Teras Kasi Archive

Thread: TKA State of the Profession II

Mister_Heavy
Sat Nov 22, 2003 8:19 am
#92

SoP Update


First of all, sorry to be a day late on this. Yesterday was pretty crazy at work, and there was a lot happening on the correspondent forums as well. Nothing I can share yet, but we're getting there.


I'm going to adda new sectionto the SoP thread called "for discussion". These are the suggestions that I think the community needs to thoroughly discuss before we add them to our SoP list. I'm doing that so the authors of those suggestions know that I'm not ignoring them, but thatthey'll need to get the buy-in from the board before we tell the devs that's what we want.If the authors would like to see these points included, I request that they make a separate thread for discussion. I just want to make sure that the things we ask for are the things we all really want as a community.


Also it occurred to me that we have no established way of suggesting that things be removed from the SoP list. If you see something on this list that you don't think should be on there, I encourage you to make a challenge thread. List the point you want removed and why. If the community is in favor of removing it, we'll take it down.


Note: There were a few requests for decreased HAM costs and a type of efficiency rating that would decrease HAM costs as you level up. There's a LOT going on with the HAM bar system right now in development, so I'm going to exclude those requests for now as the devs would dismiss them anyway.


Finally, I'm moving our Top5 to the very front of the post so Thunderheart can easily find it if need be.


TKA Overall Top 5 Issues



  1. Bug/Balance - CoB is not effective for TKAs. Whether this is a bug or intentional, we would like TKAs to be included in the skill that was designed to "fix" melee's ability to tank.
  2. Balance - Ineffective specials: Combo1, Combo2, Body Hit, Leg Hit, UH3, SA2, FoW
  3. Balance - Limited weapon/damage type selection: Currently restricted to Kinetic damage
  4. Balance -Kiting: Would like some way of catching a kiter. Doesn't have to be easy, just possible.

  5. Bug - Double Knockdown leads to the MOB immediately standing.


For Discussion



  1. There have been a few requests to give TKAs natural, persistantAP bonuses. Suggestions range from +1 at novice TKA to +3 at Master. Currently, one of our suggestions for fixing UH3 is to give it an +1 AP bonus. I'd like to know if the board thinks we need to request more AP beyond tweaking UH3, if even that.

  2. A few posts have requested natural armor, more toughness, increased HAM,etc. ATM, TKAs are the toughest profession in the game. Do we really feel we need more? How could this be done in a balanced way? Note that when I talk about balance, I mean power/skill points.

  3. There is continued dissatisfaction with the fact that we have VKs at all. Should we ask for them to be removed? Of course, we'd need to rebalance our damage and skills to partially compensate for the loss of the weapon.


Summary of Changes


Balance


  1. Added restraint damage to the list of possible additional damage types for TKAs.
  2. Split the weapon selection/damage type point into two separate points, one for weapon selection, another for damage type. The point was getting jumbled and a bit hard to read.


Gameplay


  1. No changes

Bugs



  1. Removed PB Bugs. The Devs have said that they believe they've addressed most/all of these. I'd like to wipe the slate clean and add new bugs if we find any. If you find PowerBoost bugs, please note them on this thread.
  2. Clarified that CoB is still not working, at least not up to the level that we'd like.
  3. Removed dizzy, blind, etc preventing meditation. Upon review, we have this listed in the balance section already.


Wishlist


  1. No changes

(General note. Added a summary fragment at the beginning of each point that didn't already have one. Did some general cleaning up and clarifying)


Special Note - Double KD bug: As this bug is more than just TKA, we felt that it should receive special attention. If you knock a target down, and then that target receives another knockdown attempt, the target will immediately stand, even if dizzy. Opposing faction players are now using this tactic to help MOBs up that are attacking enemy combatants. Pleaseaddress this as soon as reasonably possible as it is a rather wide-spread issue.


