Teras Kasi Archive

Thread: A few more tidbits for you

MysticTrunks
Mon Sep 08, 2003 10:27 pm
#40

*sighs*


Sorry for all the whiners. "Can't please all of the people all of the time" and what not.


This is a very good step Hola and Devs and i can't wait till you impliment it.




Va'len Grey
Gorath
"Understanding is a three edged sword.
Your side, their side, and the Truth"
BriRaptor
Mon Sep 08, 2003 10:38 pm
#41

I know no one here wants to hear this but I dont think that some karate master is going to take out some guy with an Uzi now lets apply this to swg some guycoming at youswinging a swordaround isnt going to take out some guy with a blaster. It just dosent make sense now myview of the whole teras kasi thing is maybe make it more of a utility profession so that you can have a karate guy weilding a uzi now that would be a deadly combo and thats how it works in real life as well america's troops have always understood that shooting is really important but if they get close you better know some hand to hand fighting now dont get me wrong about this either i dont think that teras kasi master should be easy to get at all and that every master pistoleer should be able to get teraskasi masteri think that is a cool elite profession but it would be nice to reduce some of the melee stuff and make blasters and ranged the priority and have it so that you can use youre gun till you have no choice but to duke it out with the enemy. possibly even make it really hard to get melee skills but they take less skill points so that they compliment youre blaster skills. Im sorry this is draging on but here is an example in a new hope chewbacca throws off his cuffs and knocks some imps around then pulls out his bowcaster and shoots the place up. now i may be wrong but missed the part where he had to be a teras kasi to do that and he seemed to rely on his bowcaster a lot more than his incredible strength. He also didnt run down the hall and duke it out with all the guys with guns. I know that the melee professions are cool and i would love them as a main profession if this wasnt star wars. Again i know this point has been brought up before and i know ive talked you all to death with this but I feel like this is a valid point that needs to be considered with the idea of them actually making melee stronger.



-Founding Father of the Galactic Commonwealth-

Like my dad always says "When the chips are down the buffalo's empty"......Why does he always say that?

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Russcal
Mon Sep 08, 2003 11:35 pm
#42

Can we please just be able to hit while in motion?



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

"Trouble came a knockin, and Bobby Hill's foot answered the door"

- Bobby Hill, the original TKA
Sidiax
Mon Sep 08, 2003 11:39 pm
#43






Russcal wrote:
Can we please just be able to hit while in motion?




Yeah, that blows, my TKA Master friend complains about that, and the out of range bug he gets all the time.
JarellSecura
Mon Sep 08, 2003 11:44 pm
#44

Thats nice to hear...but do you mean by active, that we are going to be getting more HAM draining moves in order to do this...?? Because thats what it sounds like, and that is totally a bogus solution. What happened to all our passive defences...they dont seem to work, and now you plan to replace that with this?


As if we dont pay enough already for the broken moves we have, this solution seems to compound it...who cares if we close the distance, if the cost to do so means that we will have drained our own pools to get their..whats left to fight with??






IGN/.Gamespy Review of SWG folowup:
http://www.gamespy.com/articles/october03/swgalaxiespileon2/
HeadRoll
Tue Sep 09, 2003 2:14 am
#45

*It does me no good if I reach my target only to not be able to attack them due to "out of range*


I agree. Lot of this has to do with the 5m rule with VK's. If they have something planned with closing distance they also need toincrease our range of VK's at least 10m. Set it up to where the higher the Meditation line you go, your attack range increases with it.


In PVE there are many mobs that fall beyond this 5m code. Giant Crystal Snakes, Dewbacks, Bantha's etc.


SOE needs to compensate for the lag on their servers. Ever kill a mob and have the corpse slide 15m's away from where it died?


Dassle
Tue Sep 09, 2003 4:18 am
#46

Whats wrong with being kited?


i mean everyone getskited from time to time


wouldent melee be to powerfull in pvp if u had some ability to slow your target down?


i mean when first your in melee range your target will be as good as dead right?


