Teras Kasi Archive

Thread: A few more tidbits for you

LirielTheDrow
Tue Sep 09, 2003 12:59 pm
#79

All I want to know is if you guys are even listening to us. You talk about doing this to make us stronger and doing that to improve our defenses. How many times and how many different ways do we have to tell you what the REAL problem with our class is? WE CAN'T HIT RUNNING TARGETS!


It is absolutely frustrating to see post after post after post on the matter, only to see a post about how you're looking at "increasing our dmg and adding active defense moves." Oh yay! So now I can chase players around thinking about how much more dmg my hits would do if I ever got a chance to connect and how cool it is that they have to kite me for a half minute longer because of my kickin active defense. Come on! Fix the real problem, the one that we've all been telling you about, and quit trying to appease us with things we don't need right now.


I would trade all my knockdown and posture change attacks for ONE snare attack. I don't think we're asking much here either. All we want is to be able to hit the guy we're running on top of. We're not asking for superhero powers, the ability to fly, etc...all we're asking is to be able to hit something when it's next to us, is there something wrong with this? Are we wrong to think that just because we're running on top of a guy we should be able to hit him? Since lag prevents easy solutions, just give us a snare, end of problem. The guy can still fight back, he just can't run outside our range anymore, and we can use stagger steps to convince the system that we are indeed in meleerange, as we should be!


I'm sorry I came acrossed as being angry but the continued blatant ignoring we've been receiving is downright annoying. We know what's wrong and we have some good ideas on how to fix it, why won't you listen to us!?


Liriel Baenre


Azralon
Tue Sep 09, 2003 1:46 pm
#80

Thanks for the damage increase; I feel like an actual viable presence in the combat now.


I still say -- repeatedly and openly -- that we don't need a new special move to give us a chance to stay alive in the thick of things. All we need for that is increased Melee (and possibly Ranged) Defense skills.


Look at the Accuracy skills in comparison to the Defense skills. We're talking like over +100 to Accuracy at any Master-level combat skillto oppose, like, +40 Melee Defense.


Provided these two work along the same scale, that academicallysuggests Defenses are more of an afterthought than atangible element of combat.


My personal experience directly suggests that Defenses just don't trigger often enough to notice. For instance, I played for a solid 5 hours last night and I honestly don't recall seeing myself "evade" or "dodge" or any such move. I saw some "misses you" messages, though.


While I agree with the existence of the "Unarmed Toughness" skill, I'd much prefer to trade out some of thatfor increased Defense skills.




___________________________________________________________________

-- Daerys Kyne of Coronet (Teras Kasi Master / Novice Entertainer 0044 / Novice Dancer 4244 / Novice Medic 1000 / ex-Master Ranger)

"Yeah, so the holocron said Dancer. I can still Teras you a new one."
LirielTheDrow
Tue Sep 09, 2003 5:06 pm
#81

In light of my ranting and due to the fact that I've cooled off a bit I just wanted to apologize for being a bit harsh. I am grateful that the devs are trying to help the tka class, really and truly. I'm just of the opinion that a fix forour inability to hit a moving player would result in a lot less frustration from us and set the playing field as it was intended...ranged players waste us at range, we waste ranged players in melee.


If a ranged player has the presence of mind and the skills needed to keepa tkaat range and kill him, he deserves to win. But if the tka has the presence of mind and the skills needed to reach meleerange,he deserves to win. What's keeping this from happening?


That target is not in range.


Please, please, please do something about this first. I'm fine with where my damage is, and while defense is a little sketchy it's something I can live with, especially if you can get this issue dealt with somehow. I don't want to be super powerful, crushing everything in my sight, I just want to be able to put up a decent fight and put another person on their back as often as they put me on mine. As things stand this just doesn't happen.


/nice off


FIX THIS NOW OR...j/k


Liriel Baenre


"You want it all but you can't have it...it's in your face but you can't grab it (and smash its head on you knee)" Faith No More. I added the part in the () by the way, just in case you couldn't tell.