__________________________________________






Balance Issues



  1. Ineffective specials:


    1. Combo 1 and 2 are still useless skills. There is no reason that anyone would want to spread their damage over multiple pools. One suggestion is to have these skills apply multiple debuffs to the target in a single attack. Blind/Stun for example. The combo attacks should have a better chance of "sticking" the special than you get with the unarmed brawler skills.
    2. Body Hit and Leg hit don't do enough damage to be worth using at the level they are received. They need to have their damage multiplier increased. Another recommendation would be to add a brawler debuff or posture change attack effect to the pool-targeting skills to make them more desireable.
    3. Unarmed Hit 3 uses too much HAM for the damage it does. The general consensus is that UH2 is a better skill overall due to the efficiency. Suggest reducing the HAM cost for UH3 or having the skill grant you a +1 bonus to your attack's AP rating.
    4. Knockdowns: There are reports of our (TKA) knockdowns not working often enough compared to ranged KDs. Melee knockdowns of all types should be more effective in general than ranged KDs.
    5. SpinAttack skills are not really useful against mobs you fight at TKM level. SpinAttack2 should be useful for fighting multiple end-game mobs. Suggest looking at the damage and HAM costs for balance.
    6. FoW as it is on TC is not a satisfactory change. Assuming that FoW is going to stay more or less in it's current form, we have a number of requests for alterations working within the the skill's present format. Our concerns and suggested remedies are presented here in order if importance:

      1. 1 hour timer is too long (critical)

        • Concern: This will kill the skill. Many people would prefer to have the skill remain as it is rather than have a 1 hour timer on the skill. This is not to say that people do not want the skill improved. I’m just trying to illustrate how strongly people oppose the 1 hour timer.
        • Remedy: Adjust the timer to 15 minutes. A 15 minute timer will get you out of a bad situation once, but you couldn't use it more than once in a regular battle. A compromise here would be to run the timer so a TKA with master med would have a 30 minute timer, while a TKM would have a 15 min timer. This is a deal-killer. Keep the 1 hour timer and the reaction will be highly negative.

      2. Battle Fatigue is too harsh

        • Concern: The 300 wounds we can deal with, but the way it’s currently set up, you have a 40% chance of incurring BF when using the skill. People feel that it’s an unnecessary and unreasonable penalty. We’d incur more battle fatigue for avoiding death than for actually being killed.
        • Remedy: Remove BF as a penalty. Why should you get battle fatigue for avoiding death? This is also an extremely important point. BF=Downtime, and there seems to be no real need to have this in there anyway. At the very least, the BF needs to be drastically reduced. 10-15 BF would be an acceptable annoyance. 100 BF is prohibitive.

      3. 5 minute HAM penalty is too long

        • Concern: A 600 point HAM penalty for 5 minutes is actually worse than 300 wounds. With master meditation, we have a reasonably expedient way to deal with wounds. In contrast a 600 point penalty for 5 minutes seems overly harsh to most players.
        • Remedy: Reduce the HAM penalty timer from 5 minutes to 1 minute. You could leave this unchanged and not face open revolt, but it does seem overly harsh.

      4. No potential for an exceptional result.



        • Concern: There's no fun upside potential. All those penalties, and no possibility of a superior result.
        • Remedy: Add the possibility of a superior success. We'd like there to be a 3%-4% chance that using the skill will heal you up fully, rather than equalizing your stats. This would not heal wounds, just HAM damage, and would be for TKMs only. This is not as important as points 1 and 2, but would not greatly alter the power of the skill, and would make the TKAs happy.

  2. Limited damage types: The primary problem here is that kinetic damage is our only option. We need to be able to deal with a greater variety of creatures/resists. Suggestions include:


    1. Additional damage types through additional weapons:You could havea cold damage weapon, heat damage weapon, stun gauntlets, etc

    2. Additional damage types through skills: TKAs could have skills that did different damage types. For example, both stun damage and restraint damage seem like reasonabledamage types for an unarmed fighter.Allowing this only while truly unarmed (no VKs) might also satisfy the gameplay request for a reasonable alternative to VKs.

