Teras Kasi Archive
Thread: Top Three Issues Compiled Thanks
Kaylais
Fri Jun 03, 2005 9:43 am
#66
I know that Mankind had some very awkward choices to make about what the top 3 issues are. And I appreciate the effort he puts in on our behalf.
But, getting us the ability to put a +25 unarmed damage CA into our clothing does not seem all that important. I know such attachments cost a lot of credits, but does their absence really impact the prof that much at the moment? It certainly needs to be addressed, but I can't see how it could be considered urgent.
And I never stated that he should go with MY top 3 issues, I just disagreed with one of his top 3 issues. I'm well within my right to do so.
It's not like I was rude in my post or even agressive.
Mankind, If I offended you in any way, then I am sorry.
-edit spelling-
But, getting us the ability to put a +25 unarmed damage CA into our clothing does not seem all that important. I know such attachments cost a lot of credits, but does their absence really impact the prof that much at the moment? It certainly needs to be addressed, but I can't see how it could be considered urgent.
And I never stated that he should go with MY top 3 issues, I just disagreed with one of his top 3 issues. I'm well within my right to do so.
It's not like I was rude in my post or even agressive.
Mankind, If I offended you in any way, then I am sorry.
-edit spelling-
Message Edited by Kaylais on 06-03-2005 05:46 PM
anruth
Fri Jun 03, 2005 10:17 am
#67
TKA issues
- damage output.... the devs should go with what they planned at least! If a pikeman has a damage output of 2 and we are 3 why do they do 10x the damage we do? At least go with what they wanted and not say we aren't a damage dealer when in fact we are at least supposed to be medocre at damaging
or at least lower our action cost to make up for the lack of damage! so we can hit lower but hit for longer!
- damage output.... the devs should go with what they planned at least! If a pikeman has a damage output of 2 and we are 3 why do they do 10x the damage we do? At least go with what they wanted and not say we aren't a damage dealer when in fact we are at least supposed to be medocre at damaging
or at least lower our action cost to make up for the lack of damage! so we can hit lower but hit for longer!
Message Edited by anruth on 06-03-2005 10:35 AM
Jeisyn
Fri Jun 03, 2005 10:47 am
#68
Kaylais wrote:
I know that Mankind had some very awkward choices to make about what the top 3 issues are. And I appreciate the effort he puts in on our behalf.
But, getting us the ability to put a +25 unarmed damage CA into our clothing does not seem all that important. I know such attachments cost a lot of credits, but does their absence really impact the prof that much at the moment? It certainly needs to be addressed, but I can't see how it could be considered urgent.
And I never stated that he should go with MY top 3 issues, I just disagreed with one of his top 3 issues. I'm well within my right to do so.
It's not like I was rude in my post or even agressive.
Mankind, If I offended you in any way, then I am sorry.
-edit spelling-
Message Edited by Kaylais on 06-03-200505:46 PM
actually, BE's make the tissues and tailors install them into your clothes. on Tempest, BE clothing with +13'ishmods go for anywhere between 15k and 40k.
These are not expensive mods like the old Unarmed damage skill tapes.
Novock
Fri Jun 03, 2005 4:31 pm
#70
I'm glad u have a top three but kinda suprized that our damage output especially the combo act is not on that list.
Novock
Fri Jun 03, 2005 6:24 pm
#71
Kaylais wrote:
Novock wrote:
I'm glad u have a top three but kinda suprized that our damage output especially the combo act is not on that list.
Combo attack works fine...just doesn't show the correct damage on screen or in combat log..
Check this for some info on TK : http://forums.station.sony.com/swg/board/message?board.id=game_guides&message.id=292473#M292473
That seems to me to be a problem that needs to be addressed doesn't it you. I know I hit harder with combo attack than melee attack. But the dmg still doesn't seem to justify both the slow execution rate of it or the high action cost and the spam needs to be fixed. That would have been #1 on my list.
Klinsek
Wed Jun 15, 2005 2:36 pm
#72
Dunno if this is still running, but I have to throw a vote in.
TAUNT needs some adjusting.
The inability to hold aggro GREATLY limits us as effective tanks. I consider it my top issue, as it is hindering me the most in group combat.
TAUNT needs some adjusting.
The inability to hold aggro GREATLY limits us as effective tanks. I consider it my top issue, as it is hindering me the most in group combat.
Jack-Aubrey
Wed Jun 15, 2005 10:28 pm
#73
/rant on
Really all I care about right now is our damage output. Even with the display bug, pikeman have still been easily out damaging me, when THEY GET A 2 IN OFFENSE, WHILE WE GET A 3. The recyle time on adv combo is HORRIBLE. You can easily do more damage with melee strike, simply because it has a much faster recyle timer.
/rant off
Message Edited by Jack-Aubrey on 06-16-2005 01:29 AM
whonickedmyhandle
Thu Jun 16, 2005 5:21 am
#74
TKA - We should have the highest melee attack speed, maybe damage will need to be reduced to account for this and keep the DPS the same.