Personally i always considered u guys kings of pvm/pve


I sure cant dish out near that much dmg


and i got a commando friend who cant either


well atleast not before last patch


couldent they give intimitate a slow down effect and increase its range? (if it got a range)


Telerios
Tue Sep 09, 2003 4:19 am
#47

Holo: Can you please clarify if this means that if we close up to our opponent that "Target ouf of range" message will be not popping up constantly?


The changes could be good, but they should be explained farther.



Also, I don't know if we really needa higher damage ouput right now as it seems that damage is not the problem, it's our inability to hit targets when they run away from us and our means to stop them fail, or aren't present in game at all.

Baelin_Radiant
Tue Sep 09, 2003 4:44 am
#48

Holo, the TKA developer, or whomever...


The TKA has quite a few disadvantages over other Elite Professions.


1. Yes, we can get kited. Makes PvP useless. If a ranged fighter hits us with a bleed/dot, then all we can do is just run after them till we die, or break off the fight and try to run out range and hope that they don't chase after us so we can meditate.


2. Brawler is half of the beginner combat options. Marksman is the other half. Some other professions can do damage (e.g., CH, Combat Medic, etc.), but there are only two true combat lines. Ranged fighters are afforded many types of damage and armor piercing abilities. Everything from acid, cold, lightning, heat, and energy to light, medium, and heavy armor piercing. The TKAhas only light armor piercing kinetic damage. Our only worthwhile weapon is the Vibroknuckler and it cripples us to an extent. Even though the knuckler is attached to my hand, its range shortens my attacks from the distance I get when there is nothing in my hand. Some creatures can't be attacked with the knuckler armed. I once engaged a Fambaa and due to it's height and the jagged landscape, wasn't able to attack until I unarmed my knuckler. We need some weapon love. Maybe more options such as a handheld Taser for electricity, or a handheld can of mace for an acid attack, or... ...whatever. Something besides one and only one option. In AC2, there was a class called the Alchemist. Basically, he held a vial and was a firebreather. A bit of a stretch here, but there has to be something.


3. I agree with the ability to root, delay, or stun a target. Maybe give us a new tool such as a bear trap,net, bolos, etc.. Something we can toss at a target to snare them similar to what scouts use but geared specifically for allowing a TKA to close distance. I'm not asking for grenades or anything that causes damage.


4. Adding to our defense is a good thing, but unless you plan on having us dodge shots like Neo on the roof of the government building, we'll still get mowed down in PvP. Maybe allow us to carry shields similar to the ones the Gungans held in Star Wars: Episode I. We can't strike while holding it up, but we're not sitting ducks for incoming ranged attacks. With the shield armed, we execute a special move that holds it up until we move or execute another special move. Having this unique option will give us a better chance in ranged attacks.


5. You already demonstrated the ability to make the damage we deal out get reduced in PvP versus PvE. Maybe afford the Elite Brawler line an additional level of damage reduction. Example (in PvP):


- Rangeddo 25% normal damage to other Ranged players
- Meleedo 25% normal damage to other Ranged players
- Meleedo 25% normal damage to other Melee players
-Rangeddoes 15 to 20% damage to Melee classes


Something that gives melee classes a little extra protection from being kited.


...


I don't know. I don't have all the answers, but I do know that melee's deserve more options with weapons, defense, and attack in both PvEand in PvP.





Truisms are true, hold on to that! The solid world exists, its laws do not change. Stones are hard, water is wet, objects unsupported fall towards the earth's centre. With the feeling that he was speaking to O'Brien, and also that he was setting forth an important axiom, he wrote: Freedom is the freedom to say that two plus two make four. If that is granted, all else follows.

KiKiPaKi
Tue Sep 09, 2003 5:06 am
#49

HeH I would be happy if they just fixed the Dizzy!





In Game name is the same
"There Is No Honor In The Defeat Of A Weaker Opponent"
Thunderwulf
Tue Sep 09, 2003 5:14 am
#50

As far as im concerned, any change that is positive, is great news. Whocould possibly turn down increased damage and defense?