  3. Kiting: Many of us still feel helpless trying to use melee skills in PvP because of Kiting. We recognize that ranged attacks have an inherent advantage, but we would like some way of catching up to a kiter. Suggestion include a "stick" command, which would keep us within 1-3 meters of a target if possible, or a mini-burstrun ability. We don't want it to be easy to catch a kiter, just possible. You could balance the skill with HAM costs/timers/footspeed. Of course, this skill, whatever it may be, should be given to all brawlers.
  4. Lack of truly high-end VKs: A related problem is the lack of optional, high-end components for VKs. Rancor teath replace as opposed to augment a critical part of the VK. Rancor teeth seem to be the VK version of Kryat tissues, so either rancor teeth need to be seriously buffed in terms of the bonuses they give, or they need to be made an optional component in the VK schematic, instead of a replacement part. Is there any way to get an "uber" VK, similar to the 700 dmg 0.3 speed FWG5 everyone is talking about?
  5. HAM Regen while Meditating: We would like some modest boost to HAM regen while in meditation. A popular suggestion would be to add our meditation score to our regen stats while meditating. The boost would be modest, but would help the med line be more appealing.
  6. Meditation Restrictions: Allow us to meditate while in combat, and regardless of any states applied to us. Often times we need to retreat to heal poison or disease, but can't because we can't peace out, even if the mob is targeting another player at the time.
  7. Warcry seems to be too inconsistent, especially on higher level mobs. Even Warcry2, which has a longer duration, does not seem to stick often enough (perhaps 20% or so). As brawlers become more powerful, this skill should be ramped to deal with tougher creatures.

  8. Limited weapon selection: Unarmed brawlers working towards TKN have a really rough time. They should get some options like brass knuckles, combat gloves, etc.


Gameplay Issues



  1. VK Animations: Right now you hold a VK in one hand, but all your attacks receive the VK bonus. Turning it into a "pair" of VKs and not having kicks be a part of VK attack animations would help some of the immersion problems created by VKs
  2. VK's:We'd like some way to feel that we didn't need to use them to compete damage wise. Something along the lines of bare fists doing stun damage, or some other lateral advantage for being truly unarmed would help.
  3. Combat Animations: We'd like the game to make greater use of the varied combat animations we presently have. Right now we seem to only use a few of our animations unless we're doing a special.
  4. Red Ribbons: We'd like the option to toggle off the "red ribbons" for specials
  5. Auto Defend: We'd like the option to toggle off the auto defend AI
  6. Emotes: We'd like TKA-specific animations and emotes, like Katas and a martial-arts sound for warcry.
  7. Immersive Combat: We'd like the combat system to be more immersive. This is a big request, but a dev mentioned somthing about the possibility of a combo system, where stringing multiple moves together in a particular would become important. We'd like to know the status of that.
  8. TKA-Specific quests: Some kind of epic mind/body adventure where you quest for some forgotten lore of the ancient Teras Kasi deep in the hidden mountains. The reward could be something like a schematic for a legendary component that you could place in a VK (instead of the rancor teeth perhaps).
  9. Med while Running: Please allow us to initiate meditation while running. The "you cannot meditate while running" message is very annoying.


Bugs



  1. Center of Being is still not working for TKAs. In testing, some have noticed a slight reduction in the frequency of hits taken, but absolutely nothing like what the other classes are seeing. We believe this is a bug, but would like for this skill to be effective, regardless of the reason for it's current state.
  2. Double KD: If you KD an opponent, and then hit him with another KD, he will immediately get right up, even if dizzy.
  3. Unarmed Combo 2 is registering 1 point of damage done to the target in the combat spam.
  4. Optimum range. At 1M we should have a bonus to hit, but it seems like we're still getting negative modifiers.
  5. Creature to-hit: It seems that the scout "creature to hit bonuses" apply only to ranged attackers. Want to make sure they apply to melee as well.
  6. Berserk: Does not show up in the combat queue.
  7. Meditation log-out We have reports of people being stuck in the meditate state upon logging in if they logout while meditating
  8. Dizzy effectiveness: Dizzy only works on creatures with 2 legs. Need to know if this is as intended.
  9. HAM bars when Buffed:HAM bars do not display properly when using power boost. If you take damage, your HAM bar won't go down until you dip below your pre-boost levels. Wearing armor may exacerbate this problem.
  10. Dizzy activates with no posture change: Attempting a posture change to your current posture (e.g. trying to stand while standing) will cause you to fall over if dizzy.
  11. Debuffs not initiating combat: If you initiate combat with a debuff or status effect, your combat queue may forget the command and you initiate combat without executing the command. Noticed most with Inimidate, Warcry, and Taunt. If you initiate combat with any of these skills, the skill is not executed but you begin combat.
  12. Knockdown durration: seems to have a shorter durration than before the city patch. Since this was not listed in the patch notes, we are reporting it as a bug until we hear otherwise.
  13. UC1 and UC2 damage:both have a 2.5 damage multiplier. Is this intended? Is there some other thing that UC2 does better than UC1 which justifies the two skills doing the same damage?


