Teras Kasi Archive

Thread: Top 5 Issues (30th Jan 2004)

Nanuu
Wed Feb 04, 2004 2:23 pm
#53






-shadowskill- wrote:

not only is 1 hour too **edit** long.. it sux now.. i try to use it and once every 15 or so times it actually works and when it actually does i get 1000+ wounds or so and then i get reincapped because of the negative modifers.. FOW SUX ASS NOW!






Works great for me!! Though, they need to lighten up with the timer. Maybe 1/2 hour.



Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
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Nanuu
Wed Feb 04, 2004 2:24 pm
#54

Sounds like a great idea....



Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
Nanuu
Wed Feb 04, 2004 2:32 pm
#55






Nanuu wrote:
Welcome Jherad! The TK board was becoming the SWG nerf board! Let's chage this for starters! =)





I somehow accidently posted to the wrong thread. Sorry about that.



Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
Nanuu
Thu Feb 05, 2004 1:47 am
#56

Welcome Jherad! The TK board was becoming the SWG nerf board! Let's chage this for starters! =)



Nanuu of RECON, Tempest
Master Teräs Käsi Artist
Watcher of the Jedi
Proud Rebel Wookiee
TEMPT Bodyguard
WOW: Nanuu of Horde's Demise, Azgalor
Valor
Thu Feb 05, 2004 8:20 am
#57

off subject, but Nanuu do you know how to sumarize that all into one thread rather than 10?





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GnarLee
Thu Feb 05, 2004 8:57 am
#58

Quit wasting our time nanuu



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Toknight
Thu Feb 05, 2004 9:52 pm
#59






Jherad wrote:



Thecurrent top five that have been resubmitted for now are:


1. Defensive Acuity / Center of Being: seem to do nothing / very little. >> Hasn't it been stated already that this is a bug and will be fixed?


2. Force of Will: Please reduce the timer, 1 hour is just too long. >> Eh... I think the timer AND the possibility of failing is too much, one or the other


3. Ineffective Specials: Combo 1 and 2 (spreads damage across all pools) are pointless to a profession that can target single pools.


4. Limited Damage types: Currently restricted to Kinetic damage. With so many NPCs (and armour)having high or in some cases total resistence to Kinetic, an alternative would help. Suggested as a 'fix' for combo 1 and 2. >> I Disagree. I think that we're digging a hole for ourselves here. Asking for something like this is going to get our overall damage output lowered, it has to. We have to be balanced somehow, this is currently a big part of it. I do think that 100% kinetic resist is rediculous though, 90% should be the max (80% for players).


5. Bug - Double Knockdown: Using KD on the same opponent twice leads to opponent immediately standing (even if dizzy).


Remember, do submit your ideas even if they have already been stated.


-Jherad




My Top 5 would be:


1) HAM costs - due to the speed of our attacks our HAM costs are far more inhibiting than other professions. Yes, I am talking about using specials with vibro knucklers, but the fact that other professions (I've been fencer, so I'll talk about them) can hit for more in one shot and use less HAM to do it makes me think this should be looked at again. As a fencer I could use one of my weapons (not sure what it was, but it was damage sliced) and using Hit 2 I could do about 25% more damage max (about the same ave) for less HAM cost at a rate of about 2/3 what I could do asa Teras Kasi (also using a damage sliced weapon). This wouldn't be a problem if a system like the one on test was implemented, but as it is now we rely on speed to do damage yet our HAM can't sustain us because we have no time to regenerate when using specials (even if not continuously).


2) Bug - when using AE attacks, sometimes one attack will hit the target 10 times (been 10 everytime I've counted) instead of hitting everything in the radius of the attack. This happens for many professions (at least Teras Kasi, Pikeman, and Fencer) and NPC's (rancors for one) so I think it's a global bug.


3) Combos 1 and 2 (while they look cool) are inefficient both in HAM costs and because of the fact that you're spreading damage when you can target any one pool.


4) Double knockdown - I can't even use the new pets with knockdown because they interfere with my knockdowns and end up hurting me in the long run.


5) Force of Will - though it's worked for me all 3 out of4times I've tried since the last patch (except for when I had to wait) I don't like the 1 hour timer coupled with the chance to fail and I think that the combination of the two is too much.





Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
Mor-Dan
Fri Feb 06, 2004 2:31 am
#60

fisrt, i think we should get some other dmg types. however, they should be AR0. stun, acid and electricity are the most logical modifications to vibro knuckles.

second, we do not need any extra loot to boost our VK's. i can do 3k+ dmg to an NPC with no armour. that is plenty. i actually find it odd that while i can hit a MOB for 3k dmg with an AR1 weapon, a rifleman can only hit 2k-25oo with a AR3 weapon... Rifle is the only ranged class without a 3.0 x dmg modifier.

third, the specific targeting (head, legs, body), need a modifier. 1.0 x dmg is ridiculous for a targeted attack. those should be among our stronger attacks.

fourth, we don't need no stinkin DoT. if you can't kill the MOB in less than 30 seconds then you should be hunting with a group.

fifth, TK is NOT overpowered. Devs said way back when Jedi was first getting a big talk up that the only two classes that could hang in a fight with a Jedi is a TKM and a MBH. These two classes, if played correctly, should lose very rarely. the balance shows up in stackable mods. that being said, DEV's, DON'T TAKE AWAY THE STACKING MODS!!! if you do you are actually REMOVING a system balance. a hybrid prof should have access to all mods regardless of what they are weilding.

sixth, my back hurts.

seventh, our natural defense needs to be increased. i like the idea of not being able to use specials with armour on. i have no idea what the coding consequences of this would be.

eighth, the pre-req for TKM needs to be Master Brawler.

eight a. the pre-req for all ranged weapons needs to be the skill tree and add the support tree.

eight b. the pre-req for commando needs to be master marksman AND master brawler. anyone getting to deal 10k dmg to anything should be required to make SERIOUS point contributions to do so.

ninth, (finally) even if we dont get added dmg types, we need some variety. give us some different weapons to use (brass knuckles, knifed gloves, etc.)

we arent looking for more power, just some variety and cleaing. all the classes need it, actually. but since this is the TK forum, i will just start here. TKM's would be outraged at seeing one of their own wearing armour in a fight...



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huntedbyall
Sat Feb 07, 2004 9:16 am
#61

can we also get an answer on the "You cannot meditate while running" that is REALLY annoying



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Toknight
Sat Feb 07, 2004 3:53 pm
#62






huntedbyall wrote:

can we also get an answer on the "You cannot meditate while running" that is REALLY annoying






A little tip: you can sit as soon as you stop trying to move forward and then immediately push your meditate button. It requires pressing two buttons but makes you meditate just as fast if you have them both bound to a key.


I'm using the EQ style template and I made my 'X' key sit. It's really nice when you change your keymap to force you to press 'Enter' before you can type anything in chat - it frees up all keys to be bound to a specific function.



Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
Toknight
Sat Feb 07, 2004 3:58 pm
#63






Nanuu wrote:





Syrkai wrote:
Add a /stick command so if we have high terrain negotiation it means we can keep up and hit our target while on the move.






I say@#$@% the /stick command. Melee should be a difficult combat profession to master in PVP. Server\Clientcode is what needs to be addressed for players with slow connections, not a special command or move.





I agree. PvP should be less automated and make you think a lot more - for all professions, not just Teras Kasi (but I'm only qualified to talk about Teras Kasi strategies).


It doesn't have anything to do with slow connections though, I think it's more the server latency or something. Regardless, PvP should not rely on a special command like /stick (or /follow).





Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
Tabcef
Sun Feb 08, 2004 10:20 pm
#64

corrospondent,

combo1 and combo2 are broken

but not in the way you think


try them out in pvp against stacked defenses and armor



---
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RunemonIV
Mon Feb 09, 2004 1:50 pm
#65

ok here is my 2 cents seeing as im the elder tkm on bria


1) i would rather have a higher defence than a higher damage output.. it makes no sense for a fencer to have insanely high defence and be beaten in a damage contest against a tkm with decent knucklers


2) i think youre dead on with the unarmed combos they are useless


3) more content for our profession (missions and quests possibly profession only items as a reward)


4) i no longer have an issue with running and hitting since i mastered brawler.. i can now kd someone 20 meters away


5) since we are unarmed or supposed to be (vks dont count as a true weapon) why dont we get extra defence modifiers to encumberance? not like ever quest mind you.. but if you wear armor you should move and react slower vs those that do not.. making armor somewhat undesireable to the melee professions.. im talkin a huge boost here something that puts us in the playing feild and would supplement the wookie tka's


im a zabrak and i cannot wear a full set of composite without buffing myself stupid to get in it.. Fact of the matter im an unarmed fighter that relys on quick strikes to subdue my enemy.. why do i get the impression that this has become the dungeons and dragons version of starwars? everyone has composite these days.. id rather be quick and nimble side stepping blaster fire.. professions like the swordsman and pikemen would neccesitate a need for armor but fencer and tka? come on...





Day one Veteran of the game.. just a little fed up.. /tiny
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