Teras Kasi Archive
Thread: Exact description of how FoW is working on TC
yeah i fear the dabblers as well, i think some skills in game should have pre req skills in other trees
like no medi 2 without balance1 no medi4 without balance2 power 1 maybe...
it would help with dabblers... all good skills cant be moved to master to stop them
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I like the new force of will abilities. The battle fatigue does make sense, since you are fatigued by battle as a result and strained back to consciousness. I do not, however, agree with the 1 hour timer to use it again. That is much too long in my opinion. With the potential penalties stacking each time that you use it, there really shouldn't be any time limit at all. The only requirement to use FOW should be getting incapped. If you think about it, the chances for failure are still there and when you do succeed the chances of wounds/battlefatigue will be great. So every time you use it after an incap you will get worse each time. Why have a timer?
Can you give us a good reason why FoW needs a timer ?
The way I see it even with the changes
You only have a slim chance of recovering without wounds (better at master TKA)
If you happen to draw the low end score (get no ham fixes), and you get incapped again you have no chance to even attempt to FoW again. Which if you did you could end up with more wounds or it could fail anyways.
There is still the generic rule of 3 incaps in 10 minutes = auto cloning.
Really I can see absolotly no reason for a timer apart from making this skill no where near as good as it is now. Personally if they want to add a timer I would rather it worked 100% at master and zeroed all hams. If you got incapped withing 30 seconds of using FoW you get sent to clone no second chance ofusing FoW.
If the timer is to stop dabblers they why ruin the skill for those that are master TKA (or intending on mastering tka). Every skill tree in SWG has a few good unique moves, this is one of the only unique TKAskills (and a tier 4 skill as well). Just have the timer at meditate 4 (to stop your dabblers), and no timer at Master TKA.
There seem to be more and more timers going in all the time, soon will probably be timers between using special moves as well. And yes I think the timers on everything are helping to ruin a lot of the fun in this game.
TKA and other melee professions already have serious handicap of limited range, now they want to handicap the only move we (TKA) have, that givesus a chance of recovering from getting incapped from range.
is there anyway to simply leave it the way it is right now but increase the chance of success?
i dont really want to have a temporary reduction to my pools, sorta negates the point of power boost, i dont really want to have wounds, although i can probably just cure them.
the way it is now , all pools are damaged to 1 point in each pool above incap if its a sucess.
maybe thats not acceptable later on, but right now the issue is simply it failing way to much, not that we want other things for it to do.
seems to me they are giving us higher sucess ratios in return for longer tern negative effects. Why is this considered good?
just increase the sucess ratio up 50% of what it is now, and see what it does.
Another thing about this 60 minute timer. Most people can't play too long, and say they get a max of two hours play time. That means they save themselves TWO WHOLE minutes a day using this, if it works. Then they also have a chance of spending an hour getting the BF and wounds healed.
I know the skill is not supposed to help save time and used to help save yourself, but think about it. One hour is too much.
It will be very hard to find the right time to use it. I mean, when, if ever, are you incapped while the enemy or mob is too far away to DB you, then you hit FoW to save yourself, you have chance that this may not even help anyways, and then IF it does, you get up with equlized ham, which will most likely be every stat at 30% That islike a once a week type of occurence.....Basically useless.
The devs are kind of crazy with time, like they live in a different dimension.They have all these "time sinks" where you spend LITERALLY more of your time NOT playing the game. 30 sec use on KD, shuttles, battlefatigue,FoW 60 mins, all the racial specials 60mins,just plain running, worthless missions. Why do you guys add so many time consuming things?
Valkari-TKM wrote:
is there anyway to simply leave it the way it is right now but increase the chance of success?
just increase the sucess ratio up 50% of what it is now, and see what it does.
Personally I would be happier with a solution like this, rather than the changes that are getting proposed. The only problem I have with it is it fails to much now. Can survive with low hams, Just a chance to stand up and run is good for me. Plus if I do get incapped again getting away, another chance to get up.
why, because as a lot seem to say it will get 'nerfed' if it is too good. Well in which case leave it as it is now (zero's hams) but makethe reliablititylike itwas before the update patch (ie it worked more than it failed at master level)
Going by how most fixes and improvements go it will probably be more bugged than it is now.
More crap from devs and swg. FOW should not incur heavy penalties and wth with a 60 min timer? FOW saved me so many times in pve and sometimes in pvp, before any meddling was involved. Because of dev changes like this I am continuing to stay away from swg and, if this crap continues, i'm cancelling my subscription.
So sick of this crap.
Small update.
