Teras Kasi Archive
Thread: Teräs Käsi Discussion: Issues / Bugs
I would love to have some kinda of Mission "QUEST" for TerasKasi Artist.
Give us a reason to stay TKA and not go Jedi.
note: I will never drop TKM..its a WAY O LIFE.
Solution - Rebalance it to have a noticable difference
Issue - States prevent you from being able to meditate. States shouldnt prevent you from meditating, instead a nice roleplaying feature would be to be able to heal states through meditation.
Solution - Give TKM the ability to heal states through meditation.
Issue - Force of will timer is unreasonably high.
Solution - Reduce the timer to 20 minutes.
Issue - The meditation animation looks very unpleasant. I like the slow breathing (just noticed this the other day when looking at myself from the side) but the face needs some work.
Solution - Give the TKA a new meditation animation.
Issue - The meditation animation looks very unpleasant. I like the slow breathing (just noticed this the other day when looking at myself from the side) but the face needs some work.
Solution - Give the TKA a new meditation animation.
I know a "Top 5 Issues" thread is a good thing to have, but I would rather have all of your issues in one place instead of limiting you to a specific number. I can go back through and count how many times an issue appears if I need to gather the "Top" issues. That being said, I do want issues given in a specific manner, so that I can easily sort through and find, for example, Bugs as opposed to New Content. Please list your issues as follows:
Issue Type - Short Description - Detailed Description - Possible Solution
Issue Types are: Bug, Gameplay (request to change something currently in game), Feature (Request for something new), MISC (something you aren't sure where to classify)
- Gameplay - Animations - When using specials the animation has to complete before we are able to move. This puts us at a significant disadvantage when trying to chase down an opponent, as they automatically have a few seconds head start.
Possible Solution:Basically the animation needs to stop when we start to move.
- Feature - Color of "Ribbons" - Would It be possible to have different colors for different specials (the "ribbons" of light that show from our hands and feet)?
Possible Solution:Have each Character able to select the Ribbon color they would like to use, or even toggle them off.
- Gameplay (Old Iss) - Damage Type - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective. We realize the Blacksun Razor Knucklers will be introduced some time in the future, but we would like to see a sooner fix than waiting another unknown amount of time for the Combat Balance.
Possible Solution:Rebalance them now and introduce them into the game, or perhaps have one special that deals a different type of damage when used.
- Gameplay - Defense Versus States - We have very low Defense vs. KD and Posture Change, as a close quarters specialist we should be quicker on our feet, and thus tougher to knock down. (It even states in the available documentation that we are difficult to knock down at Master).
Possible Solution:Add additional Defense vs. KD and Defense vs. Posture Change Modifiers to our skill trees.
- Gameplay (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being were never "enhanced" as other professions' defenses were, and need to be revisited.
Possible Solution:Increase the Defensive Acuity Skill Modifier
- Bug (Old Iss) - Double Knockdown Makes Target Immediately Stand - Is this working as intended?
Possible Solution:Code fix so that hitting a KD'd Opponent does not make them stand.
- Gameplay - Force of Will - The timer for Force of Will is unreasonably high, and its use is practically negated by instant deathblows.
Possible Solution:Reduce the timer to 20 minutes and allow a pause between an NPC incapping a Player and the Deathblow(10 seconds should be more than adequate here).
- Gameplay - Meditation - States prevent you from being able to meditate. States shouldnt prevent you from meditating, instead a nice roleplaying feature would be to be able to heal states through meditation.
Possible Solution:Allow the Teras Kasi Master to heal states through Meditation as well (or at the very least start meditating even while states are applied).
- Gameplay - Meditation Animation - This one is twofold. Part one, our face looks very strange when meditating. Part two, to start meditating we are forced into teh sitting position first, then "jump" to kneeling.
Possible Solution:Have a more "solemn" look while meditating (take away the goofy grin) and have us go directly from standing to kneeling.
- Gameplay - Mission Difficulty - The Mission Difficulty still reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
Possible Solution:Allow the Player to select mission difficulty based on descriptions and accurately reflected difficulty ratings, thus removing the "mission difficulty based on weapon" system currently in place.
- Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.
Possible Solution:Add Powerboost to the Buff Window.
