Teras Kasi Archive
Thread: Some proposals for TKA
Holocron wrote:OK, let me start by saying that we are positive that these changes will need iteration, but that's also why we are posting them as proposals so you can sanity check them:
- Across the board action cost reduction (Not changing knockdowns)
How much cost reduction? Please provide examples with and without vibro knucklers for all special moves including the damage they cause to the enemy. Also, please explain how laser beams knock a man off his feet, why striking someone with a pistol is any different than striking someone with anything else thus necessitating the additon of a knockdown move, and why the TKA knockdown should cost nearly 3x as much as the aforementioned knockdown moves.
Holocron wrote:
- Improved chance of a defensive move firing (General Combat change)
Please provide examples based on attacker and defender skill broken down by move and status modifier if applicable.
Holocron wrote:
- Vibroknucklers
- Increasing max range on vibroknucklers to 5 meters
- Changing Health Cost from 32..59 to 18..36 (better)
- Changing Action Cost from 29..46 to 30..54 (different)
- Changing Mind Cost from 15..29 to 18..36 (different)
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
Health costs are less of an issue with brawlers as action, and even more so, mind, are. Increasing the cost to those pools is not an improvement to anything. It is a serious detriment.
Costs aren't decreasing as your last point states, they are increasing as your third and fourth points state. You have a fundamental disconnect in your own list.
Holocron wrote:Thoughts?
I cannot see those changes providing any significant improvement. Our profession has been all but removed from the game due to the practical removal of berzerk and knockdown combined with the already very high cost of specials. Your latest proposed changes and overt stubborn, arrogant attitude are simply more insults to the Teras Kasi community.
OFFICIAL Star Wars Strategy Guide, Page 267 wrote:Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground.
Teras Kasi are lethal, nearly impossible to knock down or unbalance.
Thoughts, Koster?
HERE IS WHAT WE WANT
able to resist range knockdown and other bad effects
Able to swing and hit
DEFENSE SKILLS UPED OR GIVE US MAJOR DODGE SO WE CAN TANK
make it where our moves is not a burden to use on the ham cost.
Make it where we should not have to worry about hurting ourself with our mind cost if we are a high ranking tka
Make our knockdown on the line pistolwhip unless your going to change pistolwhip to be on the line with us.
Conform!
It was a mistake to put any melee classes in SWG.
Conform!
Come on how many people did you see that didn't use a blaster, carbine, rifle, or lightsaber in the movies?
Conform!
Thoughts?
Conform!
-Raph Koster, Creative Director
DISCLAIMER:Just incase someone what's to say something this wasn't really posted by Raph, but it might as well have been - ![]()
Sorry I don't find it acceptable. Here is an easy way to put it. I hardly ever read the forums pre-patch. Why?Because I had been too busy having fun. Believe me, I tried to have fun after the patch, I really did. I tried the things other TKAs had mentioned/posted to still get exp. Etc., Etc. Finishedup expert rifleman, Something I had planned on doing later on but decided to do while waiting to see what our outcome would be.
Now all I do is read the forums looking for hope that I can again have the fun that I did pre-patch.
I'm too afraid to really put the effort into another profession in the case if they're not already broke too, They eventually will be nerfed into oblivion like the TKAs.
I have to admit, I probably didn't spend more than 2 hours on for the entire weekend. Not due to lackof time, Due to lack of desire to play.
I have a feeling that I won't see that type of fun again. However, I do see you asking for thoughts. So I hope you truly prove me wrong.
Guns kill at distance, TK's kill in close-quarters. Aim for that with your balance philosophy. Start tracking your average distances in duels/pvp fights and see how you're doing. If tka's are winning at less than 5m, you're doing fine. If pistoleers are winning at less than 5m, you're going to have to start working saturdays.
Random, largely irrelevant points:
How can a cauterizing bolt of heat and light energy cause a wound that 'bleed's?
How can an ATST be made to bleed?
Wave-particle duality aside, how does light/heat knock someone down?
Why can my TKA push a maklok over with his hands (and I might add, a very lousy combat stance with his weight forward just _screaming_ throw me throw me)?
Why is a mamien smart enough to bumrush me when I shoot him, but I'm too stupid to be able to do it when I'm shot at?
Why do baby (anythings) get to intimidate me? They're asking to become slippers, I'm no longer afraid of them.
Why would a pistoleer take a nice new pistol that he probably paid 45k for and try to hit me in the head with it?
Why doesn't that pistol break?