JEAUX_ZUF
Tue Sep 09, 2003 6:47 pm
#82

OK i got to pg 3 and i want to go play so here goes....


if we get this then ppl will get novice Teras Kasi jsut to get the bonous unless you want to stretch it out then why bother to give it to us? itll just help kiters


we NEED a stunning attack like a leg break but it gives them a dmg bonous while their limb is broken and a medic has a "tend break" option that takes 3/4 of their mind so they dont us that combo


what would you do in RL if someone had you in a wristlock and you gun was on the floor what would you do? shoot them in the eye? no youd kick em as hard as you could


example:


your fighting a pistoleer and you catch him and hes nice so he stops and starts beating you over the head w his gun and in RL if you were outta ammo you WOULD hit someone over the head


so ether give us a leg break


or give them a charge that thaey have to recharge or change batteries before they can shoot again but they can hit w like the butt of thier gun or something




Jeauxzuf
TKO - Sensei GAT Quarterspondant
No, no, no. You walk up to them and say: "Nice shoes...wanna f*ck?" - Graflex3 - I Support Annoying, Pointless Bandwagons. You can too!

IronMaiden7
Tue Sep 09, 2003 7:23 pm
#83

Here is a cut 'n' paste of a PM I sent Holocron:


Hi Holocron,


It appears the general concensus of brawling professions would like tank passive abilities that would allow them to absorb more damage and to dodge melee/ranged attacks without having to issue a tank command.


However, any positive additions and/or changes on the tank and damage issue for all brawling professions would be greatly appreciated.


Our biggest PvP issue is not being able to catch and stop ranged attackers so that we can get into melee attack range/mode. Some feel that things like the ability for us to attack on the run, a "/stick" command, ability to dodge some gunfire, longer burst run, and even the ability to not show up on radar (a temporary stealth mode) would help close the gap.


We brawlers do need a "/stick" command that would allow us to follow mobs and PCs more closely since "/follow" is always stopping outside of the melee combat range.


In addition, we TKAs still cannot make contact with larger mobs, like Bull Torturs, because we cannot get close enough to them unless we are directly under them (mobs won't allow us to stay in that position).


A good marksman can KiT/ Run & Gun mobs all day without ever getting scratched. We melee users do really need to be able to tank effectively because we are beat on endlessly by mobs; armor, vibro-knucklers, and special moves do not go well togther at all. To get around severe HAM stat drains we even have some TKA players macroing armor and vibro-knucklers on and off during a single fight.


Thank you for your time!


Lee (TKA/CH/Pistoleer-Smuggler) on Kettemoor





Why join the Empire?Because chicks dig Stormtroopers!Watch Jedi flick!
"Today's SWG Patch Notes: Found where people were having fun & removed it."
"Teras Kasi are NOT lethal, NOR nearly impossible to knock down or unbalance."
"Facing an opponent armed with ranged weapons, high-level abilities DO NOT enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

jedifromjapan
Tue Sep 09, 2003 8:56 pm
#84

Sounds good. Thnx for the update.
Merendel
Wed Sep 10, 2003 12:39 am
#85

I think the best thing to help TKA's and other melee professions would be to add a /stick wich makes you follow closer than /follow and a slight increase to their run speed. it dosent have to be much just enough that they can actualy close that last half meter thats keeping them out of range of a kiteing enemy.



nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
Pyradius
Wed Sep 10, 2003 12:43 am
#86

Simple solution - Put a delay on going from kneeling, prone, and sitting to standing and running.


The easiest way to see what I am saying is to look at the delay on a TK going from the Meditate position to standing and moving again. The TK stands up right away, but there is a good 3-4 seconds before he can actually start moving forward again.