- Gameplay - Ranged Penalty on VKs - This does not make sense, as our use of VKs is no different than fighting unarmed. Our range should not change, nor our accuracy.
Possible Solution:The range penalty should be removed.
- Feature - Skill Attachments - Skill attachments for Teras Kasi are for Unarmed damage, speed, and accuracy. There are also no modifiers for Defensive Acuity. The damage modifiers seem to work on a 1/1 basis, i.e +1 point of damage per enhancement point of the attachment. Speed is capped at Teras Kasi master. Accuracy is ok and working properly.
Possible Solution:Increase the damage on the Unarmed damage SEA's making them more beneficial to Teras Kasi who seek to enhance their skills. Perhaps different types of skill attachments are needed also, such as modifiers for Defensive Accuity, and possibly even Toughness.
- Feature - Teras Kasi Order - There is no content in game to explain the TKA beyond 'Unarmed Fighters.' We would like to see some sort of organization behind the name, whether it's to enforce a Jedi code, or just to identify with.
Possible Solution:
- Gameplay - Unarmed Combo Moves - There is still not a noticeable difference between Unarmed Combo 1 and Unarmed Combo 2.
Possible Solution:Change the Damage that Unarmed Combo 2 deals and / or add some type of State Effect.
Message Edited by Ryutek on 08-18-2004 05:24 PM
-snip-
- Gameplay (Old Iss) - Damage Type - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective. We realize the Blacksun Razor Knucklers will be introduced some time in the future, but we would like to see a sooner fix than waiting another unknown amount of time for the Combat Balance.
Possible Solution:Rebalance them now and introduce them into the game, or perhaps have one special that deals a different type of damage when used.
-snip-
Message Edited by Ryutek on 08-16-2004 08:45 PM
Possible Solution: NPCs should wait some seconds before deathblowing.
DoktorPulp wrote:
Gameplay - Force of Will - NPCs will deathblow you instantly leaving you no time to activate FoW
Possible Solution: NPCs should wait some seconds before deathblowing.
yeah, I'm getting a little sick of NPC's that can spam lightsaber AOE's with a stun baton (or heavy axe, or whatever) and DB as many players as they want in the same breath.
at the VERY least, NPC attacks should show in the combat log as something more like:
12:00:00 Iron Go-Ro uses Exploit Attack Seven on Jinks for 3296 points of damage!
12:00:00 Iron Go-Ro uses Exploit Attack Seven on Zaw for 5824 points of damage!
12:00:00 Iron Go-Ro uses Exploit Attack Seven on you for 2981 points of damage!
12:00:00 [Group Member Jinks has fallen incapacitated.]
12:00:00 [Group Member Zaw has fallen incapacitated.]
12:00:00 You have been incapacitated.
12:00:02 [Group Member Jinks has died.]
12:00:04 [Group Member Zaw has died.]
12:00:06 You have been slain by Iron Go-Ro.
Ryutek wrote:
Partial Listing of Issues
- Gameplay (Old Iss) - Damage Type - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective. We realize the Blacksun Razor Knucklers will be introduced some time in the future, but we would like to see a sooner fix than waiting another unknown amount of time for the Combat Balance.
Possible Solution:Rebalance them now and introduce them into the game, or perhaps have one special that deals a different type of damage when used.
I think we really need to be patient for the combat balance on this one. We will get the Razor knucklers eventually....I just don't think this is a MAJOR pve issue other than fighting high level night sisters that will drop the loot motor for our RK's and some of the dungeons.
- Gameplay - Defense Versus States - We have very low Defense vs. KD and Posture Change, as a close quarters specialist we should be quicker on our feet, and thus tougher to knock down. (It even states in the available documentation that we are difficult to knock down at Master).
Possible Solution:Add additional Defense vs. KD and Defense vs. Posture Change Modifiers to our skill trees.
If we get higher Defense Vs then something will need to be sacrificed. If you want more of these defenses, pick up some fencer or pistoleer....or both. While I agree that it would make us look more like the TKM implied on paper, this would be stepping on fencers toes.
- Gameplay (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being were never "enhanced" as other professions' defenses were, and need to be revisited.
Possible Solution:Increase the Defensive Acuity Skill Modifier
This should be at the TOP of the list.......this is one of our only true problems.
