Teras Kasi Archive
Thread: Top issues of the week. Need everyones input.
my only concern, is the knock-d0wn....how can one move hurt me more than it can help....maybe im looking at this the wrong way, but is the knock-down supposed to help change the course of the fight, rather than help you dig your own grave....even more so nowsince they nerf'd the PvP to do 75% less damage.....i was recently dueling with a friend after the knock-down nerf, i hit him with knockdown 1, stun 1, and unarmed 2, already, in 7 seconds i was losing big time, and he didnt even lay a finger on me. I say if your gonna nerf the pvp dmg by 75%, you gotta do the same to the ham costs for specials....but in any case the knock-down cost isway too much,the result if you miss is even worse, you end up damaging yourself big time, but with nothing to show for it, you might ass well tuck tale and burst run your sorry ass away.....all i know is the knock-down should not cost this much plain and simple, with the cost this high, doing this move just seems like a suicide attempt....like i said maybe im wrong........hehe, but im pretty sure im right!!
Solution: LOWER THE COST
Knockdown:
When I attack a critter with stun, blind or dizzy, I am told that that critter is now stunned, blinded or feeling dizzy.
When I attack a critter with knockdown, I should be told, "The critter is knocked down."
If I attempt to attack the critter again while it's down, I should be told, "The critter is already down."
This would alleviate one of the biggest problems associated with knockdown, that being that you can't actually tell if you've successfully knocked down something or not (because the graphical interpretation of this maneuver would either lag or not show at all). This is what invariably led to the incessant spamming now associated with the technique.
-Kneight
1) Yes, knockdown is a chief concern. Only an idiot would deny that.
But ... by previous concerns STILL hold. Remember, we were a 'broken/underpowere' profession BEFORE this absurd patch.
2) Disarm ability -- the fact that a martial arts profession doesn't have this is ridiculous.
3) Faster running/movement speed -- again, the fact that at TKA wearing no armor (only clothes) can't catch up to (and smack) an encumbered ranged attacker wearing full composite armor and firing a rifle over his shoulder without missing is just ridiculous. Give TKA a freakin' chance, however slim that may be. WIthout it, the profession is still worthless in PvP.
4) Remove Vibro - knucklers -- one of the worst, most poorly implemented designs/ideas I have ever seen in a game of this type. Again ... ridiculous.
I kinda see current knockdown HAM costs as a bug and just keeping my hopes upthats the devs will fix it within the weekand implement a more reasonable HAM cost.
1. Are defensive skills working?
I believe thatour defense and skill mods in general is what makes us not as competitive as we could be mostly in PvP but this goes for PvE as well. We did see quite a few quotes from Q and Holo this week, some of them were sad needless to say other have shed some light onto where we stand in swg right now. Q said that ''If you can catch something they will fall if not...its a trade off for power at close range'', well i would love for this to be true heh. Ranged KDs and defense melee skills of marksman are most of the time more effective than our best specials. They can keep their KDs and use them all they want but since we are masters of our body and mind give us better resists/defense on ranged and general KDs,marksman are still able to keep running and blasting us at the same time anyway. Noone is invincible in PvP, everyone dies, however the way TKs are taken out at the moment most of the time can be heartbreaking heh, being able to resists a few KDs andsome ofthe other (blind/dizzy/posture change etc) neg effects could give us a chance to actually enclose onto our target and deliver a few hits which coulddo wonders for our morale. I also still dont see whats the big deal withimplementing one ofsuch simple abilities as evade/block/parry or dodge into our skill line, in fact i would appreciate if you stress on this if you can Thunder.
2. /stick command
A /stick macro that could enable us to run swiftly towards an attacking or closest target with no delay would be great
3. Meditation branch
I have said this before and will say again that as of now Power Boost is not worth the pain, we have spices/doc buffs that have a much longer and a much better effect by far, either change this to another skill that could increase either our defense for instance(unarmed toughness) or an ability like feign death instead would be much more useful, urg i am not in a creative mood atm
. Force of Will is can be made a great skill if it doesnt fail 50% if not more of the time and if we get up not with 0 HAM but at least25% to 50%.
4. Specials
A bleed style would be great, Novice marksman get it at first pistol line, dont see why Novice TKs cant. I think we all know how easy it is to make your opponent bleed in close combat in a RLinstance that is
given you are aware of how and where to hit. Our specials that give us the ability to hit multiple targets at the same time is not really working as good as it could be(especially Unarmed Hit3). I still fail to really notice the differnce when fighting a mob stunned bleh and just lets try to be more creative, self buffs, there are many good and cool ideas on specials actually but right now i think most of us would like to see a more reasonable fix to KD ham cost among other things like hope from the devs for improvement of TKs.
Keep the Faith ![]()
Thanks for your time and dedication Thunder
Senate4242 has stated the most important effect of the recent nerf. I too used to look forward to getting home from work so I could log on and explore the world of SWG. TKA was a difficult and challenging class to level and play, but I could solo if I was careful and I could group to go after the more difficult mobs.
Now, a TKA is effectively useless. At Med III, Balance IV, Power IV, and Precision III, I should be a fairly powerful character. Instead, I no longer look forward to playing SWG and in fact have all but quit (check my login times over the last few days). This game is supposed to be FUN.
The KD nerf needs to be drastically reduced. When soloing white and an occasional yellow mob, KD would often fail 5 and 6 times in a row. I expected the cost for KD to increase some, but from 37 to 197? (more for KD 2). If it had jumped to the 90s, that would have been painful but at least the class might have still been playable.
SOE, take a look at actual combat situations. As it stands now, if I want to hunt anything past the newbie areas around cities, I have to be grouped and I am forced to use my pistol IV skill to fight with unless I am in a pretty large group. There are some of us in MMOG land that like to have a choice between soloing and grouping. I like to do both and until the last patch, I had found a fun and challenging class that fit that bill.
