Teras Kasi Archive
Thread: Top Three Issues Compiled Thanks
1. Combo Attack dmg. - Personally I think we should hit a lot faster and our action cost should be lowered and this would help make up for the lack of hard hitting.
2. Animations in general
Message Edited by Novock on 06-01-2005 10:50 PM
TK issue: Fix and enhance our special abilities. As Tanks, we should have more defensive specials that enable us to avoid more damage. Even if the special move is balanced by a reduction of damageor out-right inability to attack. That would put us back in the "tank for the group" game. This along with fixing Combo Attack, making armor break and knock down last a little longer would be my #1 Tk issue.
Non-TK issue: I don't understand why a character's Combat Level modifies so many things. Why can't MOBs just be worth a static amount of experience, based on their level, instead of having missions generate "super MOB's" for high level players. Also I don't see why combat level should modify damage done.
SCA wrote:
TKA: More ANIMATOINS.
WHY: We look like some old mommas whapping others with random kicks and punches. It does not look like we are Master of eny type of Martial-art at all.
OTHER: Profession Content.
WHY: More quest's on your chosen profession/s. It is very lame to just master it. Perhaps a TIER system. Enything at all would rock!
Message Edited by SCA on 05-31-2005 06:22 PM
I feel the same on both^
-TKA
- i would like to see the old moves back
-Non TKA
-I think all professions having a teir system would rock. It would give us something to work for profession wise
Message Edited by _Vicious_ on 06-01-2005 09:30 PM
1. It's a simple thing, but would be nice to use meditate and automatically go from standing to meditation instead of having ot sit in-between. Being a sometimes picky role-player, kind bugs me to see my character twitch into the meditation position.
2. I have yet to find a hand to hand weapon that really makes an impact on how much damage I do... and I'm master TKA, but I still switch between Melee Hit and Melee Strike for the kill... everything else takes too much energy and don't do a noticeable amount more damage to justify drainging my energy pool.
3. I too would like to see more move, interesting fighting options for the TKA... more distinctive "martial arts" style moves. For instance... being able to throw certain sized characters. :')
devi-
Non-TK Issue: Aggro control needs looked at.
Mankind00 wrote:
- TKA Issue
Force of Will needs repaired
- Breif Description
Force of Will currently increases the incapacitation timer no matter the result of the skillroll, based on previous descriptions of what the success messages meant. Perhaps making it cost mind and work similarly to avoid incap.
- Non-proffesion Issue
Lootmade weapons (scythe, executioner's hack, DE10) being non master weapons.
- Breif Description
There is currently no reason to ever bother with these weapons as they are inferior to soley player crafted weapons of the same levels. Similar to the feelings of most TKA's with their high damage VK now being cl14 weapons that lower their damage output. Make limited schematic items worth crafting again.
Edit: Typo
Message Edited by Mankind00 on 06-02-2005 11:53 AM
hope its in time
TKA Issue: Damage Output. As a tkm my damage output is a joke. Weapons don't increase it. even with advanced combo (which does more than what the combat spam says, they need to fix that) the damage output is laughable. Add in the action costs for my bare fist (higher than most weapons it seems) and life sucks for tkm.
Non TKA issue: um...since I dropped all my combat but tkm with the respec due to combat being a tad boring now, and with the ease of grinding proffesions back with the new system...um...the absolute NEED for a group. Even at 80 there was little I could do solo that was worth my time. I can understand a need for a group soemtimes...but there just ain't that many people on at 4 in the morning all the time, which is part of my usual playtime. Some solo content would be nice.
CoB should be appliable when moving.
Action costs are a little high, damage is too lowwhen unarmed.
It seems to me that TK has been basically reduced to a dabbler profession. Currently, I only find myself using TIA andImproved CoB to supplement the skills I picked up when I respeced Doc to Pikeman.
Mankind00 wrote:
The deffinition of 'one' for the person who seems to be unaware of it.
Dictionary.com wrote:
one
adj.
Being a single entity, unit, object, or living being.
1 is not enough. Heck, 6 would not be enough.
- Innate armor should stack with battle armor (or be increased); if our skin is tough as steel, putting steel over steel should be tougher; this would also help truly distinguish our tanking ability from the othersupposed non-tanking professions.
- Non-proffesion Issue
- Equilibrium (the zabrak skill) does not currently do anything. It used to balance all 3 pools, but when applied now, nothing happens. This ability should either be restored to equalizing all 3 pool attributes, or changed to something that adds to dodging capability, or action/health/mind regen; anything that still upholds the idea of being at 'equilibrium' with oneself but offers significant ability that warrants its only being used every couple of hours like in the past.
Increase teras-kasi innate armor so we don't have to rely on CoB to survive when tanking; CoB could be modified to provide +100 dodge instead so we can better avoid attacks, considering we're martial artists that should not be hit as often.
Non-proffesion Issue
Area-Taunt should be a Pikeman skill because it contributes to the idea of 'crowd-control', coupled with the TK taunt bonus it should have an added effect (longer time between using the ability and potentially losing agro)