Teras Kasi Archive
Thread: Top issues of the week. Need everyones input.
Lol, who cares where the VK cert is, VKs are now completely useless. I used to hit for 2500 with unarmed hit 3 (Yes, im a TKA Master), now i hit for 1000 with VKs, and it close to kills me.
Knockdown already been stated enough, its's a joke!
Defense? Huh? Whats that?
Special moves? In PVP I do more damage to myself with specials then I do to the other player!
Before the nerf every ranged attack beat me 1v1 (Dosn't matter which weapon or what skill level they were I lost). Now it's even worse. Wow.
Stick command? How about just letting us hit a moving target?
I've spent so many hours working on TKA Master, thinking it would be fixed eventually - what was i thinking. It hasn't been fixed - Where I used to be a little useful, I'm not completly useless.
How can a BH with one skill beat me in a duel when im a Master? Rediculous.
Ok the only one I care about is the Knockdown cost. But please please please make sure when you tell them of this problem that you let them know it is too high with VK UN-EQUIPED!! The problem we are having is not with the HAM costs with them equiped. Eventually the weaponsmiths will be able to solve that. We need the base HAM cost to come down.
Thanks
1. Knockdown -
- What's wrong?
I knew that knockdown seemed to powerful at points, but considering the role that the TKA usually play, It did not seem completely unbalancing. What I see from the last DEV response on this was a concentration on the un-equiping of the VK to lower HAM costs as being the problem. I was expecting something like increased chance of KD failing, or delay for un-equiping while in combat.
It is possible to manage the nerf as is. POSSIBLE, but not fun, not practical, not anything that I have come to expect from a TKA in the last month+ of playing. Even if we had started with these kinds of penalties, I would have probably tried to go with TKA, but never would have gone very far in it.
Knockdown for melee is something that is critical in large groups, some times you CAN'T fight just one thing at a time, and someone has to keep the mob's from damaging everyone. What happens without knockdown? Well say you have a group of 8 people : Combat Medic / TKA / Rifleman / Doctor / Squad Leader / Ranger / Bounty Hunter / Swordsman.
You go to attack a group of pikets at a lair, 4 are out. Your Rifleman tries to conceal and pick one of, but fails his roll after a few shots, the rest of the mob's argo. Since pikets have a good resistance for KD, your TKA tries to drop a few, but can only get them all down once, then is too low on mind to special, during which time the ones that he could not get down fast enough have been engaged by the other offensive combatants, pulling them of the docs if needed. Your BH manages to drop 3 before he is out of mind, and is stuck on basic attacks. Even if you all concentrate on one at a time, it's going to take you about 10 - 15 seconds to drop the mob ( around 8k with your group doing 500 - 900 damage each second ). Now remember there are 4 of them, they hit for 200-400 every 1.5 seconds. So in the 10 - 15 seconds that it took to drop one, they put out around 18000 - 27000 damage. Your TKA, BH, SW are going to put out the most damage, and between them they have say 11k possible HAM to absorb damage with. ( 3k each plus 700 or so enchantment ). A lot of that is already gone because of HAM cost while using specials. Say your medics can heal at a rate of 400 per second, so in 10 - 15 seconds you have 4000 - 6000 healing. Well what that leaves you is 3000 - 10000 damage being done to your group over and above what they can absorb in 10 - 15 seconds.
Sure this is not 100% accurate, but it's not 100% inaccurate.
This does not even touch on soloing.
- How can it be fixed?
- I can understand a novice TKA not being as effective as more experienced ones, so HAM costs could have a modifier that is gained with XP, say on the Meditation line. Since meditation says that it helps the TKA hit better, but has no mods to that effect, add it there to nearly nullify HAM costs at Master Meditate. ( current HAM cost )
- Maybe increase the XP it takes to gain TKA skills ( revert HAM cost )
- Move VK Cert to Master Power or Master Precision ( lower HAM cost )
- Leave HAM cost on KD1, but remove from KD2. A master of balance should be a bit better at it then a novice
- Add a delay or disable equipping and un-equipping while in combat ( lower HAM cost )
- Cause mobs to stay down and receive the extra damage for more then 1 hit ( lower HAM cost )
- Make KD 100% effective, or no HAM cost on failure/miss
2. Are defensive skills working? -
- What's wrong?
Not effectively, I don't see a real increase for defense skills, just token at most levels. Sure a nightspider hits for 50 instead of 90 initially, and when things are hitting for 200 - 400, a 40 point drop in damage is not really that helpful.
One thing that I really notice, is that the more that people play melee classes, the more they end up adding more MIND and losing HEALTH and ACTION. If MIND damage is caused by hits to the head, the TKA should have some kind of auto defense against this.
- How can it be fixed?
- I considered KD a main defensive skill, see above for fixes
- Add stances. Aggressive, Defensive, Balanced as mentioned in DEV response
- Why is it that some white con lizards have a LIGHT - MED amour rating? Why not have TKA get that at Master Balance
- A TKA fighter will redirect a hit aimed at the head to another part of the body, if blocking or evading is not possible. Hits that DO hit the head have a great chance of causing the queued actions to clear, and the speed bonus to be negated for 5 seconds.
