Teras Kasi Archive

Thread: TKA State of the Profession II

Mope1
Sun Nov 09, 2003 12:54 pm
#40

i think the biggest issue is the out of range bug. And the fact that we STILL cant use specials while moving... =/



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Jenky
Sun Nov 09, 2003 3:56 pm
#41

Yehah i agree mobe1!


But Mr. H said, in another post that they are working on it - Right?


We can only pray that they will fix it:-)




______________________________________
Regarding Star Wars Episode III: "Right or wrong this is my movie, this is my decision, and this is my creative vision, and if people don't like it, they don't have to see it." -George Lucas

"What we do in life, echos in Eternity" - Gladiator
NemesiS65
Sun Nov 09, 2003 4:26 pm
#42

Ineffective specials:

  1. Combo 1 and 2 are still useless skills. There is no reason that anyone would want to spread their damage over multiple pools. One suggestion is to have these skills apply multiple debuffs to the target in a single attack. Blind/Stun for example. The combo attacks should have a better chance of "sticking" the special than you get with the unarmed brawler skills.

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errr...should look at the pistoleer tree and then you may understand some of the pistoleers frustrations. You really hit the nail on the head. Why would anyone want to spread damage over 3 pools? Not sure why but other than BS3 every attack pistoleer has is a random damage shot. Thank you TKA's for the insight, now if the BH's could also see this maybe they wont think we are so Uber!

Witnezz
Mon Nov 10, 2003 9:30 am
#43

Theoretically as the stories go we were the Jedi's opposit, where they use the force
without we use the force within ourselves. With absolute power comes absolute corruption ..... Enter us "The Teras Kasi"

We were the group that were designed to keep the jedi in check, an equally skilled equally strong counter to the Jedi profession. The proverbial last line of defence should the jedi rise up in force. We lived and trained in secret as they do, and watched them for signs of revolt. Where they use the force around them to create lightning, move objects and deflect blasters etc etc. We use the force within ourselves through intense training and meditation to harden our bodies and minds into lethal killing machines capable of standing up to the Jedi should the need arise.

However the history was not taken into account when this game was designed nor was it taken into account before the nerf bat swung.
We were stripped of our dignity, stripped of our skill and ultimately stripped of our purpose.



Give us back our purpose, make use what we were intended to be !!!!!!





=============================================================================================
Playing since B2! ... Almost every NPC quest on every planet! ... EVERY unnamed nobel NPC quest on EVERY planet! ... Through and compleated EVERY "Dungeon/POI/Cave" except the DWB! ... EVERY badge IG except 3 imp corvette's and a handfull of prof badges! ... Final tally 26.5 professions! Final Template ---- NE Hunter in WoW
GRIND YOUR OWN D@MN FS XP?

Gorbisloth
Mon Nov 10, 2003 5:59 pm
#44






Mister_Heavy wrote:


  1. Many of us still feel helpless trying to use melee skills in PvP because of Kiting. We recognize that ranged attacks have an inherent advantage, but we would like some way of catching up to a kiter. Suggestion include a "stick" command or a mini-burstrun ability. We don't want it to be easy to catch a kiter, just possible. You could balance the skill with HAM costs/timers/footspeed. Of course, this skill, whatever it may be, should be given to all brawlers.




One suggestionif the "speedburst" or something of the like is implemented then it should only work if you are currently in melee. Ifthat restrictionisn't put in it will just allow those kiters to go up one tree, especially if this is put into brawler, and get that skill to use for themselves to more effectively kite. Although i would suggest putting it in the novice elite professions for each skill and maybe even add another mod if you get master brawler.



Ilyn Payne
Radiant Local 69
Master TKA
Elsifr
Mon Nov 10, 2003 10:01 pm
#45

Great post and I love the idea about self-buffing for different damage types.


One quick note on dizzy for non-bipeds, if you lunge a dizzied creature it will stay kneeling for a long timeand when it finally stands up the dizzystate will clear. This isn't so great when you're fighting one on one since creatures can still attack while kneeling, but it works really well if you get mobbed for keeping a few of the creatures out of attack range while you focus on killing one.


It is odd that dizzy behaves so differently on creatures vs. bipeds so it would be nice to get clarification.


Elsifr - TKM - Kettemoor

Ekhvram
Tue Nov 11, 2003 6:20 am
#46

How about charley-horsing them to sub-running speed? (like when you hold shift)



_______ARKK [KOTOR]_______Gatica, Dant. (Live: 10-Midnite CST)_________________
VargusStarblazer
Tue Nov 11, 2003 6:39 am
#47

Wow...If we get all this, the class will suddenly be FUN to play! But, that's alright - as soon (if not sooner) as we get everything fixed and working so that we actually start to survive and thrive - especially in pvp, someone will scream "NERF!" and we'll be right back where we started. Thus the balance will be restored.../bow4






Lord Vargus Starblazer
___________________________________________
Commander - Brotherhood of Light
Col.- Rebel Alliance
FMR - Master Bralwer/Teräs Käsi Master/Force Initiate
Jedi Master
HAVOC Squadron Pilot
"Only the inept carry a blaster."
Shinjo_Kanzaki
Wed Nov 12, 2003 12:28 am
#48

nice post there. i think you summed up just about everyone's concern with the profession. i would like to add a couple of things, pardon me if someone has already posted it, but i do not have the time to read each post.