Wishlist


  1. Dojo: Many of us would like a Dojo, either as a player owned building or as a class-specific theme park type of thing (combat the rival Dojo).
  2. Attack animations: It'd be cool if we could choose each individual "per hit" attack animation wile attacking.
  3. Attack animations: When /if the Dev's implement the combo move combat system, we'd like there to be cool, unique animations for each combo.
  4. Attack animations: We'd like some new animations for some skills. Perhaps a flying kick for lunge 2, and throws or flips for the knockdown moves.
  5. Clothing: We'd like TKA clothes like a martial arts Gi, different color martial-arts belts, headbands, etc.



Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
-Deadly_Sight-
Sun Nov 23, 2003 4:58 pm
#93

This is a Joke, TKAs are the best melee class out there and people are saying Add this and That? HAHAHAHAHAHAHAHA



TKA will beat any other melee 80% of the time, if TKAs need ANYTHING its a NERF




*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Tieral - Imperial on Eclipse

2/2/0/1 Swordsman,4/0/0/4 Combat Medic
Mister_Heavy
Mon Nov 24, 2003 3:23 pm
#94

Please do not troll this thread.





Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Sage1
Tue Nov 25, 2003 6:12 am
#95

Firstof all to the idiot that said we need to be Nerfed. Swordsman on first or 2nd tier can do 1400dmg. So if anything u guys should be Nerfed lol.


Now to the SoP, second time ive had to write this which is BS, but Im sticking to my version of doing 500dmg, if u have VK, it wont go higher.


750dmg is for the last chance/dead or alive damage that would only happen in the fiercest of fights like against mobs of ppl or mobs of creatures with an inerval of 1 in 4 hits doing that damage.


Im still for the 250 Natural body armor for each row of TK finished, theres no reason in hell why we cant take Dantarri, or those FS's in those Caves when Teras Kasi IS a Jedi Martial-Art. The Natural-Body-Armor should also help us gainst any ranged energy attack to.


I do agree with Mister_Heavy that we should have Special TK quests only, as i think ppl will think it has made there Proffession worth haveing.


I'd like all Proffessions to have special Quests for theyre own SoP. U should tell that to the Devs i think.


I also think we need more Martial-Arts movesas we have vitually no moves, but simple kicks and a little bit of Jabbing from Boxing.


The Special Attacks should have less Ham affect as we use them more and more and level up.


This is my Story and i'm Sticking ti it. Thanx Mister-Heavy for really trying to help us.


And yes KD is not doing as well as it should be, thanx.


And i dont want us to be God-Like, just a good Tank, that also happens to be a Jedi Martial-Art.


TeucerHades
Tue Nov 25, 2003 9:29 am
#96

-"ability to meditate on fire...there's no water on tat (except for some remote places) so this might give us a boost esp in pvp"-



I don't care if your freakin buddha, you cannot meditate when your flesh is burning off!




Teucer Hades
"Join the Army! Travel to exotic, distant lands. Meet exciting, unusual people, and kill them."

TYR2100
Tue Nov 25, 2003 10:27 am
#97

Hi,


I found this thread very interesting and wish to offer my congrats to Mr. Heavy. I've seen most of theideas here and agree with most of what was said. I would like to offer some of my ideas a follows.


1. It would be cool to be able to use dual VK.


2. (VK)-VK should have the option to be crafted to us different types of damage. [essential a TKA would carry a varied assortment of VK depending of the damage the TKA needed to do]. I also agree that it should be craftable to use other componets that increase its capabilities.


