Teras Kasi Archive

Thread: Regarding the proposed 30sec timer for KD

IXISalaciousCrumbIXI
Fri Aug 22, 2003 4:14 am
#1

To whoever reads this, I beg of you to please make this adjustment PvP ONLY.


It's bad enough for a TKA that knockdown got nerfed as badly as it did. Am I whining? No. The reason I say this is that TKA depends on knockdown to fight. Other classes, such as pistoleer, can warning shot & style repeatedly. We on the other hand have to get right up in close quarters and deal with multiple adds at times, and take heavy damage. Knockdown is essential for the TKA, and the hightened move cost really hurt us. Granted it still works relatively well by unequiping the vibros and reequiping to fight, but it's a bit ridiculous with the way the move costs were raised for all of the other skills. I used to use blind, stun, unarmed spin, body hit, leg hit, combos, etc... but I don't anymore! It's totally not worth it since it drains my HAM bars way faster than anything the mob I'm attacking does!! How ironic is that?


Please Devs, If you have taken the time to read my message, grant me and the rest of the unarmed community a response. Thanks!

Metherian
Fri Aug 22, 2003 4:28 am
#2

If they want to remove the effectiveness of KD, they need to give us superior defensive capabilities. Something like special dodge moves, or better blocking abilities. Right now, we can't use KD effectively, and we can't seem to dodge a thing. (We're masters of our bodies, but some guy with a pistol can whack us in the head from a distance.... yeah, sure.)


I feel that 'kiting' is a problem. Ranged weapon users need more penalties when running at top speed and firing over their shoulder. The idea of not allowing them to use special moves while running is a start. I think the to-hit modifiers need adjusted down as well.


I'm a Novice Pistoleer at the moment. I can kite all day long without even being touched. It just amazes me that SOE allows this sort of gameplay, but they go ahead and nerf TKA's KD. (?????)


Sure we could attack some mobs with greater success using KD before. But what about ranged weapon users??? At least TKA's always had down time, due to damage and HUGE battle fatigue. Ranged weapons users can solo mobs all day, with little or no downtime. Sure, we're not supposed to be 'balanced' with ranged weapon users. That said, however,why do the devs keep coming to this argument, saying we're overpowered? Where's the logic here?


I would really like SOE to explain this logic/game design instead of hiding from the question.



Elanae
Fri Aug 22, 2003 6:05 am
#3

Is it just our KD being nerfed or everyone elses? If it is just us I'm going to be extremely pissed.




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!
Selwynn
Fri Aug 22, 2003 6:20 am
#4

It is possible to imagine life without KD *if* as the second poster mentioned, they would give us increased tanking/defesnive abilities to balance that loss out.

Unfortunately I think what most of us fear is that they actively want to make us even less effective than we already are, so much so that this option would never be on the dev's radar.

I never thought we were the most effective class, I only thought that even after the last two rounds of nerfs to TKs we could still find ways to be effective. This however, this will really be a challange, and right now I can think of anyway I'll be able to say that if this change went through.

One simple fix they could make that wouldn't really hurt anyone else and would help us a lot: 30 seconds is way too long! 20 seconds would be much more reasonable, assuming that a KD effect lasts 15. Even in PvP a 20 second timer would still be more than enough to respresent a significant curtailing to the effectivenss of knockdown.

As we all know, no class in the game except melee classes should eve have had a knockdown in the first place. There should never have been a "ranged" or even "AoE" knockdown. But melees should have been able to knock down opponents who chose (or were misfortunate enough) to get in range of them. Ranged players should have been forced to thinkg "ok now if I get in melee range I'm going to die, so I have to try to do this from range." IF that would have been the case ranged users STILL would have had an advantage over melee, but at least it would have been more reasonable. Meleers should be tough, nearly impossible to kill melee and easier, in fact perhaps even at a disadvantage at range.

But of course, that's too obvious so no way was that ever going to happen.



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Selwynn
Fri Aug 22, 2003 6:35 am
#5

If you want to have any hope of getting this change, you have to make your voices here, not on these boards, because no dev ever reads them, but on HOLOCRON'S thread on the General Discussion boards.

I posted there already. You all should too.



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Page 1 of 1
Previous Next