Teras Kasi Archive
Thread: Your top 5 Teras Kasi issues Week 1
My main issues.
1. Defense , As a whole the profesion needs better defense from both ranged and melee.
2. To hit mod's. This needs to be looked at having a -5 to hit mod at 1m is just wrong.
3. Specials. Need improvments to most of these,aside from beserk,knockdown,and on occasion itemadation nothing else even seems to matter to me as there effects are not worth the HAM and are resisted so much anyway.
4. PvP. TKA (all melee actully),need some way to deal with kiteing its just sick as it stands.
5. Agro. This ties in with defense,when im in a group i take 80% of the hits due to having to be point blank with no real way to loose that,It should be able to be more evenly spread
1. Vibroknucklers VS totally unarmed:
Without Vibroknucklers, the TKA is a cripple. With power 1, I usually do 400-600 damage, on any given hit, with the 26%possiblily of a critical hit for more then 1000 damage. That, is with knucklers. WITHOUT them, I usually do a max of 200, and have never done a critical hit.
Now, don't get me wrong, I like my knucklers. But I thought TKA was supposed to be a master of the unarmed. As in, dosn't need a weapon. IMO, they should make the gap between no knuckler, and knuckler, less signifigant. Not to much that the knuckler becomes usless, but enough so that it isn't required to be able to compare damage wise to the other classes.
2. Meditate.
Its a great skill, and I love it! However, I personally think it should have its own exp type. Ex, you get meditate exp when meditating. Now, I know the first thing that will pop into everyone's mind is that would be too easy, since you could AFK meditate for exp. But I'm sure they could easily add in something to make it so that you only get the exp when actually healing something, be it HAM, wounds, or bleeding. I'm tired of having to spend the exp I get from hitting things, on something that really dosn't have anything to do with combat at all, but instead combat recovery.
3. Defense.
A big issue. Basically, if we are in a group, we take the damage. Since we are closest the the mob, we get hit first. Unless there is another TKA that I can split damage with, or I use my pet to help take damage, I usually am the first to get incapac in a hard fight, and the last to get healed, unless the medic happens to have some ranged heals. I would love to see some special moves to help this.
4. Special move cost.
It may be just my stats, but any special move for me, with a Vibroknuckler in, costs at least 100 of at least 2 out of my 3 HAM pools. The result of this, is that since I am already taking damage from whatever is hitting me, I can't really afford to use my special moves. Instead, I just hit beserk, and try not to take too much damage.
Thats all I have at the moment. ![]()
(Oh, and grats on TKA correspondent, Thunderwulf. )
Aha! I rememberd my last issue:
5. Negative Taunt
I really think TKA should have a way to lose. Since we don't have any more health then the rifleman who is a safe 36-64k away, we really need this. Something to make the monster forget us for a little bit, and go after whoever else is doing the most damage.
I haven't made it up the tree too far but here are my issues so far.
1. It seems that we should havethe ability to not get hit as much. I don't need to have more HP's or be able to take more hits I just want to be able to play the role of aMartial Artest and be agile enough to miss a blow or evenavoida blaster fire.
2. Closing the distence. I think that because we don't have a weapon and in my case less armor then a ranged person then I think I should be able to run faster. This will help with getting to that person who is plinking you off as you try to get within that 1M attack range. This could also be helped by making the attack range a little bigger. A swinging kick should be able to make it pretty far
.
3. HAM efficient. While moving up the tree we are fine tuning our bodies to be efficient killing machines. It is only playing the role that if I get higher up the tree it will cost me far less effort in order to preform a special ability. That doesn't seem to be the case. Also this is hurt alot by having the VK have such a high cost. I would expect that as a master TKA I would be able to use my special ablitiesnonstop even with a weapon and notice more damage to my pools to be done by the mob and not by my use of specials. At this rate I'm affraid that it will still cost the same for me to do a spin kick at master TKA as it does now...
4. Hate: Yes...this is majorly lacking and or broken. The person being his should hate the person doing the most damage not just the person who's closest. This is also talking about ADDS. I shoot a mob andhe passes the hate list with my name on it to his buddy. Even though the mob being shot doesn't charge his buddy will.
5. Berserker failure...too much.
1. We should keep agro the way it is. High agro means we add lots of value to the snipers. Just need a healer in our group to keep us alive. We need to balance this with a nice experience bonus though for our group contributions.
2. HAM costs for specials should decrease as we progess in levels, not increase. Its too costly to use UA1 with VK, UA2/3is evenworse. Think ROHAMI, Return on HAM Investement. Right now, the only things worth it are Knockdown and Berzerk.
3.Meditate should have an additional function of allowing us to regen HAM values faster evenwhile in combat, or to allow us to use special attacks at a lower HAM rate.
4. In PvP, we don't need stick, we need stealth so we can close the gap between us and the range weapon classes. Even if I hadstick, the snipers kill me before I can get close enough to engage them. That, or put in lots of trees and bushes I can hide behind so I have a fighting chance.
5. Some kind of blaster shield we can hold that prevents us from fighting but significantly increases our defence against rifles/pistols, etc.. That way we can charge a mob, and then drop the shield when in melee range. That, or make TK master the key to opening force sensitivity, and then we can use light sabers as shields.
1.Better defense or more life. Pistoleers get a +30 to Dodge.We need something. I have no problem with drawing the aggro from something getting hit for 1500 dmg while I do my little 250 dmg, but at least give us a chance. If we are supposed to be tanks, give us something that's going to keep us from dying with one hit.
2. Speed. Give us a speed bonus as we advance in levels, across the board. It could be added to the meditation tree,5% at each level soyou get a +25% movement rate at Master. The reasons are obvious so I'm not even going to go into why. Instead, I'll ask, why not?
