Teras Kasi Archive

Thread: Top 5 Issues (30th Jan 2004)

therealmikeg
Wed Mar 10, 2004 11:53 am
#92

Hah, if you think TKA specials are useless, try playing a Carbineer. Ever single carbine special is a random pool, spread across all pools, or a broken action pool attack. I'm mastering carbine because the holocrons told me to, but TKA skills are a million times better.
JoahSaett
Thu Mar 11, 2004 12:10 pm
#93

All very valid points, heres some more ideas.


1. Make our attacks innately Armor PIercing 1 at the Master box.


2. Give us better defences versus Dizzy and Knockdown,and enhance Force of Will to include breaking current state effects.


3. Move the ability to heal our HAM to the Master box, and Include the ability to heal Battle Fatiguewhen we Meditate oncewe achieveMaster Teras Kasi. Many people dabble in the Teras Kasi Meditation tree in order to gain the ability to heal themselves and break poison and disease. I agree withe the poison and disease, but the ability to heal one's own wounds through sheer force of will is a very accomplished ability. One that only a Master should have.


4. Limited Damage types: Currently restricted to Kinetic damage. With so many NPCs (and armour)having high or in some cases total resistence to Kinetic, an alternative would help. Suggested as a 'fix' for combo 1 and 2. Allow our two combo attacks to do 'Stun Damage'. Have this explained by 'the rapid assault of all areas of the body stunning the opponent'. It could be our extra damage type, one that would be reasonable. And one thatshould be there in Teras Kasi in the first place.


5.Wipe that silly smile off our faces when we meditate.


Joraan Sett


Corbantis





Joraan Sett
(Master Smuggler/Pistoleer and Smuggler's Alliance Ace Pilot.)
Joah Saett
(Jedi and Alliance Ace Pilot.)
Corbantis
Guddy
Mon Mar 15, 2004 8:16 am
#94






Jherad wrote:



3. Ineffective Specials: Combo 1 and 2 (spreads damage across all pools) are pointless to a profession that can target single pools.


-Jherad


Message Edited by Jherad on 02-03-2004 08:26 PM





combo one is theBEST!!! move tka have but combo2 is sucky!!



~ Juddy Zerzog ~ Elite Assassin of the Rebellion









Juddy Zerzog
Master of the Blade
Elite Assassin of the Rebellion


Valor
Mon Mar 15, 2004 10:32 am
#95

imo combo1 is more effective in pvp than ua3...cept ua3 can bleed (w/ VKs on sometimes) and has a tendency to blind.





LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
.......:::: Lt Colonel in the Imperial Navy ::::.......
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| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
awentwor
Wed Mar 17, 2004 6:36 am
#96

Can anyone tell me whether Publish 7 has fixed the problem with creatures getting up after getting hit with a second KD?




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

SpartanII
Tue Mar 30, 2004 11:40 am
#97

I agree with Joah.





Vandan Vandel
------- Tempest ---------
- Helm's Elite Marines -
----------------------------

- I support a rollback and keeping & balancing the old combat system. (Note: Vague hopeful comment from after CURB... No hope of redemption now.)
...and making SWG a better place to be.
DarthDrogseth
Wed Mar 31, 2004 11:00 am
#98

With the new buff visuals with timers it would be nice to see the powerboost show up in there







Only Asota and Kasota survived the NGE, and just barely! But YaSota was born into the fury!
rdpmackie
Fri Apr 09, 2004 4:05 am
#99

yep nobody looks here



(ggggggggggggggggg9W[[[R[O[M[A[C[[[X9ggggggggggggggggg)
- j e d i f a b u l o u s -
- A L L A E m b h -
- for teh win -
Gohan_Trunksss
Tue Apr 20, 2004 6:52 pm
#100

I hear We are getting a new DMG type VK in the mandolarian tower dungeon ^_^



a bug id have to add too the TK is even at TKM we get tons of 1k pay missions and hardly 4k-6k like we should be getting, VK equipped or not its tons of 1k-2k pay missions, should be fixed!



--------------------------------------------------------------------------------------
Master Rebel Pilot

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Harnan
Tue May 04, 2004 5:19 pm
#101

I only agree with the first point and the point on FOW - it just doesn't do what it says on the tin. Mine would be as follows:


1. no armour - make different armour certified for different Profs throught game. Instead TKAs get clothing types.


2. NO WEAPONS. if we're supposed to be unarmed left keep it that way.


3. Nothing should have 100% resists FULL STOP. kinetic, electric, acid, etc. Makes no sense. A Nightsister Elder has silly resists and a HAM second only to a Krayt Dragon - basically you are in the middle of silliville, flagging down a cab to get to silly street where the clown fair is playing, whilst chowing on silly-pizza. Basicly.... plain silly.


4. Reduce the dodge for fencers. Makes no sense that they get ridiculous dodge, when TKM is supposed to be melee uber miester


5. FOW - as i have said above - it doesn't do what it says on the tin. I have never failed to get it to work, however what's the point? Now MOBs are more likely to DB us, we get whooped, we go down, we jump back up, knackered, and go down again. If it actually worked as a delaying mechanism, and was an auto ability based on skill level THEN it would do what it says on the tin. What can I say. clearly Trading Standards would ahve a field day withteh skill descriptions in Galaxies.






"I alone first undertook to wing the desolate Abyss"
~:Harnan Darkwater, Head of the Black Hand:~
"Bloody Tears" "Snowfall in the Desert" character bio
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