Teras Kasi Archive
Thread: Limiting Specials Per Enemy
See this is why I think modifiers like Stun and Blindness should be more paralyzing... If you are stunned you literally can't move...
If you are blind... obviously, you can't see...
And yet they seem to have little to no effect in this game.
UH3 has a low % chance to cause blindness.
But I really don't see why we shouldn't be able to use KD as much as we want...
If you wanted to modify it based on level... make it fail more at lower levels instead of making it not as useable.
Yes, exactly! Duration of the special and its Effects are also a big issue with this too. There should be some kind of Duration versus Effects ratio too. Maybe this would be too difficult to implement, but I'm just brainstorming.
If I use blind on an animal and I'm successful, I don't want that animal to be able to hit me again in 2 seconds and I certainly don't want to see the blind or dizzy icon next to my enemies name if it is obvious that the effect has not worked and they are still hitting me, and on top of that, at the same rate as before I inflicted the status effect. Totally defeats the purpose of the special attack to begin with.
Zechs
yeah it doesn't make any sense to me that you can knockdown with a pistol from a distance. sorry, just don't get it. make melee elite, let us do the knocking down.
oh yeah, i'll have to disagree with the original poster. I think so a rigid restriction is a terrible idea.
It doesn't seem all that rigid to me. When you think about it, you would have a LOT of different combinations of attacks to pull off during the course of one fight. If they'd simply raise the % chance to hit to all of the specials, lower the HAM costs to reasonable numbers, and make the effects actually do what they should logically do and work for a set amount of time, then I can't see how this would be so "restrictive".
It's not as if when you start an entirely new battle against something that you'd be out of the attack all together.
EX. You begin a fight with animal A. you have been fighting for around 1 minute when animal B of the same lair spawns and decides it should help out animal A. You'd still be able to use the max number of specials your character's skill level would allow you to use on animal B, but not on animal A since you've used what ever specials on them any number of times before B joined the fight. It wouldn't be all that hard to track either, they could simply put a number beside the special attack icon in your hotkey to symbolize how many of that special you can use that are left against any particular enemy. When you switch targets, the numbers would reflect how many uses you have for the newly selected target.
Zechs
Again, I'm just brainstorming.
Now that I think about it, this also would help clear up the issue of gaining a decent amount of xp while in a group.
Ranged people would not be able to yank all the xp from unarmed and melee classes which has been a problem in the past since they can fire so many times multiply that by how ever many ranged people are in your group and by the time you run to the enemy, the majority of the xp awarded based on damage is already gone.
With people having to plan they're attacks a little more strategically, it'll place a small buffer based on who can plan their tactics in the group the fastest, rather than who can spam an attack such as bodyshot and bleed the entire fight.
Zechs
How about limiting the number of any given special such as Knockdown that you can use in a fight based on a characters level in the skill colum where the skill originated?
lets take the example of Knockdown.
Lets say that a novice can would be able to do knockdown 2 times per individule battle.
as an intermediate you can now do knockdown 4 times
expert 6 times
master 8 times
This would provide a new perspective of tactics to the game that isn't really there when it comes to using specials as well as making people actually think about their next move during the heat of battle. My idea could be implemented across all combat professions, ending this endless cycle of nerfing specials because one profession thinks that another profession is spamming a special.
Zechs
What does everyone else think?
Personally I don't think our knockdowns need to be limited. As a matter of fact, I feel that the melee classes are the only ones that should receive knockdowns.
Just my opinion.
I'm not proposing this just for us, I'm proposing it for all combat classes in general. The limit would force people to THINK about their fighting tactics istead of just hitting a hotkey 20 times and going to get something to eat and coming back to find out they've won a fight because they can eyeshot me 20 times in a row or whatever it is ranged weapons do. Do you see my point?
Then if they'd just revert our abilities back to what they were before the patch they could modify my idea to something they feel is balanced, this way everyone could be happy and you wouldn't see people from other professions claiming that we are sooooo powerful that they just can't get away from us when they are obviously able to if they are ranged.
Zechs
See the problem is not everyone fights dirty like that... some of us only use knockdown when we need to and actually throw other specials in there (like myself =p).
And also, don't forget, sometimes on mobs knockdown will fail...
I have had it fail 8... COUNT... 8... times in a row before.
And that was knockdown2.
There really is no good solution here because someone is gonna complain no matter what happens...
But I feel we really are justified to complain about the costs of KD for us right now.
I STILL feel that ranged people should not have knockdown... or if anyone ranged should have it, it should be riflemen... and that's not because I am a rifleman... it's just becauseit makes more sense that someone whose whole training is to have precise targeting would be able to shoot at a leg or other limb and be able to knock a person down than some novice pistoleerslapping you in the face withtheir gunwhile you are an UNARMED MASTER and being able toknock you down like it was nothing. (sorry about the runon sentence =p)
I understand your reasoning behind not having a limit on the specials too, but there are any number of things they could do in addition to limiting the number of specials.
1. To make specials a little more viable they can simply increase the % chance to hit ratio to something that will give us more chance to actually hit out of those 8 chances we have to use that skill per individule battle. Right now having a 0/8 chance in hitting an enemy with knockdown would be enough for me to go against my own idea of limiting the number of specials per individule battle, but they can easily remedy this by increasing the % chance to hit ratio.
2. The major issue of DECREASING our amount of HAM points that we use across the board would make it less of a chore to actually use the specials that I feel we were supposed to be able to use. The fact that a dev has come right out and told the TKA community that TKA should not use specials ina chained fasion is pure BS plain and symple.
Ever played MoTK before? (Masters of Teras Kasi) for all those uninitiated folk out there
That game, although not very complete in its design, is a plain example of the fact that Teras Kasi is built off of the useage of swift and powerful combo techniques that should leave a person begging for mercy afterwards.
Well, I'm sure there are a lot of other things they could do to help make this idea work for everyone. If I can think of more I'll post them. I'm enjoying this debate. ![]()
Zechs