3. /stick command
- Huh?
4. Meditation branch -
- What's wrong?
Kind of viewed as a empty skill tree, not really providing benefit until master
- How can it be fixed?
- See above under knockdown for some ideas.
- This was mentioned in the KD section, but meditation says that it allows the TKA to strike more accurately?(something to that effect) but has no mods to that effect
- Maybe more specials in tree, like /clearmind : helps the TKA regain lost concentration while fighting (MIND regen at HEALTH/ACTION cost)
5. Specials -
- What's wrong?
Not very flattering for a unarmed specialist, the red glowing fists were nice for the brawler, but a TKA elite profession should have some flair. I mean, even your re-clone has a nifty effect to it.
Specials don't really feel like specials, just kind of extra attacks. It's not really clear what a special is ment to be, and a lot of the 'specials' are upgrades to earlier moves.
Master Brawler gets an upgrade to both Warcry and Berserk, TKA gets Power Boost. To add to this, Power Boost causes more MIND damage, which is already a vulnerable stat. ( see above )
- How can it be fixed?
- Special moves SHOULD link, the entire idea of a RL martial artist is to use patterns to train a student how to react to an attack. 'Specials' are uses more then single attacks.
- Maybe addition of defensive specials? :
/block, /evade, /defend, etc?
- Add additional boosting specials? :
/hundardfists /stonefist /penitratingblow /knockout /endgame
That's all I can think of.
I agree with the Meditation, we need a different skill for meditation, its own skill.
Plus, where did the whole non-attacking while moving go, we need to attack while moving!!!
Ok first let me appologize for any of my "ranty" type postsin some other threads. I'm not a frequent poster and I never go off about much, but I'm not one that adapts to change very well. Once you settle into a certain play style it can be difficult to start doing things differently. No, I'm not a kd spammer but I'll admit that I diduse it about as much as most others did when tackling nasty critters. Face it, if you don't drop a Tusken Chief he'll be sure you know about it.
With that out of the way, I did do something slightly constructive and gathered some numbers.
My stats (human):
Health: 1000
Strenth: 500
Constitution: 450
Action: 900
Quickness: 500
Stamina:450
Mind: 700
Focus: 500
Willpower: 450
HAMs on the VKs I use:
H: 58
A: 48
M: 32
These are my action move costs (not entirely accurate because I do have a couple of wounds here and there). First number is w/o VKs, second number is with.
unarmedLunge1 71237
unarmedDizzy1 49165
unarmedHit135118
unarmedHit2 49165
Knockdown1202795
I hope that information is at least helpful in some respect.
1. Make other Spcecial moves more useful, so we dont use knock down and knock down ONLY.
2. HAM cost compared to Range Weapons.
3. Defense vs Melee and Defense vs Range.
4.Attacking while moving.
5. Power Boost....
1. Defence-
A. I still want to know what those mods do and how effective they are.....well never mind the latter, I know they do absolutely nothing worth mentioning. Hmm, putrid decay mite hatchlings still hit me with every shot...and I'm abouthalf-way through the TKA line.
B. A request for increased melee defense and or abilities for allmelee classes. We are the guys "up-front" wish we were semi-capable tanks for the ranged guys without knockdown.
2. Specials-
A. Better definitions, I want to know what I'm spilling a large amount ofblood for.
B. Better effectiveness for status effects, I want to spill blood efficiently. Dizzy needs to work on creatures,I'm not sure if blind does anything at all, andpowerboost just kills me.
3. A solution for the inability to close on an enemy.A simplearmor change can make us shut up:
A. Make armor encumberance effect movement speed a bit. It will allow a unarmoredfighter to closeand keep pace withanarmoredfighter and have the side effectof forcing thefaster moverto be more vulnerable. Kiting with no armorwill still exist as a valid tactic, but would be amore dangerous one ona battlefield filled with armoredmarksmen.
B. Make armor and clothingunable to be equipped/unequipped while in combat mode. Just to enforce the former.
4. Meditation:
A: AliberalHAM regen increase while using this skill would be very nice.
B: Avery small but noticable passiveregen increase (while walking, talking, or fighting)to the various ham pools according to Meditation skill levelswould be incredibly nice.IE:
Mind pool for meditation tech 2: Represents the TKA's ability to keep calm and stress free in his/her daily life.
Action pool for meditation tech 3: Represents the TKA's physical fitnessnow fueledby his/her mastery of the mind, allowing him/her to participate in more physical activity without tiring.
Health pool for Meditation tech 4: Represents the TKA's mastery of both mind and body, allowing the TKA to enduremore physical torment than the average man,forcingthe mind toignore pain,and focusingenergies of the body toheal woundsthat accompanied the painat an increased rate.
