Teras Kasi Archive

Thread: Regarding the 30 second timer and TKAs

Anthom
Sat Aug 23, 2003 5:04 am
#53

I'm actually excited about it. Wish they would add it now even.I dothink it would be better to start it just in PvP and then work it out for PvE.




_____________________________________________________________
Ulliam - Teras Kasi Master / Master Brawler - StarSider


Hypatian
Sat Aug 23, 2003 5:52 am
#54

Hopefully with this change the devs who don't realize it will notice that players don't stay down like they're supposed to, while mobs will. Personally, I think it's pretty reasonable to have a timer like this that ensures everything gets to spend at least half of its time hitting back (assuming it lasts that long, and if it doesn't, the timer wasn't that big a deal, was it?)

Without a timer, knockdown or posture change can be spammed in both PvP and PvE. In PvE, where the creatures stay down for a bit, that's overpowered: you can effectively keep a creature from fighting back. This is presumably a big concern for the devs, since it allows players to fight things they shouldn't have even a chance at beating--and beat them. If a fix were made so that players were also forced to stay down, it would be just as broken there: people who get hit with a knockdown and have no chance at all of ever getting back up. (And of course, the current "they can get up but not hit back" restriction that *does* exist helps shooters but not melee.)

Until players are forced to stay down for a while when knocked down or postured down, neither knockdown nor lunge will be terribly helpful to melee in PvP, except when aiding other people to catch the target. So--let's have this change, which isn't going to really touch PvP, and which will fix a balance issue that's been lingering for a while and clouding the problems our profession has: once we stop beating high level things more than we should, our inability to fight well at lower levels will be examined more closely. And for PvP, we'll keep having trouble and hopefully it will be resolved, too--for example, by making lunge (and other posture changes) actually stop people from running when it hits. I *know* I can hit a runner with a lunge. I do it. It works, and if they were forced to stay down, I could do some damage too.

Finally, for people complaining about balance and how hard it is to do unarmed vs easy to do other things, remember: if it cons blue, you should be able to take it. If it cons white, you should be able to take it in small numbers if you're smart. If it cons yellow, you should be able to take it if you're smart and lucky. And if it's red, well, you should die. *All* professions will be nerfed or buffed until this is true. We hurt because historically we've been at the low end of that at low levels (I know I had trouble when just starting out), but proceed into overpoweredness at high levels (two teras kasi artists taking down a krayt by tag team knockdown.) Once that's cleared up, we're going to be *close* to the right level, maybe slightly low, maybe not--and we'll laugh as the nerf bat knocks on the doors of nearly *all* of the ranged professions.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
Mayor of Reunion Radioactive Power Broker


Streetracer81
Sat Aug 23, 2003 6:59 am
#55

30 sec is too long. way too long. I have to kd a lot more then just once a fight because if I dont then the thing will kill me in like 4 hits.



And what happens if I miss? Which happens a lot too.

exile002
Sat Aug 23, 2003 8:37 am
#56

Seeing how this is on the 3rd page no one will read it, but anyway.. Has anyone ever healed wounds in the medcenter for anyone? That's a 30 second timer, it feels like AN ETERNITY.



\\_ exile \\_
:server / intrepid
:guild / bLz - bLitZKRiEg
:char / Teras Kasi Master / Novice Doctor (0340)
DrBonzai
Sat Aug 23, 2003 11:01 am
#57

A30 second timer is total B.S. for PvE!


A 15 second timer is total B.S. for PvE!


A 10 second timer is total B.S. for PvE!


A 5 second timer is total B.S. for PvE!


If they devs think their lame idea of a timer makes PvE fair they they are smoking somrthing thats rotting their brain away because there is no way I can even fight a lame white con alone and not see a myself become a clone!


I came wanted to play SWG because I wanted to experience the Lucas Star Wars myth for my self but every time I read Holocrons new posts on possible TKA changes I get more and more angry! Its like the SOE company devs are in some sort of negotiation with us players who are like some union and when the SOE company devs want to neotiate changes with the union (players) they are only trying to negotiate us down to something more crappy than what we want!


I do not play SOE to screw me over and make me feel like I am a member of some union!


Ifa 30 second timer, 15 second timer, 10 second timer or 5 second timer is written into stone for KD in the teras kasi professionthen I will quit tonight.



A now useless Teras Kasi Artist training useless Expert Teras Kasi,


Wanderhome DrBonzai.

