Teras Kasi Archive

Thread: Your top 5 Teras Kasi issues Week 2

Jahandar
Tue Jul 29, 2003 9:57 pm
#40

"Anyone with a Melee weapon equipped in an 'attack' state should run faster than someone with a ranged weapon equipped (who is also in an attack state)"


This idea is wonderful. I had planned to suggest it myself until I saw Nya beat me to the punch (no pun intended). Also, although it may be more of a wrestling-type move than that of a martial artist, how about some sort of /tackle or /pounce ability to bring another player to the ground so they'll stay within range so we can actually do something to them.




Jahandar

Freelance Pilot, Master Smuggler, Teras Kasi Master; Lowca
Nyachani
Wed Jul 30, 2003 12:42 am
#41

My biggest issues are Range, Kiting and to a lesser extent our so called resistances vs knockdown, etc.. I'm not even upset about HAM costs,etc.


PVP vs anyone with a gun is totally ridiculous and very imbalanced.


IMHO,one fix is so ultra simple I can't believe it hasn't been implemented:


Anyone with a Melee weapon equipped in an 'attack' state should run faster than someone with a ranged weapon equipped (who is also in an attack state)


It doesn't have to be a skill tree thing or whatever as some have suggested... by making it dependent on being in attack state, *with a particular weapon type equipped* you totally keep ranged from ever taking some brawler 'speed' skill and using it to kite.


The otherbig issue to me is


Vibro Knuckler range... itneeds tobe the same as our regular range.


Getting those 'target is out of range' messages when fighting a fanned rawl is happening because you have VK's equipped... (trust me, I unequipped my VK's and solo killed a giant crystal snake on Yaving IV last night via the sudden epiphany to drop VK's.. it was out of range until I did that).


VK'salso make hitting a kiting mob or player virtually impossible.. contrary to popular belief, we CAN attack while moving, it's just that our short range with VK's + factor in lag, etc, gimps us. Yet the way our damage works, we need VK's to be viable... damned if you do, damned if you don't. Something needs to give here.


(BTW I'm fine with having VK's in the game- this way we are part of the weapon economy- but making them basically a requirement that simultaneously cripples our viability in things like PVP is a bit hard to swallow)


Defense vs Knockdown / Posture Change (doesn'twork?)


- A pistoleer who lands the first attack pwns me in a duelby spammingpistol whip? Seems wrong, seeing as *I* am supposed to be the melee master of the two. Either our defenses vs. this stuff is broken, or it's not enough... with a whole tree devoted to 'balance conditioning', you'd think we were the one class that CAN'T be knocked down.. but as far as I can tell I haveall the knockdown resistance ofa flesh eating chuba.



These threeissues are IMHO the things that make the profession frustrating at times, and makes you sometimesfeel that you just aren't what you're intended to be in the game. Overall, I have to say the profession is awesome, alot of fun,but I'm just really really bummed that I'm at such a massive disadvantage in the realm of PVP, which has so many opportunities for exciting gameplay. (on a side note, marksmen et. al. are so aware of our disadvantage, I'm getting bullied and provoked in shuttleports by them.. "Oh no, a Teras Kasi Expert... I'm really scared now... what are you going to do,wave at me to death?" Sheesh)



thanks for reading..



-destiny


teras kasi expert - starsider





-Destiny Rider
Dragonsilk Weaponmistress

Passion is the Star that guides me..
Metherian
Wed Jul 30, 2003 4:45 am
#42

This is exactly what I meant by a Speed Bonus a few posts up. I wasn't talking about unarmed attack speed. Simple movement/running speed. TKA's should run faster than any other player, especially compared to players who are encumbered and toting a big weapon around.


Meth

ShinMog
Wed Jul 30, 2003 8:53 am
#43

Issues ( in no particular order)


* Make the hit box's on mob's proportional to it's size.


* Take out the vibro knuckles and scale our damage up. Last week I said to fix the brokenknuckles and to put in more variations, but I'm thinking that doing that will cause more headaches for us than just getting rid of unarmed weapons all together and making us a truely unarmed class. Of course, out speed will have to be raised a little also, as I've noticed I attack faster with knuckles on. With no knuckles, using specials won't be suicidal anymore, which will be a step in the right direction for fixing our HAM costs.


