Teras Kasi Archive
Thread: Your top 5 Teras Kasi issues Week 1
1. The cost of HAM with vibro knucklers is way too much.
2. Need some sort of evade/counter additions to skills..
3. Need more hand to hand type weapons.
4. Increased movement speed at higher level skills.
5. Increased range for vibro knucklers.
- The range on the nucklers
- The HAM costs on the nucklers ( I quit using special moves entirely, might as well have them )
- That everything hits me only in group fight and never my other melee non TKA friends
- When i flee from a mob I stop running when hit
- That I can't hit a mob or person while chasing it and it can hit me
Ranged melee weapons.
Before you look at me and say there is no such thing there is,kamas are seen as really hand to hand like knuckles.They areused much like yourownr fist,now some kama have a chain that can be pulled out this makes it now ranged.this would also open new moves shuch asblinding a person or agrappling hook effect move.
1. VK HAM costs
2. knockdown needs tweaking. i find myself using KD on a mob three times (happened tonight on a ST) before it actually works. if this is because of their defense vs posture-change, then there should be a message like +blocked posture-down+ or something.
3. /stick
4. increased run speed (perhaps activated with the /stick function, and only while using /stick)
5. why can a mob hit me while it's running away, and how can it run while it's knocked down? even adding a +knockdown+ and -knockdown- combat message (like +dizzy+ & -dizzy-) would be very useful.
1.) Thrown Wepon Skill that allow us to effectivly snair or stun attackers that are in the mid distance range......not ment to be a DMG wepon more of allowing us to better fend off kiters, by slowing them or making them easier to hit......
Can be crafted by us.....or by crafters (prob. the latter)
Name: Nikolai Xavierov
Server: Starsider
Prof: Novice TKA/ Almost Master Brawler
Grievances:
1. I feel we are perhaps misconstruing the Teras Kasi as a 'tanker' of damage, to some extent. Martial Artists of any form, even when they put their body through conditioning training, so they can resist or nullify a lot of physical damage that would be quite harmful to them before, still hold a basic concept in mind that applies to any sort of combat. Evasion of some sort. Teras Kasi is being shortchanged in that from an RP and even a technical standpoint all of us are playing as offensive-attackers. We hit hard, and we take the most damage. What about the players who believe "defense is ones best offense", a lot of martial artists and im sure Teras Kasi Artists, would believe more in being able to block or counter strikes as oppoesed to just absorbing as much possible. The ranged professions are getting a lot of these Evasion skills, for example a Rifleman gets "Block", how is a man with a Rifle more equipped to block an attack than a Teras Kasi Artist? In short, I think we could use a few +'s to several of the Evasion modifiers Dodge/Block/Counterattack etc...
2. Our to-hit modifier is, bugged. If we are at optimal range for attack we shuld not be suffering negative penalties. I think it should be the reverse of melee, with more restricting penalties as posture goes down. I.E. standing at optimal range anywhere from +15-25. Kneeling -5, prone -25.
3. Skills and to-hit modifiers. Knockdown still leaves a -25 to -6 to hit even when you knock the guy down. In my opinion a person who is knocked down is even more susceptible to attack than if he is prone. I was expecting something of a +30 to attack, even above the +25 of a prone position, because the character is unwillingly placed on his back and helpless. Stun/Blind/Dizzy need to be reworked to have some sort of usefulness. Also I think these skills should give a little + to hit modifier as well when they are applied. Dizzy doesnt' seem to have too much of an effect.
4. Range. There is no reason for the TKA to be limited in range when he is wielding a pair of Knucklers, they if anything would extend range. Not limit it. Also, there is the bug of mobile combat when we do chase ranged guys in PVP the game doesn't seem to update fast enough to recognize we are in combat range of our opponent and it will still report they are too far.
5. Speed. For brawlers I can understand how they can be moving at equal or less speed than ranged users, becaues they are encumbered by heavy weapons. But a TKAs' weapon is his body, and through his training its finely tuned to work in all aspects as needed. They should be able to be more agile, if not just on the basis of the profession itself for the simple fact we are unencumbered by weapons, as opposed to a Rifleman or Carbineer. (A simple remedy to this would be to make specific movement modifiers for the combat classes that suffer penalties depending on 'weight' variables of their weapons)
Thats about it so far. There are probably more, perhaps I'll contact you personally to discuss them Wulf.
My biggest problem with the Unarmed Brawler and TKA is Vibroknucklers, which seems to be on lots of other people's lists as well. The current implementation of Vibroknucklers is horrible. They don't require a certification, and therefore you can get a huge damage boost at novice Brawler. They have massive HAM costs, to the point that using special moves with them is not viable at all. They are faster, and deal more damage than NOT weilding them, even if you use the special moves when not weilding. I suggest the following changes:
1) Reduce the HAM costs to usable levels, and allow weaponsmiths to reduce them by a significant (i.e. not 10%) amount through experimentation.
2) Make Vibroknuckles speed ADD (as in, make it slower)to unarmed speed, so that not wielding them is faster than wielding them. This way, people can choose between speed and damage. I hate feeling forced to use Vibroknucklers, because they are both faster and deal more damage.
3) Make more unarmed weapons, like plain brass knuckles, and have certifications for each of them in the Unarmed tree.
4) Knucklers should have the same base range as unarmed-- the current lower range not only makes no sense, but is annoying.
I don't know if it really came across well enough in the above post, but I want to make it clear that I would really like to see some reason not to use VKs. Sure, currently you don't want VKs equipped if you want to do special moves, but that isn't acceptable, as those who want to use VKs should be able to use special moves.
I would like to see VKs (and other unarmed weapons that might be developed)as a tradeoff-- there would be a bonus for using them, and a drawback, to allow for player style and differentiation between TKAs. My first thought is speed vs. damage, as I listed above. Currently, VKs are both more damaging AND faster. I'd like to see VKs be more damaging, but slower than pure unarmed.
that would be all find and dandy if we did not have to rely on it all the time. without it you just dont do enought damage. specials not worth it
might as well lose 144 instead of 53 ham if i can kill the thing faster
So far, here are the top 5 main issues that we need to look at first..
1. Better defensive skills
2. Ham Costs
3. Range issues
4. VK Certifications
5. Ineffective Specials
There were many more, but for the first week I think we should focus on these top issues. Next week, we can hammer out some of the others.
For now, im going to create new threads for all of these. Please post your ideas in each.
But so far, I think were on the right track! we all seem to agree that most of these issues needs looking at. Now we just need how to figure out how to make it happen in a fair and balanced way that we can all agree on.
Just to cast my votes:
- More defensive moves
- Disarm or a real stun to prevent being kited
- More melee weapons
- And a bunch of the things already mentioned