- Gameplay - Dizzy has no effect on creatures. - The Dizzy State has no perceivable effect on creatures. (Probably a Combat Balance Issue)
Possible Solution:
This isn't a TKM issue....all professions are plagued with this. I believe the devs already addressed that this is working as intended.
- Bug (Old Iss) - Double Knockdown Makes Target Immediately Stand - Is this working as intended?
Possible Solution:Code fix so that hitting a KD'd Opponent does not make them stand.
This is also not really TKM specific, although it would be interesting to know if it's a bug. Personally I think it's good that they stand up after hittign a second KD. This "bug" is good for spamming control.
- Gameplay - Force of Will - The timer for Force of Will is unreasonably high.
Possible Solution:Reduce the timer to 20 minutes.
While I would love to see us use this every 20 minutes, I believe such a short timer willget abused....I say reduce the timer down BY 20 minutes, not to 20 minutes.
- Gameplay - Meditation - States prevent you from being able to meditate. States shouldnt prevent you from meditating, instead a nice roleplaying feature would be to be able to heal states through meditation.
Possible Solution:Allow the Teras Kasi Master to heal states through Meditation as well.
I agree states shouldn't prevent us from meditating, however, I don't think meditating should take away states either....we can't have too much.
- Gameplay - Meditation Animation - This one is twofold. Part one, our face looks very strange when meditating. Part two, to start meditating we are forced into teh sitting position first, then "jump" to kneeling.
Possible Solution:Have a more "solemn" look while meditating (take away the goofy grin) and have us go directly from standing to kneeling.
I think the way our face looks like while we're meditating is the least of our problems and at best nit picking and opinionated. The sloppy sit/meditating animation is an issue, but should be considered low priority.
- Gameplay - Mission Difficulty - The Mission Difficulty still reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
Possible Solution:Allow the Player to select mission difficulty based on descriptions and accurately reflected difficulty ratings, thus removing the "mission difficulty based on weapon" system currently in place.
This is not a Teras Kasi Artist issue. This plagues all professions.
- Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.
Possible Solution:Add Powerboost to the Buff Window.
Agreed. Low priority though.
- Gameplay - Ranged Penalty on VKs - This does not make sense, as our use of VKs is no different than fighting unarmed. Our range should not change, nor our accuracy.
Possible Solution:The range penalty should be removed.
This used to be an issue, but last time I tested this, we were hitting from the same distance with and without VK's (approx 13m??). I would look into this before submitting it as an issue.
- Feature - Skill Attachments - Skill attachments for Teras Kasi are for Unarmed damage, speed, and accuracy. There are also no modifiers for Defensive Acuity. The damage modifiers seem to work on a 1/1 basis, i.e +1 point of damage per enhancement point of the attachment. Speed is capped at Teras Kasi master. Accuracy is ok and working properly.
Possible Solution:Increase the damage on the Unarmed damage SEA's making them more beneficial to Teras Kasi who seek to enhance their skills. Perhaps different types of skill attachments are needed also, such as modifiers for Defensive Accuity, and possibly even Toughness.
We already have massive damage output. Kinetic only damage will most likely be solved during the combat balance when armor gets looked at. Defensive acuity needs to be improved before we ask for attachments to be looked at.
- Feature - Teras Kasi Order - There is no content in game to explain the TKA beyond 'Unarmed Fighters.' We would like to see some sort of organization behind the name, whether it's to enforce a Jedi code, or just to identify with.
Possible Solution:
Agreed, but is it fair that teras kasi get content and other professions don't? I think this will lead to even worse TK overpopulation. I think it might be better to allow roleplayers to create this sort of content on their own....
- Gameplay - Unarmed Combo Moves - There is still not a noticeable difference between Unarmed Combo 1 and Unarmed Combo 2.
Possible Solution:Change the Damage that Unarmed Combo 2 deals and / or add some type of State Effect.
Agreed. At this point, unarmed combo 1 is actually BETTER than combo 2 as it does more damage to the health bar than any of our other moves.
Message Edited by Ryutek on 08-16-2004 08:45 PM
We ony do kinetic damage (I'd say this is a #1 issue for TKM)
Give us an attainable weapon that does a different damage type. Heck, any damage type is fine with me as long as it isn't kinetic. (RazorKnucklers weren't a bad idea if it wasn't one of the hardest loots to get in-game.)
