Teras Kasi Archive

Thread: Further thoughts on KD changes...

Grimror
Fri Aug 22, 2003 8:39 am
#1

It all really comes down to how they implement this changes. We really have no "solid" wording on how they plan to implement this. We don't know the specifics. Will this timer be activated up success? If I miss will the timer start? If the mob resists the KD, will the timer start? What are the specifics? Will this timer only be on a specific move, alowing me to use KD1, and then KD2 to get a KD effect from both those? These questions really need to be answered before we an gripe more. The way KD worked before the patch pretty much meant that once we got KD2, KD1 was then obsolete. If they apply this timer to specific moves rather then KD effect as a whole, then our # of KD skills becomes a pretty important factor and no move will become obsolete, but againit all depends on the chosen implementation.


Overall, I just think it's avery bad precedent that each successive patch changes the game as significantly as it does. If these changes had been made 1 month ago or during beta we would not have developed this crutch on one skill typeand people wouldnt complain nearly as much as the accepted baseline would have been completely different. In the end, this all just seems like a half arsed fix to the bigger problem of lack of tanking abilities across melee professions.

Mister_Heavy
Fri Aug 22, 2003 11:53 am
#2

I think it's kinda sad that they created a skill so powerful that the difficulty level of the entire game rests on how easy it is to perform that skill.


That being said, you are SO right. We have no idea how this timer will work. I posted earlier on the genreal forum outlining what I think are 4 possibilities for how the timer would work, and asking for a response. Not surprisingly, there has been no answer.The way I see it, the timer could be attacker based, target based, or a hybrid.


An attacker-based timer would mean that an attacker could only use a KD or posture change attack once every 30 seconds, end of story. A single attacker could not chain KD across multiple targets, but a number of attackers could chain KD a single target.


A target-based timer would mean that once a mob/player was effected by a KD/PC move, that target would be immune to those types of attacks for 30 seconds. An individual attacker could chain KD multiple targets, but multiple attackers could not chain KD a single target.


A "weak" hybrid system would be that a specific target could only be KD'd or PC'd by a specific player every 30 seconds. Individuals could chain KD multiple targets (but not a single target), multiple attackers could chain KD a single target.


A "strong" hybrid system would be that both the attacker and target receive a timer, and once a successful KD/PC attack was landed, the attacker could not use another KD/PC attack for 30 seconds on any target, and the target could not be KD'd/PC'd by any attacker for 30 seconds.


I never even considered that they'd allow you to use one KD and then another and then a posture change attack. I assume that the timer (however it works) will prohibit all such attacks in general.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
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