Teras Kasi Archive
Thread: Top 5 Issues (30th Jan 2004)
GnarLee wrote:
So are all of Mister heavy's Ideas out the door now? Everything is worked on was for nothing? This really sucks.......!
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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
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.
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
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.
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
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.
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.
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.
Agreed.
roymitchel1 wrote:
i personally think we should be able to meditate during certain states like blind.
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.
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.
No darts!!!! lol We are a melee class and have plenty of range.
Stealthshadow wrote:
As to a fix for your # 4, i would think that we could use some shurikens and darts for poison damage.