I did find out that the wounds are only to Health, Action and Mind, not to substats. 300 wounds total is not a big deal IMHO. You can med that away pretty quickly. The BF and the timer seem to be the main problems.
Mister_Heavy wrote:
Small update.
I did find out that the wounds are only to Health, Action and Mind, not to substats. 300 wounds total is not a big deal IMHO. You can med that away pretty quickly. The BF and the timer seem to be the main problems.
For me the wounds are not a problem (we already have heal wounds with meditate at this skill level).
Battle Fatigue would not be such an issue if it was just 10 instead of 100, 100 BF is close to what you get for cloning when you had not registered your clone. So really 100 is way to high.
As meditate can be gainable by anyone who wishes FoW cannot really be classed as overpowered. Anyone who wished to do brawler unarmed line, and the TKA meditate line can get it. There should be a bonus to those at Master TKA level.
For me the timer is the biggest issue, the rest can be howeveryou want or what you feel is fair. BF can be cured by entertainer, wounds we can heal ourselves.If the success rate on FoW was 100% everytime with full hams and no wounds then a timer could be justified. As it is now with chance of failure and wounds a timer will ruin FoW too much. As mentioned before I would rather take mind wounds for using force of will than the timer, 3 incaps in 10 mins and you are dead anyways, plus FoW can still fail, or just let you stand up long enoughto be incapped right away again. Which is where the timer would prevent you from trying to stand again.
The Battle Fatigue damage.
As Unarmed, we take a lot more battle fatigue in a fight than any other profession already.
I can go from 0 BF to 100 in approximately 30 minutes fighting. Where as if i was using my pistol, i'd only have about 3 BF in that same 30 minutes.
So remove the chance to incur even more BF on ourselves, or lower the rate at which we get it now, or give us the option to heal it at Teras Kasi Master in a camp.
Everything else, no big deal.
Those of you who're whining about the whole wounds thing......
Ok, first off you have Meditation 4 at least right? Guess what, you can heal your wounds with Meditate. Now i don't understand how some wounds are a problem for you due to this. Just move out and heal up, then you're back in the fight after a few minutes.
Relax.
1) What do you guys think about the probability for each level of success? Is it balanced? Weigh the power with the problems.
No major issues with the levels of success.
2) What do you think about the types of penalties? Is a HAM penalty the best thing to do? What about the 5 minutes; too short/ too long? Is battle fatigue (guaranteed downtime) appropriate? is a 1 in 10 chance of getting 900 wounds an acceptable risk? Do you think these penalties are a good way to represent the lingering effects of a martial arts master using extreme concentration to pull themselves out of unconsciousness?
I think the penalties are okay. Keep in mind you are forcing your body to activate again after taking total health damage. The likeliness of making your injuries worse seems reasonable. My personal suggestion would be to always make Battle Fatigue = Delta. Forcing consciousness is something that should always wear you down, and the more complete of a physical recovery (as stated in your example D) should wear you down more, and you would earn at least 70 BF.
3) In your opinion, Is a 60 minute timer appropriate? Why or why not? In what situations (if any) would a reduced timer lead to the skill being overpowered?
Absolutely not appropriate imho. Timers like that should be reserved for racial advantages, not elite profession skills. I can't think of any profession that has a timer like that on any of their skills. If they do leave the 60 minute timer in, I sincerely hope they allow the timer to reset upon death. I don't see the skill as becoming overpoweredwith a 15 minute timer. When I think of overpowered I think of something that has little to no counter. Well there are plenty of ways to counter Force of Will, most notably the player continues to damage you after you stand back up (likely wounded quite a bit) and you fall back down again.
Why is it that board members feel like they have to post an essay every time? So much random data gets jumbled with opninion. No wonder the Devs can never hear us clearly.
WHY DOES THIS ISSUE HAVE TO BE COMPLICATED???
How about this for FoW:
1. The higher your Med mod, the better chance you have to get up! Holy cow! How brilliant and INTUITIVE.
2. The wound possibilityOBVIOUSLY needs to go or no one will use it.
3. Timer is silly.
ok ok ,
Personally i think the timer should be the same as the burst run timer.
2nd of all, i think there should be a 50%chance of fullham bars or equilbierium, 5% chance of failure and 45%chance to get 150wounds to each stat, makes up for the 50%chance of full bars or equiberium
3rd of all, remeber 3incaps=DEATH
I think this would balance out force of will greatly, cant keep using it, or just get rid of the timer, 50% chance of equilberium will make the skill viable. 3 incaps and were in the cloning center!