Why don't I, as the Bruce Lee of the SWG world break his arm and steal his gun?
Why doesn't a big rock stop a bullet?
Why can a gulginaw hit me through the roof of my house? I mean, my maintenance fees are up to date.
Why is it that it took me from late june to mid august to make my way up the TKA tree, but I just did carbineer in 5 days? Am I really that good?
Why don't those people that camp on the shuttle landing pad get crushed? I'd pay double my monthly fee to see that.
Why isn't the range on a device that is congruent with your hand the same as... the range you get with your hand?
Why is it that I can't use a special on something until I've clicked on it? If I get aggro'd I have to re-select the monster and _then_ hit the special. I get the impression the interface is saying 'which one did you want to hit again?' 'The one smacking the bejeezus out of me!'
Where are these monsters getting all the spit they need to hit me at 45m? They spit a lot, and I have yet to see one trying to work up a wad of spit, stopping combat when he can't, and trotting down to the water's edge to wet his whistle.
Why to Trandoshan females have breasts? We are a reptilian race, no?
Thank you, and good night.
FL
* Across the board action cost reduction (Not changing knockdowns)
I find this line alone vague and troubling. If you mean the knockdown HAM costs as they are today will not change, please say so clearly and directly.
If so, there goes our top priority item in Thunderwulf's report. If not, please excuse the following rant and skip to the next paragraph. Ok,so is TK the onlyprofession being made unable to use their knockdown more than a few times a fight? Pistoleers have no problem using it constantly, BH now use CDEF carbines to spam theirs "20 times for 10% ham", and BRAWLERS have a better knockdown than us. Many of us fin this totally, completely and utterly unacceptable, unless you are about to similarly nerf *every* single other knockdown in the game to use similar ham costs. If this is the case, I can see you are justified in leaving the TK knockdown costs the same. If not, why unfairly target just the TKs - get to nerfin' to level the playing field or please rethink the TK knockdown nerf.
Also, you are somewhat vague on what you mean by "action cost" - do you mean ONLY action pool portions of the total special move HAM cost are going to be lowered for the base cost of the special? If so, there'sTWO problems with this one statement. (1) Many TKs (and many melees period) pick up medic skills to deal with mounting HAM costs for specials. It is the *mind* costs which are most crippling at they can not be healed. I guess youwant tomake medic skills useless - both solo and grouped. (2) Knockdown1 and Knockdown2 were the primary moves in the TK arsenal. A lot of theother specials were, frankly, not worth their ham costs (i.e. combo moves - complete and utter trash - nobody has ever admitted to actually finding them useful).
If you mean allHAM costs (health action and mind) are being reduced across the board, that's great.I'd appreciate a little more detail as I am easily confused. Sorry to be obtuse, I just found some vagueness which can be interpreted in different ways. I'd really appreciate a detailed example of total cost to each pool before and after a standard special such as unarmedhit2 just so there can be no room for misunderstanding what exactly the proposed changes will mean.
Great, glad this is finally happening. Allprofessions will rejoice, especially pistoleers.
- Increasing max range on vibroknucklers to 5 meters
- Changing Health Cost from 32..59 to 18..36 (better)
- Changing Action Cost from 29..46 to 30..54 (different)
- Changing Mind Cost from 15..29 to 18..36 (different)
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition.
Again, I really hate to be stupid, but please, could we get an example of total ham usage BEFORE and AFTER these changes on the same move, perhaps unarmedhit2, both with and without VKs equipped?
Unless you are lowering the costs to all moves tpo begin with, these changes to ham usage with VKs on are even *more* crippling. Again, mind and action pools are the hardest hit by our moves to begin with. A reduction in health pool would do little if any good I fear.
So, in summary:
Are ALL unarmed (no VK) moves (except knockdown) are having ALLHAM costs lowered, or just the action portion.
Are knockdown1 and knockdown2 going to require the SAME amount of HAM usage as they do now, post-patch, with these proposed changes (need to know this very specifically, please).
The VK costs confuse me - could we please have an detailed example of all HAM costs before and after these proposed change for the same move - i.e. unarmedhit2.
Sorry, I appreciate your post, I just think we all need more information to go on!
Keep in mind that the action and mind cost for the vibroknucklers should be completly outweighted by the reduction in the base special move cost. In other words, it goes down by a large percentage, then goes up by 7 points.
Archon007 wrote:
I do not like the increase in ACTION &MIND COST, it's already way out of control.