Teras Kasi Archive

Thread: Top 5 Issues (30th Jan 2004)

Laeren
Tue Feb 10, 2004 5:53 am
#66




Jherad wrote:



1. Defensive Acuity / Center of Being: seem to do nothing / very little.





Actually, this is working, but when you add up our Defensive Acuity max and our CoB, you get +145, which isn't very high (compared to the Fencer's +220).





2. Force of Will: Please reduce the timer, 1 hour is just too long.



Agreed. Though it's ultra useful, at 1hr it's not.





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



Perhaps do what they did for UAHit3 and add in a secondary status effect, like blind.





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've never understood why vibrolances are electricity, but vibroblades and vibroknucklers are kinetic?...





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


I just think you need to watch what you're doing. Can't just spam UAKD1 all the time. Try it, see if it works, if not, do it again. I think too many people want to macro combos of attacks and don't to try to react to what the other player (or mob)is doing. Sure, macros are good for when it's an automatic thing (like, Cure State when you're dizzy and trying to stand back up, for instance), but I think a KD+blahblahblah macro isn't a good thing when trying to fight. Just use your KD sparingly, react to what they're doing and it working or not. And then you'll see better results than popping them back up again.




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95M3
Tue Feb 10, 2004 11:29 am
#67

I am sure someone posted this already but the "you can not meditate while running" message is very anoying.


Another non specific issue is that the Combat chat "Spam" and the dammage numbers that float above your targets head do not match. This makes finding information about dammage and delays etc. very hard. It seems that the Dev's dont want us to know how the combat mechanics work.


And again #5 is a bug since you can not watch what you are doing since there is so much server /graphics lag. You simply cant tell if it landed or not sometimes and in combat every second counts so waiting till the lag is over to see what happened should not be the norm.


May I sugest that if our specials have a timmer or double use penalty that the Box that we put the special in have a visual indicator when in use. Alot of games use this like AC2 where your box changes color like when anitem is equipped then when your anti spam timmer is up it turns back to the normal color. This way we know when we can use something and not waste our time geussing when it is the right time.


Guddy
Wed Feb 11, 2004 6:13 am
#68






Jherad wrote:



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


Message Edited by Jherad on 02-03-2004 08:26 PM



This is one of the MOST!! effective speaials it totally gets round dodge,block and counterattack




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Nanuu
Wed Feb 11, 2004 2:12 pm
#69






GnarLee wrote:
Quit wasting our time nanuu





Valor: I apologize to replying to each individual post. Yeah I should have consolidated them. (Sorry I'm at work)


GnarLee's comment, however, was a waste of time. But what more do you expect from a bad imp.





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Daph
Thu Feb 12, 2004 11:34 am
#70

I have a suggestion to the FOW.

FOW is used to extend the period of time your body can function.(Please correct me if I'm wrong)

Why nothave a timer for when theincap occur.....(can vary depending on your lvl in TKA)

You get incapped.

Then you use FOW.

Theincap counts as nonexistent because you have delayed it with FOW.(You get the time you need to get out of trouble. Extending the time your body will function but you will inevitably get your incap and it will be counted)

The incap will happen when the timer endsand when you have outlived the incap then you can use FOW again.

If you use FOW 3 times within 10 min then you're dead.There you have the limit on the FOW.

No decreases in stats at all, you will function normally during the timer and then get the incap you have delayed.

Hope I have managed to make my 2 cents....

Dantic
Sat Feb 14, 2004 5:07 am
#71






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.





Try /follow



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JEAUX_ZUF
Sat Feb 14, 2004 8:50 am
#72


1. Defensive Acuity / Center of Being: seem to do nothing / very little.


2. Force of Will: Please reduce the timer, 1 hour is just too long.


3.double KD bug


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.


5. Powerboost does not show up on the buff timer



Jeauxzuf
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SEGEEK
Sat Feb 14, 2004 9:09 am
#73

double kd bug is not cool i would like that fixed.


No meditating while on fire ?! buddist monks can do it why not a TKM?


while some other form of damage would be cool ( i was thinking like a claw of some sort that poisions or does heat damage etc) it would make TKM too powerful, thats our main weakness limited damage types, i believe thats intended.


i like combo 1 and 2 leave em alone.


Force of will, i dont mind the timer, if it would reset with a clone ( the same for fullness after a food item after you clone, you loose the stat mods why should you still be full afterwards). Otherwise 1 hour is kind of long, although i guess the best way to avoid that is not get incapped .


Ekhben
Mon Feb 16, 2004 5:34 pm
#74

Force of Will? When I can quaff a drink to reduce my incap time by 70? Not sure if that's seconds or %, but either way, it reduces incap significantly...

Number 1 issue, double knockdown raising the target again.

Er, that's it. I'm happy with the profession, in general.





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Yaboze
Tue Feb 17, 2004 3:55 pm
#75

As a new TKM, I just wanted to comment.


1. Leave the damage to AP1 Kinetic, there is a witch hunt already of people wanting this profession nerfed. This damge type makes the most sense for the class.


2. Combo 1 and 2 do seem useless, although I love the animation on Combo 2. I'd like to see something else done with these.


3. Acuity/Combat equilbrium/COB, do these even do anything? One aids you in countering with a block, dodge or whatever, strange the TKM doesn't get any of those mods to being with. Why give us a chance to counter with an affect that we don't have in the first place? Also, using 'Center' made no difference in defense for my character when fighting.


4. The KD thing is normal I think, and I don't have a problem with the way it is now.







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vuchdaddy
Tue Feb 17, 2004 6:33 pm
#76

combo 1 and 2 are useless...like crap useless



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Stealthshadow
Tue Feb 17, 2004 7:00 pm
#77

And one more time the "Double KD Bug" that some are referring to is Not A Bug...but is actually "working as intended" so that the KD skill cannot be spammed to keep another player down all of the time.
TruPhyr
Tue Feb 17, 2004 11:46 pm
#78


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


i always thought that it was kept in place to prevent spamming knockdown and knockdown2, then again it does get really enoying when it happens......




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