I can not see any sort of exploit, pvp or pve, to warrent such a nerf.