5. *insert general knockdown discontent for a filler*
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground"
And any defense (dodge, evade, repose...that allow us to not watch high end encounters..
dB
- Knockdown Nerf
- Are defensive skills working?
- /stick command
- Meditation branch
- Specials
1. This is a big deal. They did over nerf it. Holo did say that they are looking in to why it is such a big cost with VKs on. If the cost wold be what it is now with out VKs on with the VKs I think that would be about right. Maybe KD2 should last a little bit longer.
2. We take way too much damage. Yes unarmed toughness is very nice. But we should not be getting hit in the first place. We attack faster then any one in the game. With that kind of speed you would think that we could move out of the way of an incoming attack too.
3. /stick, Not much to say about this except that /follow just is nowhere good enought to keep us in range of who we are attacking.
4. I dont think /meditate should be in the top 5. I think it is working great. The power boost does need to be changed. But I think other issues we have is more important.
Instead of me /meditate we should be addressing the issue of when VKs are equipped that our range is reduced. All we are doing is putting a blade on our knuckles. If any thing our range should increase 1m or 2m.
5. Specials need to be higher in this list. There ham cost is way too much. I can do unarmedhit3 about 5 times with VKs on and I am out of ham. I have noticed that Dizzy is working better on npcs. But the ham cost for all the specials is just out of control. We have to be in range of getting damage to do damage. Unlike ranged weapons. There ham cost is almost nothing. They can chain together every single shot they want and almost see no ham lose. But the devs say that we are not supose to chain ours together. What are we supose to do just stand there and let our toon just auto attack. That is not fun. I want to Chain ever last one of my attacks. If I want too just stand there and watch the toon attack I would go play AC. Make out Striking shoots do more damage and cost less ham.Those are also a big waste of time. The only time I ever use that is when the person or mob I am attacking is almost dead in one ham and I just want to make sure I hit that pool. I would be nice to be able to look at the one we are attackings pool and see the smallest one and attack it.
1. Knockdown Nerf
One thing i don't get is why melee has the highest ham costKD (imo meleeare the only classes that should haveKD anyways). Changes that should be made are have the melee knockdowns do the most damage and cost the least HAM. Puting timers on the KDs is also a great idea, but give the ranged KDs a higher time limit. Sure this seems harsh for the ranged ppl but they already have the biggest advantage and we have none.
2. Are defensive skills working?
Get these working and make the melee defense bonuses at least twice as better than ranged, we need it not them.
3. /stick command
Put this in the game.
4. Meditation branch
Make power boost a better berserk or throw stances in that branch, i know the devs said they tried it but im saying try agian dammit
. Having its own exp type is also a good idea.
5. Specials
Melee should pretty much have nonexsistant HAM usage for specialsfor the fact that we take the damage, i doubt this will happen though, might balance the game. We also need more usefull specials like bleed and make the precision moves more like aiming at a certain part of the body for around 20 seconds instead of what they are now.
One thing i dont understand is the devs say were not supposed to do things that make the game more fun, like actual moves instead of auto attack.
I have an idea, change what were supposed to do, its not written in stone and most of the things we aresupposed to do suck (ie commando,tka, some other class probably).
Oh man, I just lost an entire post. Sigh, here I go again:
Knockdown Nerf
Knockdown is too expensive now. It doesn't make sense that I do more damage to myself then to my target. It ishorribly bugged anyway, because when you knock something down, it usually slides away in the prone position.
Are defensive skills working?
As far as I can tell, they are not. Although, as far as any Commando can tell, their class is not working, but Q-3PO enlightened them that their class was "working as intended." Obviously Q has extensive expierience playing this game. Perhaps we will be enlightened that our defensive skills are working "as intended."
We need more then just defensive numbers - we need counter-attacks, we need throws, we need chokes, we need lock moves (arm-bars and leg locks), we even need sacrifice moves (where you sacrifice your stance to lower the stance of your target, an example is a fall back throw where you pull your target towards you and place your legs into their stomach while falling backwards).
/stick command
This would be very nice. We absolutely need to be able to hit while moving. We should have some ranged special attacks, such as jump kick, dive attack, and flying uppercut. Ranged users can knock me down with their back turned to me while running away 15+m away. This is horribly unbalanced.
Meditation branch
This branch needs to be more useful, and meditation absolutely needs its own experience type.
Specials
On thewhole, specials cost too much and don't do enough damage.Half of our specials have noobservable results, whichleads me to believe they do nothing except hurt us as we rap our targets in redtape. I do like the animations though.I don't care if the game designers don't want us chaining specials together, because we pay their salaries with our monthly payments, andus, the players, want to chain specials together.It is the game designers responsability to respond to the wants of the player community.If you watch any unarmed fight between skilled fighters, they use different moves constantly.Besides, chaining specials makes the game have more strategy then just /attack and wait.
I have many many many more complaints and suggestions than this, but honestly, I don't think the designerswill listen. It is just easier to cancel my account, and ifat the least, knockdown's HAM costs are not reduced, I, along with many others, will be quiting this game and denyingSOE our monthly payments.