* (Running state + attack state) * weapon equipped modifier= modified movement speed. Either that, or add acommand to close distances to the melee classes. I've noticed that mob's seem to be able to blitz in real quick to cut down on kiting somewhat, and then blitz out then slow to a walk when almost dead. Giving the melee classes this 5 second burst (call it /pursue or /closedistance or something) could be an alternative to modifying every class' movement speed. Stick it on a timer (once every minute like mask scent or something), and stick a fork in this issue.


* Someone said that if the enemy is out of range, then we should not attack, as it's annoying to wait for the rest time once you do actually get into range. Sounds good to me.


* Defensive: maneuvers and ability (read dodge, counterattack, parry, melee and ranged defense). I'd also like to see a bonus to saving against the intimidate attack, not sure why it's not in there. Also, while I'm talking about defense, where are our defensive bonusesagainst force abilities? Giving us some resistance to force abilities won't be a game breaker, and from what I've read, we're supposed to have it anyways.


* /stick command, or make the following distance on /follow tighter (when in the attack state)


This one is more a suggestion than something that's broken with the TKA class: only melee classes should have the knockdown move. Seriously, how does the blaster shot suddenly change such that it has knockdown power? For this to be true, the blaster shot has to suddenly have the ability to transfer it's energy to it's target, giving itstopping power. This on the fly change in the physics is pretty rediculous, and needs to be remedied.


More than five, I know...




-------

What do you see beyond your fist?
Is it your //enemy?
Gutshot
Wed Jul 30, 2003 9:13 am
#44

Out of range


Great posts - I'd like to agree that the "out of range" issue really needs to be addressed. I have been exploring Talus lately and the majority of giant sized mobs there regularly reposition themselves to be *just* out of my reach if I am using VK. If I take them off and go unarmed I can still hit them fine - and this is what I am often forced to do. As Soon as I move closer to hit with VK they back off just out of range again.


Knockdown defense


Does this even work at all? Wacthed a Tera Kasi novice hanging around a med facil last night get jumped by a pistoleer of the opposite faction. Whip whip whip /deathblow, the TK never even got to swing back.


Vibroknucklers


I am almost *positive* they are in the game ONLY because SOE believes every class should be forced to suffer the economic effects of weapon decay. The want to keep the cash flowing, and if we get to use our fists, we have one less thing to repair and break or rebuy every week/few days.


If they could just realize that as melee, we can go through 2 full sets of chitin in a day if we wear armour,that's more than enough credits changing hands. I know some folks say wearing armour is silly, but I find having 1/3 of all incoming kinetic damage can be pretty handy when tanking the big mobs.


If VKs are just there to make us spend credits, I spend plenty already. I kept 3 master armorers in business single handedly the last few days. Please see about getting these removed from the game, or at least get the darn HAM costs reduced to where they should be. We use far more HAM per move than 1 handed users even.


Berserk Nerf


I really hope they up the damage on our specials (which btw I cannot even use with VKs on for the ham costs) and/or our normal unstyled damage when they drop berserk from double to +75 per swing. It's going to be an awful lot harder to level if we lose berserk's damage and get nothing added in return.

DoshTerasKasiMaster
Wed Jul 30, 2003 2:03 pm
#45

PvP Needs to be fixed. Realism isnt something we should be worried about in this game, its nice, but you cannot gimp a class because it needs to be "real", otherwise why bother even putting the class into the game?



1. I agree that Ranged Professions need to be SLOWER when they are kiting....Being faster, a /stick command... nice ideas but to be honest, we dont need to be changed, the Ranged professions needs to be altered. You fire a ranged weapon and are moving... you are moving slower or you are hitting 1 in 20 times unless you are using a shotgun... and even then. Could you imagine getting kited by someone with a Lightning Cannon? Ok, this needs to be fixed so bad.


2. Fix the Range for Vibro Knucklers... Personally i do not like the idea of Vibro Knucklers, but if they are kept in the profession, there needs to be a certification for it and it should be in the Teras Kasi tree. Or just something like Brass Knuckles in the Brawler tree and then Vibro Knucklers in the Teras Kasi tree.


3. If Vibro Knucklers are going to be staying in the game, fix the HAM costs.


4. I agree that there needs to be a Seperate Meditation EXP.


5. I am happy with almost everything else... if it is true about the hitbox problem someone brought up earlier, wouldnt it be easy to have the hitbox be the same point as the attackbox? And if it is this way... see #2 on this list.