- being able to meditate while you have a status effect active. doesn't seem appropriate that you can't meditate and focus on healing when you're on fire, blind, dizzy, and/or stunned etc etc.

- a /stick command that works better then /follow. i've been posting about this since i started and i believe this would help melee professions out. as it stands even if you're 2 meters away from your target and chasing him/her, you'll still get the out of range message. it's hard enough trying to chase after someone when there's 30+ people involved in a all out town fight, but to also deal with lag. it's making melee professions only desirable in PvE or in a role playing aspect.

- weapon alternatives is a good idea, but i would still rather see the profession not depend on any type of weapon. perhaps giving masters the ability to actually turn their fists into 'steel hands' through meditation or some other innate ability. leave the weapons to the other melee professions, so there would be a reason to chose: fencer, swordsman, and pikeman over unarmed.


this is more like a general gripe, but i can't help but throw this in.


- make jump, something more then aesthetics. it bugs me that you can't jump over little things like rocks or broken logs while you're navigating your way in the wilds.

- switch the information shown on your combat log to the numbers that float over the heads of everyone. think it would be easier to log the damages, for testing and informational purposes, if the numbers shown in the combat log were the actual damage done/received other then having to scan through the numbers floating above everyone's head.


it's late and this is all that i can come up with right now. thank you for making an excellent report. hopefully the other professions have a correspondent that can take the time and not only sum up the concerns of players, but test the changes so that the profession is complete and balanced, and not make it an overpowered FOTM.



____________________

Shinjo Kanzaki - Sentinel


It's not lag, it's bullet-time.
Sage1
Wed Nov 12, 2003 2:04 am
#49

The 1 secret is, is that Teras Kasi's r a Jedi Martial Art and should be treated like it.


1) we should be able to hit for 700dmg, with TKM's hitting 1k, thats just more realistic, especially if i can still get killed by some stupid Tusken in 2 punhes!!. We should be able to do this damade without VK's.


2) High armor rateing against stupid ranged attacks of any kind.


3) We should be able to make bettter moves if possible or make them better without draining ur HAM pools.


4) We should be able to hanle Creatures better.


5) we should be able to heal faster and PB more wthout so many wounds, and obviously should be able to heal our Battle Fatigue as well.

Seshemw
Wed Nov 12, 2003 3:47 am
#50

On my wishlist/desired changes/balance issues: Unarmed toughness.
It currently only applies to melee damage. I wish to all getout it applied (if only at reduced values) to ranged as well.

But ... if it did, a TK in full composite would perhaps be a little TOO hard to kill.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Shinjo_Kanzaki
Wed Nov 12, 2003 5:47 pm
#51



Sage1 wrote:

The 1 secret is, is that Teras Kasi's r a Jedi Martial Art and should be treated like it.

1) we should be able to hit for 700dmg, with TKM's hitting 1k, thats just more realistic, especially if i can still get killed by some stupid Tusken in 2 punhes!!. We should be able to do this damade without VK's.

2) High armor rateing against stupid ranged attacks of any kind.

3) We should be able to make bettter moves if possible or make them better without draining ur HAM pools.

4) We should be able to hanle Creatures better.

5) we should be able to heal faster and PB more wthout so many wounds, and obviously should be able to heal our Battle Fatigue as well.







so you basically want the class to be godlike?



____________________

Shinjo Kanzaki - Sentinel


It's not lag, it's bullet-time.
Sage1
Thu Nov 13, 2003 6:35 am
#52

I shouldve Edited my post better, like on damage and so forth.


1) The 700dmg to 1k dmg would only apply in certain intervals of fighting like in mid fight then go down to 500dmg for some TKA's and TKM's.


Another thing is this not at all god-like in comparrisson to some Commandos, plus the fact that as posted by 50% of others the Teras Kasi's need to be a Tank. Also a Teras Kasi should be able to themselves in even the worsed of fights.


1 thing is for sure and that is that most of my life since age 7 has been around Martial-Arts, and i do know better then most about what Martial-Artits can do, like with Ki and Chi.


Any TKA should be able to take on most mobs swiftly with deadly force. Like hitting certain areas of the body that would make any1 go down. Guy or Girl.


I think Teras Kasi's useing some Martial weapons such as Nonchucks( I know i spelled that wrong) should be able to do it like useing VK's


4) Is that all TKA's and TKM's should have special body armor, and i do mean the body being the armor. Like each row we complete we should get 500 more hit pts, and by the time ur a TKM u should have 2 thousand extra hit pts.


Thats Fair and Balanced to me.

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