Otrissk the Trandoshan
Teräs Käsi Master
Sinking Ranger, Rising CH
Jahdow
Wed Sep 10, 2003 1:48 am
#87

I think if ranged users start a fight with us at range they should have a huge chance of winning but if they do mess up then they're toast. To make them pay if they mess upI would give master TKA's the ability to craft Caltrops(a type of trap). Have a range of 64 and an effect of severely slow the target down (but not a root). This will make range users pause for though before attacking. It still allows them superiority in combat at range but if they don't kill us within 2 or 3 shots it would enable us to close the distance and take them out. Make them sonic Caltrops so they work even through Armour.This fix uses current game mechanics and doesn't give our class advantages over others in terms of speed.


As for a damage upgrade, im not sure that is required, what I think would work better is the ability to direct damage with much greater effect. Tothat end I suggest a change to precision striking. OK I'm only a novice TKA so have very little experience with TKA so if I've got anything wrong here please excuse me and disregard. From what I have seen so far with unarmed hit 2 our specials all go to random HAM pools, which to be honest is a pain, because I can take stuff down faster with a OK pistol spamming bodyshot 2( a much lower lvl skill) the change I suggest is this.


Instead of just doing a hit for X damage when you hit one of the precision specials I'd like to see a non damage switch put in place that makes a large portion of our normal and special damage go to the chosen HAM pool.


So when you do /unarmed body hit 1 it does no damage takes HAM but the majority of special and normal hit damgefrom then on go to the health pool until a different HAM is selected or the option is turned off.


This is just an idea and may be overpowered but I'd like to be able to do an unarmed hit 3 to the mind, body or leg.

MrKracs
Wed Sep 10, 2003 6:03 pm
#88

Ummm, Jahdow, I hope you're being sarcastic? Sonic caltrops with a range of 64m???? What are you gonna ask for next? Shoot lightning bolts from your eyes? Tornados from your arse? Lol, sorry, that was one of the silliest requests I've seen so far . Effective traps should be limited to the Ranger profession. You want some good traps, invest some points into that.


A /stick function and maybe a very slight increase in melee running speed (less than 10% - ranged should get this when they're not firing) would be a hell of a bonus to us in PvP.




---------------------------------------
Kracs Knuckles - TKM / Pistoleer Master / Scout / Medic - Corbantis
"Facing an opponent armed with ranged weapons, high-level abilities
enable him or her to intercept blaster fire unerringly with their head,
bringing his or her self swiftly to the ground."
-Page 267, SOE Class Balancing Strategy
Setop
Wed Sep 10, 2003 8:50 pm
#89

Thanks Holo, it's a start
Shinjo_Kanzaki
Wed Sep 10, 2003 11:23 pm
#90

by active do you mean a passive ability or something we would have to activate and have it cost ham? i'm a fan of passives over timed abilities.

i would still rather see a /stick ability then some /tank. it's hard enough trying to run someone down but when you do that in the middle of a firefight lag will play a role in wether or not you can land a lunge or KD on that person.

another thought is to put KD, Lunge and suppression fire on different timers.



____________________

Shinjo Kanzaki - Sentinel


It's not lag, it's bullet-time.
Noz
Thu Sep 11, 2003 1:14 am
#91

People, can we just give them a chance to show us the changes before flaming and cursing their good intentions? I would love to see more damage to the CLASS so i can stop using Vibros all the time. I do so less and less as i am geining skills in Power, but it would be nice to have some more natural damage spread out through the TKA tree.


More interesting is the mention of these defensive moves, i am hoping for some type of Stance change, but i seem to remember reading that they tried hard with this in beta and couldnt get it to work. Im still hoping though. If not, then moves that will let us get closer quicker or with more HAM cant be anything but good.


People are too caught up with seeing the bad, try to look at the good instead, now im NOT the most positive person when it comes to RL because fathe has seen fit to smack ME with its own nerf stick. But things like this is not life threatening, just try to give em a chance before shouting at them. They are listening and doing someting to better the class.


Anyway, im happy about this, now im not a PVPer so that might be a big diff, since thats where we have the most difficulties i hear. Although being kited by a low blue mod isnt my idea of fun, mobs are dumb enough to walk around the rock i just hid behind to see if im there


Keep the faith people, and thanks for the update Devs! Hope we get more details about these moves as soon as it is avalible.


Have a good one all.

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