Non TKA - CoB whilst moving affect all melee professions
Droidmaker666
Thu Jun 16, 2005 5:24 am
#75
1. you can't knockdown recovery while your knocked down, this has happened to me so many times while im tanking i get kocked down in group i can't get up doctor heals me then dies, rest of party falls and there goes our raid.
2. Lack of moves, needs ae taunt, and damage is very low compared to other classes
3. Mobs are being tuned for master defender jedi ie DWB i can no longer do my job there and sony states we are THE tanking class , well if i can't tank here using food/buffs/icob ect and still they wipe the floor with me then something is wrong with our defense.
2. Lack of moves, needs ae taunt, and damage is very low compared to other classes
3. Mobs are being tuned for master defender jedi ie DWB i can no longer do my job there and sony states we are THE tanking class , well if i can't tank here using food/buffs/icob ect and still they wipe the floor with me then something is wrong with our defense.
buellronin
Thu Jun 16, 2005 12:11 pm
#76
how about them fixing our problems before nerfing lounge and giving stupid animations to lightsabers
buell
-Hamminaptu-
Thu Jun 16, 2005 12:46 pm
#77
My only issue is that I would want to be a better tank and fulfill my roll in combat. So that would mean possibly upping the inate armor and also for our taunt to actually draw agro and keep it lol.
BenAfar
Thu Jun 16, 2005 2:22 pm
#78
- TKA Issue
- Master TKA can not tank very well. I could almost live with doing less damage than Pikes, if we could at least tank better. The innate armor does not mitigate damage very well and CoB does not help you avoid damage (as it's description suggests it should) reliably. Furthermore, having to keep CoB running, even with a macro, is a major pain. Without it TKA's are truly pitiful tanks. WIth it they are Ok most of the time, but certainly not the best tanks in the game, as they are supposed to be. Other melee profs with Melee armor and a PSG can do as well or better without having to run CoB continuously. Related issus: Having to stand still for CoB to fire properly nerfs our effectiveness, since we have a small attack range and have to run after mobs all the time. CoB also doesn't fire consistently due to lag effects (server thinks you are still moving). Further, running CoB macros can interfere with other actions such as PowerBoost (which has a huge pre-fire timer) and sometimes heals. Lastly, our melee accuracy and damage should be much higher (that would mitigate the damage we take by eliminating mobs faster).
- Non-proffesion Issue
- Healing is almost essential to be a good tank asTKA, but it shouldn't have to be. Healing helps us hold agro by healing others and ourselves, It also heals the damage that our innate armor should mitigate and CoB should avoid - but it shouldn't be necessary to be the best tank in the game. Related Issue: If you go(for example)Master Brawler, Swords 0040, Pikes 0040, and Doc 4000, instead of Master Doc (to maximize your melee/ranged defense and retain some healing abilities),your combat level drops from 80 to 72, which also drops your defensive abilities vs. lvl 80 mobs, unless you are grouped with other cl 80 profs. That doesn't make any sense -- you still have just as many skill points in combat profs (although the Brawler line is not an elite prof - it is still a mastery and should count for something). As a tank, I find that the times I really get into trouble are when my Mind pool gets drained from having to heal too much. The Action bar can drain almost to zero and I am not too concerned, but losing Mind frequently means incapacitation or death.
- Master TKA can not tank very well. I could almost live with doing less damage than Pikes, if we could at least tank better. The innate armor does not mitigate damage very well and CoB does not help you avoid damage (as it's description suggests it should) reliably. Furthermore, having to keep CoB running, even with a macro, is a major pain. Without it TKA's are truly pitiful tanks. WIth it they are Ok most of the time, but certainly not the best tanks in the game, as they are supposed to be. Other melee profs with Melee armor and a PSG can do as well or better without having to run CoB continuously. Related issus: Having to stand still for CoB to fire properly nerfs our effectiveness, since we have a small attack range and have to run after mobs all the time. CoB also doesn't fire consistently due to lag effects (server thinks you are still moving). Further, running CoB macros can interfere with other actions such as PowerBoost (which has a huge pre-fire timer) and sometimes heals. Lastly, our melee accuracy and damage should be much higher (that would mitigate the damage we take by eliminating mobs faster).
- Non-proffesion Issue
- Healing is almost essential to be a good tank asTKA, but it shouldn't have to be. Healing helps us hold agro by healing others and ourselves, It also heals the damage that our innate armor should mitigate and CoB should avoid - but it shouldn't be necessary to be the best tank in the game. Related Issue: If you go(for example)Master Brawler, Swords 0040, Pikes 0040, and Doc 4000, instead of Master Doc (to maximize your melee/ranged defense and retain some healing abilities),your combat level drops from 80 to 72, which also drops your defensive abilities vs. lvl 80 mobs, unless you are grouped with other cl 80 profs. That doesn't make any sense -- you still have just as many skill points in combat profs (although the Brawler line is not an elite prof - it is still a mastery and should count for something). As a tank, I find that the times I really get into trouble are when my Mind pool gets drained from having to heal too much. The Action bar can drain almost to zero and I am not too concerned, but losing Mind frequently means incapacitation or death.