Teras Kasi Archive
Thread: Top 5 Issues (30th Jan 2004)
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
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
With the new buff visuals with timers it would be nice to see the powerboost show up in there
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.