Teras Kasi Archive

Thread: Top 5 Issues (30th Jan 2004)

swtchry
Tue Feb 03, 2004 12:04 pm
#40

Is it wrong that when I think of Unarmed Combat I don't think about VibroKnucklers fitting that image or if it does why we can't dual weild them? I've liked the idea of usingpower gloves to augment damage or damage types, but I might be in the minority there. I don't know if TKs deserve another damage type *I'm still in training to get to TKN* but I agree that it is a little disheartening to fight someone witha very high kinetic resistance as that's the only damageTKs do.
Jherad
Tue Feb 03, 2004 12:53 pm
#41






GnarLee wrote:

So are all of Mister heavy's Ideas out the door now? Everything is worked on was for nothing? This really sucks.......!

--------------------------

Welwood - We already have the VK equivillant to the power handler.......There are also uber vk's that do drop......







Don't worry, Mister_Heavy's ideas are still in the mix - The top 5 issues submitted this time aroundwere really a carry over from his legacy (ie. they haven't changed since he left), and his own submissions as a Correspondent still live on with support myself, and you the community.


As correspondent, I gather the issues that are raised as being important to you now, and voice them for Thunderheart, and through him the developers, as well as raising my own ideas here for your comment. Your own ideas are paramount, and certainly nothing I say will overwrite things that you or Mister_Heavy have raised, unless they are approved as popular opinion here.


The new top 5 issues thread was created with a hope of sparking new ideas, and to help keep it manageable. The old thread still exists, and is still excellent as a point of reference at:


http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=28884


Hope that helps set your mind at ease somewhat.


-Jherad


95M3
Tue Feb 03, 2004 4:10 pm
#42

Gloves, Bracers or arm bands would have to have added graphics and I am afraid would be too much work for the Devs'.


If it was a "PFG" Power Feild Generator it could use the same graphic as the PSG and work the same way. It would not need to be graphicaly "put on" just "turned on" from your inventory this would eliminate issue for races that can not use gloves. This would also be realistic in the fact that our combat animations show us kicking as well so the feild would extend to that limb. So no extra work for the Dev's other than some new code and a few changes to the text.


Jherad can you please ask the Dev's or ? if infact non specific skill bonuses do indeed stack. For example a non specific "Dodge+15" from the fencer line, since it is not "1handed dodge" and is still a melee skill. It also follows the combination of melee skills set forth by the Devs by them making a Master Brawler class that includes all the melee skills combined or stacked.


Proof that all Melee skills that are non specificdo in factstack/add would be apropriate for the amount of time that we spend getting thease skills.


Oh and if they are staying that way regardless of upcomming patches or NERFs since we may want to keep what we worked for.


Thanks again for your effort Jherad.
Braglor
Wed Feb 04, 2004 2:00 am
#43







Rennyn wrote:


I wouldn't see #5 as an issue or bug at all. Its to prevent people from just spamming KD2 on someone not only until it sticks but well beyond, making sure they could NEVER stand.



Knockdown is on a timer to prevent the spamming resulting in the never-stand-up-again issue. The double knockdown making the target pop right up again is a bug, and it's a real annoying bug too... especially if you're fighting hard mobs and you finally land a KD and accidentally hit another one and the target pops right up

Darksbane00
Wed Feb 04, 2004 8:47 am
#44






Jherad wrote:


Ok, time to resubmit our top 5 issues. Please do let me know your list (in order if possible) of the top 5 things that you as a Teras Kasi would like to see fixed/changed/implemented. Where possible, bugs should be long term issues, but do remember that much is going to be changed with the new upcoming Combat revamp.


Thecurrent top five that have been resubmitted for now are:


1. Defensive Acuity / Center of Being: seem to do nothing / very little.


Agreed, this seems to be a problem.


2. Force of Will: Please reduce the timer, 1 hour is just too long.


Cant really comment as I hardly ever use it, but 1 hour does seem to be excessive considering when you get back up you are very likely to just get incapped again.


3. Ineffective Specials: Combo 1 and 2 (spreads damage across all pools) are pointless to a profession that can target single pools.


Honestly Combo 1 and 2 are useless and so are the pool target moves with the exception of Head Hit. Why use a move to target the health or action pool when UAH3 or something else will do MUCH more damage and you still have a very good chance of hitting there. I only use them once in a very short while.


4. Limited Damage types: Currently restricted to Kinetic damage. With so many NPCs (and armour)having high or in some cases total resistence to Kinetic, an alternative would help. Suggested as a 'fix' for combo 1 and 2.