Guess that's it.. LOL! I love TKM and wouldn't change much about it. Pretty new ribbon colors and new meditation animations would be fun but I care more about being able to kill something without pounding on it for an hour.
Nanuu wrote:
I think we really need to be patient for the combat balance on this one. We will get the Razor knucklers eventually....I just don't think this is a MAJOR pve issue other than fighting high level night sisters that will drop the loot motor for our RK's and some of the dungeons.
When the CB was on track to be released before JTL I would have agreed. However, with things being pushed back (yet again) I think it might be worthwhile to see if we can get them implemented sooner. At any rate, if a majority asks for it I'm required to push for it, regardless of whether I think we should or not.
If we get higher Defense Vs then something will need to be sacrificed. If you want more of these defenses, pick up some fencer or pistoleer....or both. While I agree that it would make us look more like the TKM implied on paper, this would be stepping on fencers toes.
I don't see it as stepping on toes. Fencers still have the best Defenses, we just cannot overdo it. Personally I would sacrifice Defense versus other states if it meant being tougher to knock down, but that is just my personal opinion.
This should be at the TOP of the list.......this is one of our only true problems.
Agreed, and this list is only sorted by the Short Description alphabetically, not in order
This isn't a TKM issue....all professions are plagued with this. I believe the devs already addressed that this is working as intended.
I don't remember a statement on Dizzy working as intended, but I'll look into that. Basically though, while I agree it is not profession specific, if no one submits it as an issue then why would they notice it as an issue? It is still our responsibility to submit anything that affects us in order to improve the game. Would it be a Top 5? No. Would it be an Issue? Yes.
This is also not really TKM specific, although it would be interesting to know if it's a bug. Personally I think it's good that they stand up after hittign a second KD. This "bug" is good for spamming control.
Honestly I agree, but I would like clarification on whether it is meant to be this way or not.
While I would love to see us use this every 20 minutes, I believe such a short timer willget abused....I say reduce the timer down BY 20 minutes, not to 20 minutes.
I think every 30 minutes would be reasonable, although (and I have to update this one too) if NPCs did not Deathblow so quick then leaving the timer in place would not bother me. If I get incapped twice in an hour I'm either fighting something too tough, or am just doing something wrong.
I agree states shouldn't prevent us from meditating, however, I don't think meditating should take away states either....we can't have too much.
I agree and disagree. I could care less if it cures states, but through Meditation we are supposed to be able to cure wounds and bleeds. Why would we not also be able to orient ourselves (dizzy / stun) or refocus our eyes (blind) etc. Again, i don't care if it heals the state, I'd be more than happy if we could just meditate regardless of state effects.
I think the way our face looks like while we're meditating is the least of our problems and at best nit picking and opinionated. The sloppy sit/meditating animation is an issue, but should be considered low priority.
Agree it is low priority (again, not in order here), but I think the animation needs some tweaking as well. This one seems to come up fairly regularly, but I think we would be happy with just going straight to kneeling instead of sitting/kneeling first.
This is not a Teras Kasi Artist issue. This plagues all professions.
Agreed. Low priority though.
This used to be an issue, but last time I tested this, we were hitting from the same distance with and without VK's (approx 13m??). I would look into this before submitting it as an issue.
Its not the distance itself that is an issue, but the Accuracy modifier. Examine your VKs. Most say -30 at all ranges. Why? It is no different than fighting without them, so why are we penalized for accuracy? I could see a speed penalty, but not accuracy.
We already have massive damage output. Kinetic only damage will most likely be solved during the combat balance when armor gets looked at. Defensive acuity needs to be improved before we ask for attachments to be looked at.
I agree actually, but it was submitted as an issue and thus listed here.
Agreed, but is it fair that teras kasi get content and other professions don't? I think this will lead to even worse TK overpopulation. I think it might be better to allow roleplayers to create this sort of content on their own....
All professions need content, yes. However, if we do not ask for some content then why would they ever implement it? I know almost every profession (if not every profession) has asked for something to define them in some way at least once. Personally, I'll continue to mention this one until I'm refuted completely.
Agreed. At this point, unarmed combo 1 is actually BETTER than combo 2 as it does more damage to the health bar than any of our other moves.
I agree Combo 1 is better than Combo 2, another big issue for me.