Teras Kasi Archive

Thread: Am I the only one that sees these as positive changes?

Thunderwulf
Wed Aug 20, 2003 7:23 am
#1

Honestly, Im having a little difficulty seeing why many people think these are bad ideas.


Various quotes...






  • Across the board action cost reduction (Not changing knockdowns)
  • Improved chance of a defensive move firing (General Combat change)
  • 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.

  • No, we are still looking at knockdown. This isn't meant to be a comprehensive list of everything we evr intend to do...


    The figure that I was given was 25-75% across the board. I don't have specifics and the designer has gone home for the day because it's almost 8pm here.


    The first reduction reduces the base cost across the board by a large amount. The way to read this is "100-50+7" so to speak.




    A 25% - 75% reduction of HAM costs across the board sounds like a huge victoryto me. Yes, the action and mind costs increase, but with the percentage reduction, we will still be doing much less damage to ourselves thanwe did before.


    That and the fact they say they are still looking at Knockdown, I see this as positive news.


    Am I missing something here?




    Bane Wulf - Chilastra *~RETIRED~*
    Wulf - Test Center *~RETIRED~*
    Teras Kasi Correspondent *~RETIRED~*
    DaemonMoerder
    Wed Aug 20, 2003 7:31 am
    #2

    You are not alone Thunderwulf, but I still feel skeptical of anything a dev says. Honesty just isn't in their nature. Seriously though, I too see this as an improvement. I still wish that we didn't have to do this un-equip, re-equip game to do specials since no other class is forced to do this.
    BassKid
    Wed Aug 20, 2003 7:35 am
    #3

    its funny how they right different when its making it worse lol, but yea i its just not enough, and really they cant just give knockdown back the way it was they have to fix it for pvp pve who cares if its mad awesome. But ive suffered much ranged weapon knockdown and i cant stand it, knockeddown so i never move one time and get blasted to death is no fun, so getting knockeddown and punched to death is no fun either.




    BassKid
    Wed Aug 20, 2003 7:37 am
    #4

    lol daemon yea no other class could do that either, maybe look at it as an advantage that we can do that, if you try to unequipwith any other class you go to unarmed and cant do your move.
    Wind_Velara
    Wed Aug 20, 2003 7:40 am
    #5

    they're good changes thunder but I still would've liek some more range on the knucklers to help with the issue of large creatures...



    "Teras Kasi are lethal, nearly impossible to knock down or unbalance. Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

    -Page 267, SWG Strategy Guide (now obsolete since last patch)
    Aurilius
    Wed Aug 20, 2003 7:42 am
    #6

    I agree its on the right track, but here is the KD problem as I described it on Holo's thread:


    "


    Once we have depleted our HAM (especially mind) by using KD we are sitting ducks and useless and of course when solo, or in a group 9/10 times, whatever we were fighting is coming after us.


    As it is, it does us no good to heal ourselves (more mind drain). We need some allowance for failures or the effectiveness of KD increased to near 100% in PvE at least. Also, so many creatures have close to 10k HAM. It doesn't take too much math to realize that I'm going to run out of HAM (especially mind) before I can do enough damage to kill it, even with a big group. It really does suck to be that close to a mob, be its primary target, and drain the life out of yourself so that it can inevitably incap you. That is really making the game not fun.


    "


    I don't think I'm being unreasonablesaying this. While I agree with you Thunder that some of the other changes are welcomed, it still does me no good to style my butt off, draining HAM (even if its reduced - unless it is reduced dramatically) in order to get enough damage done before white cons are dead.


    If they have said they are still looking at it - great! I just don't like the "(Not changing knockdowns)" apparently without a second thoughtcomment. If we back off it will get left alone and, after giving it a fair try, I really am starting to get tired of capping myself.KD REALLY still needs to be looked at IMO.


    Aurilius.Starsider.mTKA




    ___________
    Aurilius.
    ___________

    What? You think you're some kind of Jedi, waving your hand around like that?
    Pain heals. Chicks dig scars. Glory lasts forever.
    Faithh
    Wed Aug 20, 2003 7:43 am
    #7

    I see these as positive changes yes and overall was impressed with Holo coming here and taking his time in trying to understand our issues however the part where the devs including Ralph stillsee us overpowered kinda makes me wonder...only time will tell i guess


    Thunderwulf
    Wed Aug 20, 2003 7:43 am
    #8

    Yea, the range of knucklers is the only issue I have so far. They should be 8m.


    Hopefully we can get word from the designer why 5 was chosen.


    By the way, I think we should get the designer posting here. Get the infor straight from the horses mouth as it were. (no offense)




    Bane Wulf - Chilastra *~RETIRED~*
    Wulf - Test Center *~RETIRED~*
    Teras Kasi Correspondent *~RETIRED~*
    Elanae
    Wed Aug 20, 2003 7:44 am
    #9

    Big deal they are reducing the action costs, which can be healed. The mind cost being increased is what really ticks me off. Thats the only really big complaint I have. It can't be healed and I have to decide do I want to do a special or do I want to heal my friend. Don't increase the mind PLEASE!




    Elanae Curvacious -- Master Tera Kasi / Master Doctor on Lowca -- "Fear the wrath of the Cinnabuns!"
    Med Supplies -- 6968, 6845 E of Kaadara

    "Teras Kasi are lethal, nearly impossible to knock down or unbalance...Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing him or her enemy swiftly to the ground. " - Page 267, SWG Strategy Guild on Teras Kasi


    Where's the beef?! Buying Herb/Avian meat!
    rubberpants
    Wed Aug 20, 2003 7:45 am
    #10

    To be honest, Thuderwulf, I never had a problem with the old cost of specials with the exception of Knockdown.

    Until they address that, this really doesn't mean much to me, personally.
    ProLamer
    Wed Aug 20, 2003 7:45 am
    #11

    I see these changes as positive changes as well.


    And I'm impressed that they are addressing our issues on our forum and responding to other user's response posts. Very impressive.


    A big step in Customer Service.




    Murr Durr, Zabrak ~ (Ahazi)
    Teras Kasi Master
    1/1/0/0 Creature Handler
    4/4/3/0 Medic
    0/0/3/0 Pistoleer
    Denebo
    Wed Aug 20, 2003 7:46 am
    #12

    Well...I'm still wondering why our knockdown move is the highest-sucking HAM special in the game.


    http://ts.afraidyet.net/sintor/screenShot0138.jpg


    Just look at that..it's not right.




    "Ladies and gentlemen, we got him!" - Paul Bremer
    Aurilius
    Wed Aug 20, 2003 7:48 am
    #13

    I noticed you almost had a pharmacology level Denebo. Good idea hehe



    ___________
    Aurilius.
    ___________

    What? You think you're some kind of Jedi, waving your hand around like that?
    Pain heals. Chicks dig scars. Glory lasts forever.
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