3. (Power boosting) - Change the fixed point value assoicated with PB and make it a fixed standard + a % of mind (maybe 50%) [example: say the fixed rate is 200 and TKA person has a mind of 800 their total power boost would be 600.] This will make each TKA a little more unique. Also as one grows in the meditative branch youshoul have the PB last longer.


4. (Special abilities = SA) - I agree with some of the problem that were stated about SA. I do like the Idea of that someone offered and that is a stun / knockdown ability that temp incap an oppoent. Also, the idea of them doing more damage or simply making them more effective.


5. I like the idea of Dojos and possible competition between Dojos. In fact, to help architects as well, a special building should be created for TKA dojos / training hall ( have some different Floor Plan styles), that have a cloning and insurance terminal in them for recovering from competitions. Also, the allow the dojo master to initate music to get player in the mood for competition.


6. (kiting) - i have two ideas either a special tangle weapon for brawlers and TKA, and / or a Special range attack for TKA meditation branch which allows them to focus their mind through their VK (and its specific damag type, or some other type of special TKA weapon) and shoot a range beam that does stun / knockdown damage (temp incap them), or it could be with out a weapon (i'm not picky).


7. (XP) - I think the XP should stay were it is, or if you have maybe slight change in XP requirements for different branches (but not much difference).



Well, that's it for now.



Good luck everyone,


Tyr2100

XackAttacK
Tue Nov 25, 2003 7:44 pm
#98

/unarmedspin2 is a great move for killing multiple targets aggo'd on you.*BUT* I must admit that the HAM costs, much like in many other TKA specials, hurt you more than your opponents. /unarmedhit2, with armor or vibroknucklers, do anywhere from 110-125 damage against yourself. Spamming that is not effective like it probably should be. I can understand maybe a HAM cost of 50 or so, but over 100 is out of line.

Valor
Wed Nov 26, 2003 11:03 am
#99

if we're gonna do different dmg type's for VKs, i still say poison one's.
need master combat medic to craft the poison (requires Rancor Bile, maybe 5 samples) and need Master Weaponsmith to do a quest (like RIS for armorsmith) and then requires 5 or so samples of Sarlacc Bile.

but other than that, we shouldnt really have too many type's of dmg, mayble only cold, stun and heat.

and yes, HAM costs are too much, even w/out armor or VKs on.

and plz plz plz give us a bleed, like at master.





LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
.......:::: Lt Colonel in the Imperial Navy ::::.......
.......:::: Vendor: East Crystal Oasis, Dantooine -2965 6673 ::::.......
| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
QuestXI
Thu Nov 27, 2003 7:26 am
#100

Great work Mr. Heavy ,I like what I am reading .


1 suggestion , we are futuristic ninjas of some sort ,and most of wht a ninja does is mythical.


. So why not some sort of a throwing weapon like ninjas have , that will also stop our fleeing fow .


That would be our answer to ranged attacks . ninjas use poison dart blowers , how about giving us a poison dart blower, that will slow our opponant down , so he can not flee like a girl, running from a rat.


I did like the other stuff you are working on though keep u the good work , and remeber the chinese always found a way to combat guns with swords and hands .


They used thrown weapons or arrows. So a gun should not always beat a melle person, so I hope I never see another dev say do not bring a knife to a gun fight . It shows me that we were never ment to compete.

dashida
Mon Dec 01, 2003 12:07 pm
#101

poison darts already exist. It's called the Scout Trapping line.





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Kashir Moor · Master Ranger · Teräs Käsi

RicoUnderwood
Mon Dec 01, 2003 12:34 pm
#102

Brings up a good ranger/scout point. Why DON'T the scout traps work in PvP?






Tobie

Boyscout, Plays with Tinkertoys, and Professional Stray

Bloodfin's Current and Wanderhome's original Magic Kool-aid boy

dashida
Mon Dec 01, 2003 12:35 pm
#103



RicoUnderwood wrote:

Brings up a good ranger/scout point. Why DON'T the scout traps work in PvP?






I'd sure like to know myself.





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Kashir Moor · Master Ranger · Teräs Käsi

Sage1
Mon Dec 01, 2003 7:06 pm
#104

No, its not 20 meters ive done PvP, and KD doesnt work nor other specials as they should, but maybe ur just the exception???.
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