Does it fixour entire profession? Of course not. But they are positive steps, lets not forget that.


Thanks Raph!!




Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
JohnnyBravo253
Tue Sep 09, 2003 5:15 am
#51

The answer to closing the distance is the TKA/Creature Handler Combo. Using tough pets that are fast like Greater Sludge Panthers works great with TKA. Only problem is the extreme accuracy of the Bounty Hunter eyeshot skill now. It's a fast killer from a running opponent. If the pet can draw the fire then you have a chance, but for me it only takes about 5 hits before I getmind-capped. This goes back to the problem with MIND being the determining factor in combat discussion, which the Holocron mentioned several ideas for solving the mind-cap.

Hakbhar
Tue Sep 09, 2003 5:16 am
#52



Adding active Defense moves. These moves will allow meleers to both tank against other melee classes, and close the distance between ranged characters and themselves with less risk



Sometimes I do not understand the way Devs try to solve problems... :_(


I am not a melee fighter, no more a "pure fighter" ... only Master ranger / rifleman. I often take a look to other forums, and reading melee forums, it appears the problem is not about defense/dmg but about the fact melee player cannot hit their target ...


So ... Holo, give a real good bonus to defense vs ranged weapon to melee :


- In one month, you will have tons of people taking a melee skill only to add defense to their primary ranged weapon character (especially pistol -do not ask me why ). This way, somme player will be able to run up to their ideal range, then switch to their weapon and fire...


This will certainly give good advantages .... to ranged weapon character ....


- In two month, you will propose a nerf to people arguing about balance issues .... Nice job !!!!


You create a tons of balance problem due to the hybrid professions ... This Hurts PvE, this hurts PvP, This hurts RP .... a lot of people try to find the Uber template to PvP, I cannot blame them, cause PvP's player need to be efficient, and they will try to have the best advantages to deal with their needs using the abilities you give to them...


You create a tons of balance problem due to the ability to use Buffs, that give player the ability to get huge HAM for more than 10 minutes and at the same time theway to make them self healing during fight : just take a look in your databases to people who use Medic skill ... I think SWG is the first MMORPG where I can meet so many medics


You want to make a really nice game, with many many way to customize our character ... the drawback is that makes you loose control of balance issues (you sais that Devs'team do not know game better than we know ... isn't it ?)


It is easier to balance "classics MMORPGS" since classes are predefined, and cannot take advantages from another to balance their weaknesses. It is very, very, very difficult to balance a game when you create a way to make hundreds of combination available (taking advantages of each if possible )... So I understand the puzzle in wich you fall ...


So you wanted to have melee fighter, it is a great idea ... since they can have the same fun and fair gameplay that ranged weapon classes can have ...


So, I think the first ability you can give to them is to be ableto hit a target ...


The knockdown skill was your first attemp to help them in this task, but you discover that itshould be spawned and decided to nerf it. I understand Knockdown spawning is not fair. But it was the only way for melee player to stay close to their target and hit ... Now they cannot ... So try to find a way to solve their problems.


There are manygood ideas in SWG community, and I like some of them, like the ability to stick to a target. This is a good answer cause thatdo not hurt balance issues ...


I am sure SWG will be a great game (after the beta ...)


I am sure that as you change rules every month many people will leave cause they will loose the abilities that make them Uber PvPers.


As SWG is a MMORPG, you have to make RP the first priority... that is making each profession valuable :


- make profession able to answer their Role (that is : as melee fighter able to fight ...)


- solve bugs


At the same way you have to take into account PvP without breaking PvE ... Like Mid-range profession able to solo CL50+ creatures using factions' pets, harvesting a huge amount of stuff, and at the same time arguing the decrease rate of harvesting cause of economy issues ......... you see what I mean Holo ?


You can nerf all what you want,I do notcare since it gives us more fun in the game...


May be a long post .... sorry for that ...and sorry for my poor English (this is not my native language)

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