Teras Kasi Archive

Thread: Some proposals for TKA

BlueBlahBleh
Thu Aug 21, 2003 12:28 pm
#391

Raph, please read this.


I understand what you are trying to aim for, but there are a few things even you, in your seemingly experienced position, do not understand.


Your list of mobs that master TKA should be able to take 50/50 is set because you want people to not hit master so fast. You said yourself, you want people to "get more" out of the game per say. Well, you cannot do what you are doing right now with the skills set up the way they are. If you want to make EXP gain take longer and be more difficult, then people need to have CONSTANT results. In the TKA skill tree, you only get "new" abilities and "results" after having gained 150k unarmed exp, then 250, then 350, etc.


You CANNOT have the game setup to where we are so underpowered and only receive noticable changes to our combat abilities after spending MONTHS of hard work to gain that change.


If you want to do what you are TRYING to do, and if you want to do it successfully, then you need skills to raise not at intervals, but at a constant.



Obviously you cannot change the EXP/skill system as it is. It is set this way and you cannot change that. YOu have it set to give updates in abilities at INTERVALS, not at a constant. What you fail to understand is that you cannot setup skill abilities and skill gain as if you were gaining at a constant. In order to have skills raising at large intervals, then you need to have SOLID ABILITIES.


You cannot nerf the classes like so, unless you change the EXP/skill system to be in constant change. 1 point of difference should effect skill ability in such a situation. But it doesn't. YOu need hundreds of thousands of points to make a difference or increase in skill. The two DO NOT fit together.



Please revert our knockdown to what it was before. You cannot nerf all the professions and maintain a skill system that only gives bonus' at distant intervals. It simply IS NOT FUN, or rewarding.

goodspeedx
Thu Aug 21, 2003 12:53 pm
#392

If TKAs are overpowered, the problem is definetly not in the HAM costs. Not that they are overpowered, I.E.



a master riflemen/pistoleer/carbineer goes up against a master teras kasi, all the ranged player has to do to win, is stay 13m away from the tka. Considering that master riflemen/pistoleer/carbineer takes just as many skill points to get as master teras kasi, shouldn't it be a close-to-even match? With the rediculous 25% damage in PVP a tka has to use knockdown or lunge at least 3-4 times,IF HE CAN CATCH UP TO HIM, to win. This is impossible, you would need over 2k HAM with the obsurd HAM costs for knockdown and lunge. Thats only the damage your doing to yourself, not to mention what the enemy is hitting on you.




Isherz

Master PIstoleer

ATXT
StringereDomani
Thu Aug 21, 2003 1:37 pm
#393

My impression is that it works fine. Yes, the opponent can get back up, but in the meantime you've had a chance to do stuff to them, as with knockdown....


Usually I hit someone with lunge and they're up and running again by the time I get to them. I will normally try using lunge and follow with another in order to get in attack range but many times the second lunge will not hit them because they have moved out of range by the time I reach them.

I wanted to follow up to my other post about your misconception that we are overpowered, also. I dueled a bounty hunter the other day and we both agreed not to use knockdowns and since I would not be using knockdown he agreed to stay still and in melee range. I was incapped by the time I had him at half dead because he has highly damaging ranged attacks that target specific HAM pools. I can target one or another specific pool but the damage dealt is significantly less than what other classes deal when singling out a HAM pool, there is no DOT effect for us, and the cost using the special move usually outweigh it's benefits (although I know you're porposing a reduction).



Stringere Domani - K'tair
- Bothans at large -
Shards of Alderaan

StringereDomani
Thu Aug 21, 2003 1:47 pm
#394



Holocron wrote:


Selwynn wrote:
We may not be drastically underpoweed - maybe -- but we are absolutely NOT OVERPOWERED by any stretch of the imagination. In PvP it is no contest - we're not only non overpowered, but we can hardly compete. In PvE - all I can say is, if you turn this into a game where I can't fight anything but stupid durnies to get 50 XP per kill and that's how I'm supposed to make the millions of XP it takes to be master -- then I guess I'm done here.

OK--don't measure against PvP. If you measure against other unabalanced professions, you're going to be lacking an objective baseline.

Here's the objective baseline we use: a maxxed out TKA should be an even match (meaning, 50/50 chance of life or death) versus any of the following:

[List]

These things are worth 2600xp or so apiece.






The problem with that, Holocron, is exactly what you say: "a maxxed out TKA should be an even match." Yes, maybe a maxxed out TKA is an even match for those things and they do give 2600xp or so, but a maxxed out TKA has no need to worry about unarmed experience anymore, now do they?