STUN or RESTRAINT DAMAGE!!!


5. Bug - Double Knockdown: Using KD on the same opponent twice leads to opponent immediately standing (even if dizzy).


100% agree, with the addition of the KD/Dizzy foods this would be a welcome change.


Remember, do submit your ideas even if they have already been stated.


-Jherad


Message Edited by Jherad on 02-03-2004 08:26 PM





Naele
Wed Feb 04, 2004 8:56 am
#45

If we get the ability to do restraint or stun damage for Combo 1 & 2, I don't think it should have a huge damage multiplier. Maybe do the same damage as UH1? Because if it had the same as even UH2 nobody would stand a chance against us once we land a knockdown.
EcadMistflier
Wed Feb 04, 2004 11:50 am
#46





Concerning the so called game breaking effect offoods that help resist KD etc.....so what? Whatever they eat we can eat.


Now concerning top 5 issues:


1.) CoB and Defensive Accuity. Very little effective use and unreliable. Really needs to be revisited and fixed.


2.) FoW. When I try to use this 9 times out of 10 I end up failing and get db'd anyway and my wounds are twice as bad as they would have been. This is in concept a very cool idea but it is much too unreliable and the retry time really is too long compared to the rate of success. If it had a80 to 90% success rate then the time limit would be justifiable.


3.) Head Hit. Everyone talks about only having kinetic damage and automatically think unarmed 3. We can also attack the mind pool with unarmed head hit. This attack should be improved.


4.) Shell cracker. We need some sort of enhanced " KI " attack to effect "uber" armored npc's or composite wearing enemy pc's. The new highly kinetic resist composite armor is proving to be a problem. I believe we should only be kinetic damage wielding combatant's but the advances in armor manufacturing and damage mitigation is posing a real problem.


5.) Fix the ineffective combos. Make Combo1 a health attack and Combo 2 a mind pool attack.No more spreading damage across pools. This is pointless and useless.





Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
Frank Zappa
Nanuu
Wed Feb 04, 2004 2:01 pm
#47






Syrkai wrote:
Add a /stick command so if we have high terrain negotiation it means we can keep up and hit our target while on the move.






I say screw the /stick command. Melee should be a difficult combat profession to master in PVP. We can hit while running too...just take off your VK and you have plenty of range. VK's are bad in PVP unless you have them KD'ed. I can spam unarmedHeadHit or any other special while chasing them and hit them fine. Server\Clientcode is what needs to be addressed for players with slow connections, not a special command or move.



Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
Nanuu
Wed Feb 04, 2004 2:07 pm
#48






Kellversa wrote:

I couldn't agree more with those of you who've suggest limiting us to kinetic. We're extremely effective as is, and it is vital that we have weaknesses like kinetic and AP1.






I agree with both sides of the tale. Kinetic is a weakness that definately keeps us under control. You could argue that if one want's stun, just pick another profession, we do have plenty of SP's to spare. On the otherhand, take any one other combat class, buff them to hell and give them super composite armor, and we're useless. Especially if they have uber KD defense (which I can live with).


Perhaps a compromise would be to leave us with only kinetic damage but tone down armor resistances to kinetic a little bit.



Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
Nanuu
Wed Feb 04, 2004 2:09 pm
#49






roymitchel1 wrote:

i personally think we should be able to meditate during certain states like blind.




Agreed.




Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
Nanuu
Wed Feb 04, 2004 2:13 pm
#50






Aselas wrote:

I for one would like to see a meditation boost, making med at lower levels actualy work (novice does nothing, that iv noticed and level 1 is almost as bad, its useful for poison thou) and the descriptions for meditate line are just WAY out of wack "Meditation 1 skill allows the Teras Kasi Fighter to hit harder" or somthing to that effect. Also, a number 7 for me.






I think meditation is fine how it is. Yes the descriptions need to be re-written. If anything should be done to the med tree, make masters be able to buff all stats.



Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
Nanuu
Wed Feb 04, 2004 2:17 pm
#51






dci321 wrote:

2-with theese modifications, I think it would be logical to turn TKAs into the masters of defence.Mostlydue to the lack of dmg output compared with the other professions that specialize in heavy weapons.






I like the idea of being masters of defense and lowering our damage output.



Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
Nanuu
Wed Feb 04, 2004 2:21 pm
#52






Stealthshadow wrote:
As to a fix for your # 4, i would think that we could use some shurikens and darts for poison damage.




No darts!!!! lol We are a melee class and have plenty of range.




Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
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