Teras Kasi Archive
Thread: Top Three Qustions Answered!
Ok firstly a big thanks to the Dev team for taking time out to sit & answer alot of questions for us.
As you may know from a post I made last week, every correspondent was asked to compile a list of three questions.
For our three questions this is what I came up with, this was based on the posts in the thread asking for questions, & just common posts I've seen come up.
Note: The questions I asked were fuller then this, this is just the one liner for each question, in my post I went in to it much deeper but I don't want to just paste it all in case I referred to anything that is under NDA.
1) Are there any plans to make our weapons more desirable?
Yes, the goal is to have TK weapons to be more powerful or more versatile than unarmed fists. As we continue to adjust the creature resists, specific damage types will become more useful. Any other imbalances specific to TKA combat will be looked at and adjusted as needed.
2) What plans are there to make tanks more effective as tanks?
We're still collecting info on tanking issues and are committed to making adjustments as needed.
3) The current lack of specials within TKA makes combat very restrictive, making it nothing more then spamming the same moves, are there any plans to make it more diverse? (this was in reference to not onlyto our lack of moves, but also our animations, they only commented on the moves, you will see why further down.)
Half of the TKA abilities are defensive in nature to improve your tanking capabilities. If you are not spending a decent portion of your time using defensive abilities you're not fighting at your fullest potential.
Other answers that may interest you (from the questions of other Correspondents):
Why can't we see damage resists on creatures any more? Do creatures still have resists that we just can't see for some reason, or are Health and Damage the only stats that matter (which again damages pet variety and combat functionality).
The resists are still there, but the examine info was broken when we changed the armour system. This is also on the list of fixes being worked on.
Animations were changed and the community would like to know if the old ones can be restored, or if better ones can be implemented
We're looking at all combat animations for all professions. You should see a wider variety of animations in the near future.
Tanks can't hold agro at all. Can the hate system be changed to allow tanks to hold agro?
We have taunt and aggro control on our list of things.
Is the hard cap on BE mods still +25? In the past we were told by the devs that +25 was all that counted and indeed we were able to confirm this with medical tissues. Now that stat mods are based on a diminishing returns formula is this still true?
Yes. All clothing skillmod bonuses are capped at 25.
I'll add more as they are posted (I think they are only about two thirds of the way through the list).
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Nice..I think I said something similiar to that in one of my post
And Thanks for the Update Mankind! Keep up the good work.
ps: Dis-regard that last PM I sent you
Only question that you may want to bouce off the developers is if they are considering offering a comprehensive character builder for the site.
I know that some people made one (heard it was pretty nice) on Vaclyn, and the demand was so high that they can't find a host for it. (35k hits I believe in a short period of time) With the new combat system in place, everyone is figuring things out.. and considering the respec is not forever it might be a nice gesture to help people make better choices (and lowering the tickets post-respec) by hosting it, or creating their own.
Just an idea
-Fitzhume
Mankind00 wrote:
Just to add, the questions I picked were also based on trying to avoid chasing bugs (which I can push about anyway) & what others had already asked.
Mankind00,
I started a thread about this issue, but it went nowhere. The devs have stated over-and-over that we are supposed to be defensive, serving the role as tanks in combat. That's fine--I can live with this. However, later I find that some ranged professions have the ability to "root" an opponent. I would consider this such an ability to be highly defensive in nature. In fact, many of my friends that have this ability have told me that they don't need me in combat because they have this special. We need offensive types, but they don't need us. Where is the balance in this?
Let me state this issue of balance in another way using the "Profession Roles Overview" to compare TKA with other professions. For sake of this discussion, I will compare with arifleman. First, let's look at offensive ratings.
- Rifleman, offensive is stated as "Very Strong (5)" -- this is undoubtedly the case given all my friends have been awed by the amount of damage they deal out.
- TKA, offensive is stated as "Moderate (3)" -- this is undoubtedly not the case. We deal out less damage than any other profession, including Pistoleer (which states an offensive rating of "Weak").
Now, let's consider defensive ratings:
- Rifleman, defensive is stated as "Minimal (1)" -- I can't see how this is the case if they have a special that roots an opponent. Rooting is a very defensive special.
- TKA, defensive is stated as "Very Strong (5)" -- I can't see how this is the case--why? because we can taunt and let opponents beat on us. In addition, our innate armor should be able to withstand the beating of more than one opponent. At this point, I would not dear taunt more than one opponent. We can't root, and I often have opponents escape and run off toward other players in combat (like Riflemen).
I'm just trying to understand how the devs have arrived at the ratings specified by the "Profession Roles Overview". I'm trying to understand how to be a good tank.
? Centre of Being... recovery from state effects, which don't show up that often... Nope, not seeing the need to spend half my time using defensive abilities. Clearly I'm wrong, since the word from On High says otherwise. Can someone explain where I'm going wrong, please?
Jagged-F3l wrote:
I don't want Mankind thinking I'm getting at him because I'm not, I'm getting at the devs. I hate to be a naysayer, and I know the CU has a lot of fans, but this is clear evidence (to me at least) that it was rushed out ahead of time. If they are "still collecting" data on how tanks tank, then the CU should still be on the Test Centre and not live in any fashion, and however much you may like the concept of the CU there is no question but that it is buggy as anything and insufficiently tested.
..scuse me, still feeling bitter that Global Collect is excluded from preordering ROTW. Nothing to see here, move along.
LawranceOmega wrote:
ok ......dispite my ranting....i went on TC for 5hrs last night......and have found that if i go mtka/mswords and use a vk and all swords specials...and keep using the ceter of being button like a religion....i can pretty much stay alive and the damge with the swords move are very decent....and i can solo mid level mobs with good stim d's with the new system.
Try NOT using a VK, you'll do a LOT more damage. Even the new blast knuckler is still less than no knuckler at all. I haven't been able to get a DWB raid together to get a razor knuckler schematic for my guild WS yet so I have no idea how that weapon might compare.
Jagged,
sorry, but riflemen dont have root.. I wish we did
we have knee cap... which most things ignore
1) Are there any plans to make our weapons more desirable?
Yes, the goal is to have TK weapons to be more powerful or more versatile than unarmed fists. As we continue to adjust the creature resists, specific damage types will become more useful. Any other imbalances specific to TKA combat will be looked at and adjusted as needed.
1. Does this mean our weapons will be fixed so they are actually usefull and do more damage than bare fists?
2. Also Advanced Combo, is this going to be fixed i am really hoping that this is bugged as it does less damage than a brawler hit and nothing else?
Thanks
Message Edited by Endjinneer on 05-04-2005 06:46 AM