Stringere Domani - K'tair
- Bothans at large -
Shards of Alderaan

StringereDomani
Thu Aug 21, 2003 1:51 pm
#395



Holocron wrote:


Don't think in terms of encounters within the game; we're talking about baseline combat ability here.






Umm...that's the context we work in Holocron. We don't work with the code, we don't work with baseline combat ability, we work in terms of game encounters.



Stringere Domani - K'tair
- Bothans at large -
Shards of Alderaan

Dood54
Thu Aug 21, 2003 2:51 pm
#396

I have had enough,



We are the ugly girl at the prom.


This TKA is going home.


I am solving the problem by just letting my subscription expire.


The devs have not truly thougt this game out, based on their Ranged / Melee concepts.


Question devs, how did you go so wrong from UO?

Concerned
Thu Aug 21, 2003 2:54 pm
#397


Holocron......while a good portion of the gamers may be playing this game for its PVE environment. A great deal of the players (myself included) are playing this game for pvp ...in the form of Rebel vs Imperial. Now i know that this is no surprise to you........what may be a surprise is that we would actually like a chance in pvp. I and my approx 15 real life friends that are also subscribed play this game for pvp. We could care less what class can kill what mob ....i know its part of game balance...but to be honest with you ..alot of us gamers want PVP balance....thats right...surprise....!!!! I would like the chance ......just a chance. ..of resisting a knockdown......how about this....how about a CHANCE to actually evade a attack of ranged or melee type..... or better yet ..how about a CHANCE to not get shot through a building?


I know your not the one to blame ...but your our only hope + target. All we are looking for is a straight forward answer. Will these issues be taken care of? I am not sure if you play a melee or ranged class ..or even how often you play....but it is obvious to anyone that plays pvp what the problems are. Just shoot straight with us ....alot of the more mature station members will respect this in more ways then you think.



Sorry for the sarcastic tone...but remember you are our target ...and also our saviour ..go figure.


Eroc


MTKA




ROFLMAO you guys still play SWG
GnomeCop
Thu Aug 21, 2003 3:09 pm
#398

I would just like some kind of pressure point moves that give us bleed effect on opponents or something along those lines... A move that, like pinches a nerve so the opponentmoves 50 percent slower for a duration. Or a move that freezes their regen rates for awhile.



but hell.... fix the specials we have now first. The meditation tree.... barren. WHAT is that?!

Archon007
Thu Aug 21, 2003 3:19 pm
#399




-Page 267, SWG Strategy Guidewrote:

"Teras Kasi are lethal, nearly impossible to knock down or unbalance"




This is a complete and utter lie. Last night fought a Rebel Pistoleer he resisted all 3 of my KD attempts and I resisted none of his.


Encounter; I see him and start running to close range. He sees me, uses KD shot, thenshots me 2 times, I continue to charge. I sense his overconfidence as he doesn't flee from me when I close. I KD attack and it's resisted, with lightning speed I KD again, once again foiled and it is resisted. He pistolwhips me I fall to the ground like a cheap rug. He mocks and laughs at me. I get up and KD attempt as my only chance and once again it fails. He pistolwhips me again and finishes me off.




-Page 267, SWG Strategy Guidewrote:

"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."




Again, lies. He never missed me at all. And for the record I'm a Master TKA.




- Mason Storm
ONE
Secretary of PvP War
(Ahazi)
DrBonzai
Thu Aug 21, 2003 4:03 pm
#400

Just shoot straight with us ....alot of the more mature station members will respect this in more ways then you think.




/agree


Concerned I agree with you 100%. All I am doing is waiting for a hard core answer from Holocron that TKA will be a lesser skill than it was when it was pre patch so I can put an end to my SWG account ASAP.


Its hard to miss the fact that the SOE devs have no real direction on where they are taking the SWGgame.



A now useless TKA,


Wanderhome DrBonzai.


Gutshot
Thu Aug 21, 2003 5:47 pm
#401

"Concerned I agree with you 100%. All I am doing is waiting for a hard core answer from Holocron that TKA will be a lesser skill than it was when it was pre patch so I can put an end to my SWG account ASAP."


I believe actions speak louder than words. Their actions to date haven't given me much hope yet.

Selwynn
Thu Aug 21, 2003 5:51 pm
#402

30 timer added to knocdown today .. is that the final straw for you?



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Kurtzmann
Thu Aug 21, 2003 6:03 pm
#403

You know, they'll never find a happy medium balancing skills with respect to PvP and PvM. Let's face it, a living person plays a bit different that a coded AI.


Here's a thought: Why don't they justremove knockdown and posture changes from PvP?


Would that really be a bad thing?






--Klatu
Former MCH/TKM
DOC/TKM
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