3. Better weapons at high levels.The ideas for certifications for knucklers is a good one and would make advancement more scaled. The damages seems high at low levels, but at higher levels, it's pathetic. I read the post by Holocron on Stratics. One thing that stuck out about that post was this, "We're nerfing CH to be "only" 3 times more powerful than a TKM." What is that? That tells me that the developers alreadyknow that we need to be improved as a class.
4. Give us the Feign Death skill orsomething that compares to the ranged version of a "Warning Shot". I don't consider that an exploit, but it sure seems like it is compared to the fact that we don't get anything to scare away a creature when it is killing us.
These are the only real issues that I have with the class. I love the idea of being a TKA, and I don't mind having to work hard to get there. I just want the rewards to be worth it.
Here is one more quote from the Stratics website, and please keep in mind, this is referring to AFTER the CH pets get nerfed. The nerf is that tame pets will not be as powerful as their wild counterparts. This is a direct quote, I was not the one who put "PET" in all caps. Quite frankly, this worries me a little bit.
"When a player asked if a Master TKA should win 50% of the time versus a Rancor, Holocron had this to say:
Versus a PET rancor, yes."
This pertains more to just general melee hand to hand combat. But I think a redo of the radar is in need forall players. I'd like one to see dots only ifhe or shecould visibly see them....i.e.anywhere inmy line of sight should I just turn my head. If a creature or enemy NPC is behind a large rock or wall that's behind me, I shouldn't be able to see them. If they move out into the open, their dot should appear...even if I'm not directly looking at them.
Why would I put myself at such a disadvantage? I ask you, would it really be a disadvantage? I'd be able to use cunning and stealth to get close enough to engage my enemy before I get severely damaged or killed. It would force everyone to not only consider their enemy's weapon inventory and skills, but to consider the environment as well. And it'd drive up the "surprise" factor quite a bit when coming around a boulder and running into a KOS foe.
Would marksmen be hurt by this? Probably so, but if it's spun correctly explaining that one shouldn't be able to see around walls and buildings, it makes sense. Besides, I don't think I've seen a portable radar device anywhere on my persons lately ![]()
Just some of my own personal thoughts as a novice barbarian/novice marksmanand TKA wannabe.
Oh one other thing needs to be addressed, have the /follow command put me within unarmed combat range. It's frustrating having to manually chase a creature because you're following but not within the 3m combat range.
ChooChoo
2) PvP: Ranged users need to have their optimum range actually effect their chances to hit. No more 90% chance to hit pistol users at 64 meters and 90% chance to hit rifle users at 0 meters.
3) PvP: Ranged users need to have a small speed penalty for weilding a cumbersome weapon. This gives melee people less of a chance to be kited. Having the benefits of ranged is good enough for them, they shouldn't have the benefits of speed as well.
4) PvP: Ranged users need to take to-hit penalties for moving. Increase the penalty for running and shooting, increase even more when they are running in the opposite direction of their target. No more 90% accuracy at 60 meters running flat out in the opposite direction.
5) Status specials that are not attacks, ie. Berserk, Intimidate, Taunt, Warcry, need to take the same amount of HAM with knucklers as without. Knucklers should only increase HAM costs of actual combat moves.
6) Berserk and all specials need to either: succeed more reliably, consume less HAM, or not consume HAM on failed attempts. I failed berserk 13 out of 15 tries the other night.
7) The bug where you consistantly stutter-step when trying to flee a battle needs to be fixed.
1) defense--we should be able to dodge or something of that sort
2)make specials worth it again--im half dead after using 3 specials with my knucklers on, i dont think ive used anything other than berserk for the last 2 weeks.
3)this one goes for all melee classes--make us be able to hit while running or SOMETHING that will give us a chance to beat a PC with a ranged weapon.
4)is it just me or is the "meditate" skill tree not really worth the EXP price?
5) i cant really think of a "5" overall this class is pretty cool.
1.Knucklers ditch themaltogether and up damage a little. When I first heard of knucklers my mind boggled, I wanted to be UNARMED, but look at the damage you get with them and you are retarded not to use them.
2. To-Hit mods are stupid, I can't beleive through beta they did not fix the fact that a person who has trained his life to punch people gets a negative chance to hit something they are standing next to.
3. Defence, personally I loved the idea of introducing a penalty reduction, maybe in the meditation line, so that we can effectivly use armor. Barring that unlikely event, passive skills like dodge and counterattack are a MUST.
4. Specials failure rate, Making these not fail at all would be far to overpowering, but at the moment its near 50/50 for berserk and intimidate. Failing berserk 5 times in a row, yes it happens OFTEN, costs 70% of your HAM which leads too you immediately getting the agro from the mob and die in 2 hits.
5. SOMETHING to slow down a ranged opponent, even if its a rock I aim at their leg that does NO damage and a chance toslow them down. This is the trickyest problem because if you over do it, they will take it out and not put it back in. It can't be something which once it hits, the pistol user is dead but it has to keep the brawler happy too.
I encourage others to keep their answers short and to the point, with punctuation. When it comes to things like this people don't read through 100 lines of pure text, they skip over the crap and read what they can quickly. And finally, don't be afraid to say the same thing, the more people ask for it, the more likely its going to be added. GO TKA!
1. Vibro Knuckles shouldnt reduce range.
2. Whats the story with Lunge 2? I thought you devs said it was removed from the TK tree unintentionally back at the end of beta? And that was the last I heard about that....
3. The ability to meditate while being attacked. Remove the /logout option while meditating and make this possible. I always get bleedshotted in pvp and when I run into a house or something I cant meditate because they still have me targetted. What good is being able to stop bleeding if you cant do it when you need to the most? During a fight.
4. Weapon certification on VK.
Hank Scorpio - TK Master - Bria Server