Teras Kasi Archive

Thread: Top 5 Issues (30th Jan 2004)

TruPhyr
Tue Feb 17, 2004 11:49 pm
#79

heh, sry for the last post, as usual i dont finish reading the whole thread......



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IM me on AIM @ MinguzDew
Dr_Who
Wed Feb 18, 2004 10:41 am
#80

Hmmm, I'm a master Dr and a TKA - I would see the benifit of having some options to damage to others - if nothing else variations in viborknucklers with specific costs. Due to limited skill points TKA is all I have and it would be benificial to broaden the damage horizons a bit to compensate for a lack of skill points to provide alternative defensive/offensive strategies.



characters-

DrWho on Scylla-master docter, master tka (NRN)
Beeedo Obeeed on flurry-novice chef, novice pistolleer (L-Id)
awentwor
Mon Feb 23, 2004 2:34 pm
#81

dce321,


If you think TKA's do too much damage compared to other professions, you haven't seen a Master Rifleman spamming strafe2 from 60m or a Master Bounty Hunter hitting Electricity Cones for 15k damage. Damage outputs are balanced as is and I don't see the need to change a thing.




Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

awentwor
Mon Feb 23, 2004 4:25 pm
#82

RunemonIV,


"professions like the swordsman and pikemen would neccesitate a need for armor but fencer and tka? come on... "


Have you not read about the Samurai's of old? Yes, a lot used two hand swords, but a number of them also used one hand swords or no weapons at all. Suits of armor were comonplace for them... not as much as they prevented hits but helped deflect them. I guess it is all perspective on how you see each individual class. Let's ask ourselves... what does a power hammer have to do with being a swordsman? There are odd things in Star Wars Galaxies. I'm not sure we should suggest changes on how *we* see that our class should be. Make your avatar how you see they should be within the guidelines set forth by SOE. Mabye then we'll start seeing variety instead of everyone wanting to be Master Doc / Master TKA.





Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

MarcusMassacre
Sun Feb 29, 2004 2:39 am
#83






SilentJay1284 wrote:




Its like the Double Freeze Penalty for Sub-Zero in Mortal Kombat.





exactly



Teras Kasi , Scout, Medic, (holo) Dancer, (holo)Droid Engineer, (holo)Brawler, Artisan, Marksman, entertainer, smuggler
"If you can't beat 'em, nerf 'em" - Offical Motto of SOE Development Team
CorranAntilles
Sun Feb 29, 2004 10:13 am
#84

I say the KD bug IS a bug, for the simple reason that spamming of KD is impossible due to the 30 second KD timer. If you try to kd someone within that 30second window from the succesful KD, you get 'unable to knockdown your target' or some similar system message. You can't spam KD, guys. The bug that causes them to get up after being spammed IS a bug, and it's ludicrous.Now I have to see if 2xLowblow does the same 'stand-up' effect as 2xKD2. I know pistol whip does. Wonder if it's just the melee KD that's bugged.
Phwoarr
Tue Mar 02, 2004 4:04 am
#85

Hello! Please forgive me for posting here even though I am not a Teras Kasi.


I am pleased to see that several of the TK's acknowledge their over-powerfulness, and that they accept a single damage type as a "balancing" factor. Also, it is completely logical; pummeling something with your fists DOES cause kinetic damage.


This biggest "bug" I can see with the Teras Kasi, is that it does in fact give ranged damage. You can knock someone down from 20 meters away. Even 30 meters I think. I am no TK, I trust you are well aware of the range limitations of your attacks. Please clarify it for me; but you must all agree to the fact that this must be a design flaw, right? Hand-to-hand damage from 30 meters away? That's some longe arms...


You should honestly adress this issue in your top five and ask the range on hand-to-hand damage to be fixed with the combat balancing. I would suppose that 5 meter range is plenty for melee damage?






Caal Tau
Soon-to-be-12pt Master Weaponsmith (again)/Soon-to-be Master pistoleer
Taashi Station-Tattooine



Wisky
Tue Mar 02, 2004 9:05 am
#86

I want another damage type


Iwant a dot for tkm


and kd twice should not NOT I SAY make target stand thats stupid


maybe even a throat hit to pause kinda like warcry does cause warcry is getting nerfed


and i want some cookies


swtchry
Tue Mar 02, 2004 11:49 am
#87

Theability to knockdown someone from 20m away is a Master Brawler skill, not a TK skill.


If TKs are to be limited to Kinetic damage only, then I would like to see a revamp in armor to remove high resistances *across the field*. Back in the day, fights were supposed to be fast. What happened to that vision from the Devs?


Ta'l


awentwor
Tue Mar 02, 2004 11:56 am
#88



swtchry wrote:

The ability to knockdown someone from 20m away is a Master Brawler skill, not a TK skill.

If TKs are to be limited to Kinetic damage only, then I would like to see a revamp in armor to remove high resistances *across the field*. Back in the day, fights were supposed to be fast. What happened to that vision from the Devs?

Ta'l






I'll tell you what happened... too many whiners crying because they as a novice profession were getting kill in just a few seconds by a master profession! lol




Kypp Darksider
|| Teras Kasi Master || Swordsman || Doctor ||

95M3
Tue Mar 02, 2004 7:00 pm
#89

#1.COMPLETE SKILL MECHANICS BREAKDOWN.


For example the KD bug issue.


If the holocron had a section for skill mechanics you would open it up. Then read how it is exactly supposed to work and what effects it. Then try it out and see for your self how to use it properly.


If it is not working as it was explained then it is a bug.


Till then we will never know if it is or is not bugged, broken, working, useless or overpowered etc.



Cyberius
Wed Mar 03, 2004 1:49 am
#90

I think that instead of standing up, the second KD should just be ineffective for posture changes. If you accidently hit KD before the first one is over, or if two posture change attacks from different sources (say a second TK fighting with you) hit one after the other, group tactics become ineffective.


Just have it auto-fail the posture change instead of adding to the KD time or automatically standing them up.



--
Zalaar Degarian, MD, TKM
Diarra Degarian, Mayor Syn City North & Ranger for hire
Naboo, Radiant
nahguam
Wed Mar 03, 2004 2:36 pm
#91






Jherad wrote:





Rennyn wrote:

I wouldn't see #5 as an issue or bug at all. Its to prevent people from just spamming KD2 on someone not only until it sticks but well beyond, making sure they could NEVER stand. It's bad enough how powerful KD is, but make it so you can just spam it insanely? how silly is that?







Actually, I do see your point... It certainly makes me more careful about using Knockdowns. I do think some kind of clarification about whether it is a bug, or working as intended could be useful however. If people dont want this question asked, or it gets an answer, I'll happily remove it anyway


On the subject of Meditation animations, I'm raising this as an ad-hoc thread in the correspondent forum anyway.


Thanks,


-Jherad








I see the point of spamming KD's until it sticks, but your 2nd point of saying spamming it so that the never get up would imply you mean KD timersstack on top of each other. If that's what you mean then I agree. But I personally think that a 2nd KD shouldn't make them stand, it's just daft, and very frustrating in a fight and I think KD timersshouldn't stack.
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