Never Interrupt your enemy while he is making a Mistake - Napolean
MotherMGA
Wed Jul 30, 2003 2:49 pm
#46

The only thing that really needs to be fixed is the problems with PvP. There are so many problems that stem from these that if you just fixed these problems, everything else would go away. Here they are:

1) Hitting while moving is still broken. I believe this is due to server syncronization problems and the short range for vibro-knucklers. This goes with the /stick command that everyone talks about. We can't get close enough to the kiting mob (or player) because the mob isn't located on the server in the same place as the client tells us. Also, you may want to be a little more lenient when you are determining if brawlers are within range. What is on the client machine is all that we can go by. Its got to be the case that the latency between server/client is telling my machine that mobs are in a different place than they actually are because I look at the distance to target and see "1" and I attack and get "Target out of range."

2) Walls, rocks, trees, everything that is supposed to break line of sight to provide cover for use brawlers is buggy. Sometimes it works, sometimes it doesn't. I believe this is also due to server synchronization problems. It would be nice if terrain contours would break line of sight also.

3) Ranged accuracy ranges are not significant. Pistols are too accurate afar; rifles are too accuate up close.

4) Ranged are too accurate while moving.

5) Knockdown and Lunge effects do not last long enough in PvP. A fast brawler can hit every 2 seconds. These effects last less than 1 second on a player. Combine this with (1) and you are worhtless PvP.

6) Ranged Knockdown is more exploitable than the Lunge from beta. Why is ranged knockdown in the game when Lunge was corrected?
GreycloakStarhaven
Wed Jul 30, 2003 4:19 pm
#47

Well I saw my first PC Bounty Hunter the other day as he sniped one of our group members... I took off after him and was right on top of him the whole time between 2-5 meters.. and I ran and ran and ran but could not touch him and he shot away and even had time to laugh at me... I went form full health to nada... dead.. Within that kind of range you cannot say that we are martial artists, because even an untrained fool can tackle in that kind of range... ouch.

hidalgo138
Wed Jul 30, 2003 5:57 pm
#48

realistic? er, not much in this game is realistic. the time it takes to build your guy up to the point of taking on giant creatures is deserving of such. screw realisim. i play that game when im off the computer.

Streetracer81
Wed Jul 30, 2003 6:39 pm
#49

Out of range issue is what bugs me. Certain mobs (like a snake on naboo) in close combat tore you up while you are out of range, the only way to be in range is to stand over them and they will actually move so that their head can bite you, but the part of body I have to hit is their middle which is out of reach always.



If they can fix this problem would be great.



Ranged combat... well I dont have issue with it, it is fine, more realistic this way.

Streetracer81
Wed Jul 30, 2003 6:41 pm
#50

Not really sure if they will ever do it. But I always thought that Fighters especially melee fighters should get feign death like they did it in Everquest. All that pistol learning for a smuggler just doesn't seem worthwhile and generally takes away fun from me.



It wouldnt be too bad if two classes got feign death.

IronMaiden7
Wed Jul 30, 2003 6:45 pm
#51

I am happy with being a Teras KasiStudent in PvE, but brawling professions are very weak in PvP against all ranged-weapon users because we have no way to defeat their Run & Gun tactics. Even a novice rifle use can one-shot me with a decent rifle and Headshot 1/2 & Mindshot.


We cannot attack on the run and currently there is no way to close the gap between us and a marksmen (unless they are asleep at their keyboards).


Maybe the developers can bring more balance to the brawler in PvP by giving us a longer burst run or by giving us dodging skills against ranged attacks?


I am not asking to be overpowered; I would just like an equal chance of winning in PvP instead of being owned 100% of the timeby ranged-weapon users. I also find it silly that pistol-whipping can do more damage than a TKA, and that it has better melee benefits.




Why join the Empire?Because chicks dig Stormtroopers!Watch Jedi flick!
"Today's SWG Patch Notes: Found where people were having fun & removed it."
"Teras Kasi are NOT lethal, NOR nearly impossible to knock down or unbalance."
"Facing an opponent armed with ranged weapons, high-level abilities DO NOT enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

Cobok2002
Wed Jul 30, 2003 9:55 pm
#52

DoT.


Where is our bleed styles ? Put bleed effects to Body hit 1, Leg hit 1, Head hit 1, and MAYBE someone will you this styles.



Olek'Siy


Master TK

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