Teras Kasi Archive
Thread: Some proposals for TKA
Holo could you explain better to us about the reason of the uped mind and action?
Are all moves like unarm 2 unarm 3 cost alot less for the reason of the uped mind?
Guys WE DO NOT KNOW HOW THIS WILL PLAY OUT. instead of getting so upset why not talk about your worries instead of getting upset with him. My god
Why ?... i'll tell you why, because we've been forced to move on to other classes. Make new characters, while our TKA gather webs. A whole month's playing is just sitting there in my account. It's an investment in entertainment. If it's not fun, it's a bad investment. So it needs fixing. Fix it holo. That's all I have to say.
I'd like it a lot better if we just did away with the VK, increased our base unarmed damage, and reduced the knockdown costs back to what they were...
That would definitely be a start, and would definitely increase my faith in SOE.
In fact, just putting the knockdown costs for us back to normal, or at least making them the same as pistoleer would increase my faith in SOE.
Since I haven't seen/or been able to test out these changes I can't comment too much, but I will say that I'm glad you guys are looking at, and coming up with some ideas. For the most part, I like it. Especially seeing decrease action since, I'm a trando (bad action stats), this will certainly help out. Oh yeah, btw the range of attack should be the same with or without VK equip, if anything it adds a couple inches... ![]()
Even though this is not related with HAM costs of special moves, I also feel that meditation still lacks something to make it worth it. I'm not sure what, but I dolike the idea of getting a slight HAM regen rate myself...since the specialmoves cost a bit more than others, that would to help out b/c you cantmeditate during battle, so it only comes into play after your finished with your target, so its not like it will give you an edge in the heat of battle.
If KD isn't going to be changed we need a large defensive boost in PvE. We're tanks. And we cant take much damage.
And besides the point wihtout KD or an equal tool we can't effectivly solo. and quite frankly thats what I like to do. There should be adjustments made to balance it for both group and solo players.
We need KD to be useable. It's our greatest tool......
beacsue he doesnt even get the issues.... he doesnt care.... hes has said so over and over again.. melee have no place in SWG..
hes proven this fact over and over.. and thier unwilling ness to listen is absurd....
read those changes again... NONE OF IT FIXES WHAT THEY BROKE LAST PATCH...
where is our promised damage increase? we lost damage across board in patch....
what about a Pistolleer being able to spam KD and stoppign shot and not use ANY HAM....
what about a BH being able to get around ranged KD cost using a 0 ham CDEF....
what about our 700 cost for usign KD with knuckles? what about our 230 without?
where are our useful special atatcks? broken non existant and they kill you... with or without knuckles..
we have 2 useful moves... Lunge and Dizzy and they will be nerfed next....
Unarmed 3 was completely nerfed last patch as well.. and your gonna settle for this stealth nerf in disguise?
Stay on target remeber the REAL Issues this is NOT what we sent in... This is NOT what was promised in the patch notes....
These small changes will do virtually nothing for player-player combat..which is where everyone ends up eventually.
Fix the balance tree so we actually can defend against KD..etc
I suggestwe get aranged jumpkick that lowers posture.
dunno... guess these small changes might be a nice start to fixing TK
If you can give me a good explanation of why a pistoleer Knockdown costs less than my/other meleeknockdowns, does comprable damage, and has more range then my knockdown and how this is balanced then I'd really like to hear it. If you say, because it damages thier pistol, then I say, please, make it so my knockdowns damage my vks as a trade off and give me thier HAM costs, especially when they can simply switch to a newb cdef to do thier KD. The main thing with KD is not the damage, or range honestly. It'ss the effect of rendering an enemy attackless for a few ticks for as long as you need, which is what you guys were trying to reduce with the KD nerf in the first place, and from the looks, failed as ranged can switch to a low ham cost KD for minimal HAM cost, and our minimal HAM cost (i.e. no vks) is still higher then thiers with a high HAM cost weapon.
As to increasing defensive capabilities in the sense of making them work, that is a decent step forward IMO, but I'm not sure it will get to the point of making us the viable end game tanks (pve speaking) that the smart TKAs out there are asking us to be made into. It would be great to be needed in taking out kimos/dark jedi and other comprable mobs, but as of right now (and I would dare say so even before the knockdown nerf) melee classes are more of a hinderance than a help, as we are often incapped in seconds.
Holocron wrote:
OK, let me start by saying that we are positive that these changes will need iteration, but that's also why we are posting them as proposals so you can sanity check them:
- Across the board action cost reduction (Not changing knockdowns)
A reduction in the cost of our specials is most welcome, however I humbly request clarification on two points:
- A reduction in our Action bar drain, or a general reduction in the overall cost of our special attacks?
- I am very shocked that knockdown does not merit a step back in the direction that it was previously, especially with how much of an outcry this board has produced over this "balance" in our skills again. May you please share your (the dev's) reasoning with us?
- Improved chance of a defensive move firing (General Combat change)
No complaints or suggestions here, sounds good!
- Vibroknucklers
- Increasing max range on vibroknucklers to 5 meters
Another change that is welcome with open arms ![]()
- Changing Health Cost from 32..59 to 18..36 (better)
Hhmmm, three pieces of good news in a row..
/emote braces for the worst
- Changing Action Cost from 29..46 to 30..54 (different)
The real drain for me has always been with my action pool. I guess this isn't a real problem, one cost goes down, one goes up. Without some testing, I can't say for sure how much I'm going to like this, but this doesn't feel like a game breaker.
- Changing Mind Cost from 15..29 to 18..36 (different)
Hhmm, well, I would prefer if we not increase the Mind drain for specials. This isn't a big increase, but I don't like this for the same reasons that everyone else ahead of me has mentioned (Mind damage can only be healed by rest).
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
Besides my question as to why the dev's want to leave the knockdown cost for TKA's as-is, why not just make TKA's truely unarmed? Get rid of the Vibro Knucklers and change Power Boost in the Meditation tree to be a passive skill that makes our fist go from AP0 to AP1. It seems silly that the only reason a TKA would translate into "Steel Hands" is because we hold a Vibro Knuckler ![]()
"I suggestwe get aranged jumpkick that lowers posture."
unarmed lunge dude...