Teras Kasi Archive
Thread: Top 5 Issues (30th Jan 2004)
Jherad wrote:
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. 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 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.
5. Bug - Double Knockdown: Using KD on the same opponent twice leads to opponent immediately standing (even if dizzy).
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.
This is one of the MOST!! effective speaials it totally gets round dodge,block and counterattack
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
GnarLee wrote:
Quit wasting our time nanuu
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.
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
.
Number 1 issue, double knockdown raising the target again.
Er, that's it.
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.
Bolle Bol (baby)
Dappled Gualama
Falumpaset
Falumpaset (baby)
Gnort
Massive Gnort
Mott Bull
Mott Bull (baby)
Mott Calf
Mountain Ikopi