WearyJedi
Sat Aug 23, 2003 11:19 am
#58






Steenky wrote:
This is the most rediculous "fix" they could have come up with:



/agree


This is a slap in the face (hehe .. I love how dramatically useless that statement is) to the entire Melee community. In PvE, TKAs will be completely unplayable.


As I mentioned in a couple other threads, I have tried simulating the 1 KD/30 sec "fix" with a couple of the even con mobs Holo posted a while ago .. KDing, then waiting for a total of 30 seconds (about 20 afte the KD wears off) then reapplying KD, etc. .. I didn't make it through a SINGLE cycle with these mobs ..


No armor+no defensive moves + crap for defense bonuses + KD Timer = One dead TKA, One pissed off customer


'nuff said
(yeah, right)

High_on_bread
Sat Aug 23, 2003 11:58 am
#59

If nothing else, if people could just /sign this thread, it'd help.


As of late, Holocron has actually been listening to the players, so hopefully he'll get a chance to read this.
This specific change is completely detrimental to the overall effect of the proposed update. In one breath the devs are trying to implement anti-kiting defenses, yet in another they are removing our ability to halt kiters.


On another note, I found it interesting that I lost a no-KD fight to a BH spamming Eyeshot, and then a pistoleer spamming stoppingshot and fanshot?




Please nerf TKA's! I just one hit incap'd myself again with knockdown!
Pyradius
Sat Aug 23, 2003 1:14 pm
#60

20 seconds would still be workable in PvE I think. Fighting creatures I canroot them with Adhesive Mesh and back up for 15 seconds after knockdown wears off.


I think it would be a bit better for PvP too. Most PvP combat lasts about 10-15 seconds in my experience. If you get knocked down, you basically can't do anything for 12 seconds other than run. That's 8 seconds to do what you need to do before getting knocked down again.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Opiium
Sat Aug 23, 2003 1:21 pm
#61

Many of you seem to be forgetting that the 30 second timer affects LUNGE (Posture change) too.


You can't knockdown what you can't stop from running.


This timer is a joke.




¤º°`°º¤ø,¸¸,ø¤º°`°º¤ ø ¤¤º°`°ºø,¸¸,ø¤º°`°º¤º°`°º¤ø,¸¸
soul in the music, soul in the mix

Teras Kasi Master | Blademaster | Rebel Colonel

Dorjhe
Sat Aug 23, 2003 11:20 pm
#62

I think I have to agree the timer is a bad idea. Why can't they just program it not to stack, then vastly lower the damage. It's not a damaging move its't a don't hit me anymore move. This is over the top.. Change as little as possible at a time, that way you can see what works without a whole lot of other variables factored in. Didn't I read somewhere where the KD time was 5 secs and then they were immune for 30? If someone can verify this, thank you in advance.

josfe
Sun Aug 24, 2003 11:31 am
#63

In case you haven't seen it the latest word from holo on the 30 sec timer is this:


If you knock someone down, they cannot be knocked down for 30 seconds. This timer only starts if they are successfully knocked down.


All knockdown attacks can still be used, and a message will explain that the target resisted the knockdown.


This is the same for posture changes.


The timer is associated with the target so 2 people cannot knockdown someone twice in a row.


Perhaps this will give you a little peace of mind. Knowing that you can use KD back to back on multiple targets with out having to wait the 30 seconds because it's associated on a per target basis, and also knowing that you won't have to wait until you get a successful knockdown.

There is still alot of stuff we need to know about the knockdown change like how long our opponents will be "stunned" for 15 seconds I imagine, and how much extra dammage the Knockdown attacks are going to have before we can really tell how it's going to effect our class. But it's obvious that Knockdown's being changed to a defensive attack rather than the offensive attack the majority of the TKA and other classes have been using it as.I'll either wait till Holo gives us some numbers or the changes get pushed to TC before I can assemble a final opinion on if this is a good or bad change.

Pyradius
Sun Aug 24, 2003 11:39 am
#64

Well they seriously need to look at HAM costs with this change. The whole point of HAM costs going up is to prevent spamming, but this pretty much prevents it on it's own, so there is no real need for the high HAM cost any more.



Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
josfe
Sun Aug 24, 2003 5:57 pm
#65

Pyradius:


Holo stated in the initial post about the KD timer that HAM costs for KD would be reduced.

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