The other problem is with the inability to attack while moving. The problems on the TKA side of that question have been clearly stated. However I would like to address the ability of ranged classes to fire while running. There is a fix for that if "realism" is so important. If anyone was to go into their backyard, point their finger at one fence and only look at that fence while running flat out to the opposite side of the yard. They WOULDfall and probably hurt themselves. Put that little "realistic" feature on the ranged classes that fire while running. It would give a Master TKA at least a fighting chance against a novice marksman with a CDEF pistol.
Most of this has been covered however. I must post
Yes please Knockdown. The HAM penality is harsh, Not worth using and Sucicde in some respects. Give it a timer. Reduce the HAM cost. And ya why do pistolers get a better knockdown then we do?
2. Unarmed toughness HAHAHAHHAHAHA i agree i get clubbered all the time in combat i don't dodge or block or counter attack. were Martial artists. we should mitigate damage better then any Maskmen class and certinaly better then the brawling class's (although they should be second since they are the #1 damage dealers)
3. SOE likes to have monsters come through walls. house's. hills. below you. If they actually change that.... i'd be impressed
Please make meditation more useful. powerboost is just eh... TKA should go into a trance like stat at the master level. and do some remarkable things (Bruce lee. Jet lee for example)
thats my 2 credits
Thank you for showing concern thunderwulf.
The knockdown nerf needs to be revised. At least change the HAM cost for the mind pool so that we have a much longer staying power provided that we have a medic with us. Also, a message notifying you of a successful knockdown would be nice.
I want to relate a little story. I recently went with a party to fight a Krayt Dragon. I knew this would be almost certain suicide, but I wanted to see what I could do. When we started attacking the first Krayt, I got in one good blow and was killed. I ran back to the Krayt site, avoiding MOBs on the way and got there in time to get in two blows before getting killed again. Before I could get back, the others in the group (all ranged fighters) killed the dragon and I received no XP.
This happened two more times, with me getting in between 2-5 blows before dying and not being able to get back before the ranged fighters killed the beasts. I'm not complaining about this, but using it to illustrate a point. As a close-in fighter, TKs have a distinct disadvantage to ranged fighters. We take more damage, and now have less power since the HAM costs have been increased. The reason I decided to take the long road to becoming a TK artist is because I read the TK master was second only to a jedi in fighting ability.
Unless the defensive capabilities and HAM costs for specials are fixed, TKs wont be worth the numerous deaths (our own) needed to make master level. I'm a patient man, and am willing to wait for the fixes. This is to hopefully allow the Devs to see the need to improve the current system.
Thanks for your patience,
Antagio, Radiant Server
1. Yes Knockdown went from a neccessary skill to a Shaman Canabalize 5 ability. Too bad there is no such thing as mana in SWG /rolls eyes.
2. All my testing showed that pre-patch Unarmed Toughness was the ONLY defensive skill working. All of our huge bonuses to other defensive skills were not working. Now even Toughness is broken.
If things are fixed such that a TKA master can own a pistol users toe to toe at close range I will feel things are fixed. I dont expect to win every battle with ranged opponents. I DO Expect to win every Melee battle with ranged opponents.
Other major issue is regen. Is this working as advertized?
Difficulty hitting large creatures/flying mobs especially high with VK's equipped. This is true with the snakes as well. With VKs unequipped it is easy to hit them. Now that KD has been effectively removed from our gameplay, it is very difficult to take on large mobs regardless of how they con to us.
When getting attacked, it should be much easier to berserk, I seem to fail more when I need it more (in combat getting beat up).
Can't hit while running.
Sometimes stop when attacked.
Wrong forum for these, but why can commandos drop a grenade right in front of them and not take dmg? Pistols cannot shoot as far as a rifle and cannons do more damage than pistols and fists.
Ximon on Bria
"Dance like a butterfly, sting like a bee, I'm the gimped class by S-O-E!"
- Knockdown Nerf - The increase to HAM cost has quadrupled. This is an insane way to "control abuse". For a class that must get hit while fighting, we have little to do but stand there and take it. I would like to see HAM reduced to below ranged costs. We are at more risk with greater cost to our own survival. The more expensive HAM costseems backwards to me.
- Are defensive skills working?- Really, I have no idea. If they are, then they are not very effective. I am forced to kneel regularly by all kinds of mobs and the only time I do NOT take a lot of damage is when I have the mob intimidated. I tend to incap myself with regular healing in an attemptto save myselffrom mob-induced incapacitation. I do feel the defensive skillsneed to be looked at.
- /stick command - Although I have noticed an increase in my ability to hit a walking/retreating target since the patch, I believe a /stick command could only benefit us. I think it's silly our range is reduced with knuckler equipped.
- Meditation branch - At 1/4/4/3, I am just starting up the Meditation branch so I do not have experienced comments. I will say that, based on other comments, Power Boost probably needs to be fixed. I'm all for a separate xp type for meditation. One thing I have always been curious about though is whether or not the Meditation lineactually increases our chance to hit? The ingame skill description says it does. Do we have any numbers on this?
- Specials- Overall, I think the costs are too high. I rarely style with my knuckler equipped and when I do, I nearly kill myself. For a class that isn't "supposed to string specials together", I'm a bit confused why they didn't make our random, justhangin around fighting,animations more interesting. The whole reason I chose Teras Kasi was for my love of the choreography of martial arts. It is such an art form to me, and such a wonder to see when performed by masters. I want to string specials together, for that reason. Not so much to kick arse but to look cool while doing it.
Telling a class that should clearly be defined by their special moves NOT to do so is clearly a reason to question why the devs even put Teras Kasi in the game at all.