Teras Kasi Archive

Thread: Teras-Kasi post CU vs pre CU. (thoughts so far)

SCA
Wed May 04, 2005 5:53 am
#1

Greetings fellow Artists Of Teras-Kasi.

First of i would like to thank Mankind for doing a great job! Loads of information to handle.


I was fan of the CU and really wanted a change in the combat system. In general i think it was to much macro and one-hit spamming, and it was to slow with all the buffs and what not preparing to have some fun.


Now it is more dynamic, more to the edge and you have to pay attention to what you are doing. No more spinnAttack macro a laier!

-I enjoy that we dont need armor, it makes it all feel more Martial-Artist like.
-I enjoy the tank role that we have. Loved pre&post CU. (depends on how you play the game tho)
-I enjoy the fact that we can smell our enemys fear up close and personal.

Always loved TKA and still does, i just have some minor issues about our skills and Animation.

¤¤Pre cu we had UA-hit 1-3, KD 1-2, Dizzy, Blind, Stun, Head hit, Leg-hit, Body-hit, Combo-hit, Intimidation 1, Warcry 1.

That was 14 skills and attacks we could play around with. I used them ALL just for the looks and fun of it.

¤¤Post CU we about none, and the skills we are given is spose to make us the elite tanks in the game. I must say i really miss many of them. When i was setting up my toolbar i noticed the different Combo-hit skills and was planning on setting them all up in my toolbar just for the animations and more diversity. But no, only the highest of them is avaliable and it looks terrible. Then it is the Dizzy attack, KD, and lunge (head-hit animation) and the regular hits from the brawler tree. IMHO this is way to little for me, it makes us esay to play and everyone has the same tactics. It makes it dull, and not very interesting.

The warcy and intimidation, stun, and blind i belive is important skills for tanks. To take damage and prevent the enemy from doing hes/shes attacks at full strengh. Altso this new "root" attack can be a thing we tanks could have. maybe not the same, but something that we can do to prevent the enemy at moving around and deal damage to others. "indivdual control" Then again if we had all these many professions would loose some of their "special" skills in a group. But some of this i would think we TKA could have.


Animations: We lack them! There is about no fun left!
I thought about the armorbreak and a animation for it. First thing that popped to my head was the last phase of UA-hit 3, one 360 strike then then with both arms hitting at last. Just playing here
How about some stances/katas sort of speak. We dont have loads of animations so we could pre set a "stance" fightingstyle within the TKA lore to be our "style" Say 3 different, or play around with them? This is probably newer gonna see live servers but imho would make a great touch to our profession.

I love TKA pre Cu and post CU. But it might not be so fun playing one with the current skills and animations. Now it will be kd/dizzy when possible, hit when possible and the armorbreak. And with about no animations.


im rambling as i usually do, eny of you feel the same or have other thoughts?

cheers



~~~~~~ Qaz Quel-Eclipce ~~~~~~
~~~~~~~~ Rockhound ~~~~~~~~
~~~~Mythos ~~~~~~ FarStar ~~~
ZakDevil
Thu May 05, 2005 6:33 am
#2

I agree with the animations. I use Sword special moves so I see some but I would like more. As far as other special moves for TK, I like it the way it is. I spent DAYS trying diffrent templates and diffrent moves to find the ones I like. I took TKM for the great defense, it's what we do now, and MS for the great offence. Of course I now have no crowd control but hey we all make sacrifices But where pre CU my TKM was just a way to grind jedi, now I really like it. Pre CU I would get buffed, go to the rebel base, drink two shots of brandy, and put up my kill macro. Come back about 40 mins later and take another two shots, go turn in XP for FXP and repeate. GOD it was boring! But now I have to pay attention or die. No more auto-battle and I think it's the best thing that could have happend But it was deciding to go full dmg/def with my temp that makes my cha fun to play. If I could do it all then we would all have the same cha and I wouldn't be an individual anymore. Just my 2 cents worth.



Demich Pain


Bloodfin


SCA
Fri May 06, 2005 6:51 pm
#3

Well i dont like that the animation and skills come from other professoins, its about TKA and our purpose.

Our purpose is Tanking: I like to tank and enjoy it in the CU. ONly thing is it is very hard. As a seasoned TKA ive learned it. But the Taunt skills imho is not very good. You taunt and the bugger hits you a couple of times and moves on to the the damage dealer usually or the healer. Altso the timer on Taunt is very slow wich means you can to jack untill its up again. Me and some friends tried a Kimo the other day and it was hell, (enjoyable hell to a sertain degree) but the kimo was all over the place killing the others :/

Other thing is that Swordsmen get area taunt!!! Whats is up with that!!! We get this lousy taunt, and the Swordsman gets an area version of it! I think it its very wrong. "And yes why dont you go master swords or the boxes that get you that" Well i want to be a TKA!



~~~~~~ Qaz Quel-Eclipce ~~~~~~
~~~~~~~~ Rockhound ~~~~~~~~
~~~~Mythos ~~~~~~ FarStar ~~~
EHayt
Fri May 06, 2005 7:46 pm
#4

That's one of the negative things with this "encouragement to stack professions". Very few people use TKA for anything other than a passive defense boost to Swordsman or Pikeman (who seem to be dealing an awful lot of damage for a profession that is supposed to specialize in tanking and opponent modification).


TKMs are now essentially punching bags. I love the defensive staying power we have, but what I don't like at all is that we're unable to deal damage. Don't get me wrong, I'm not one of the pre-CU "overnight TKMs" who only wanted to be über and pwn everyone. I feel that TKM offense does not reach the intended three points. This could change if and when they fix TKA weapons, but right now it's pretty dismal. The recent action cost increase to unarmed fighting makes it even worse. At the time I'm writing this it isn't known whether it's a bug or an intentional change.


I don't like TKA being reduced to defensive filler in a template; every profession should be viable on its own. Encouraging profession stacking seems to translate to only double elite combat professions being worthwhile, exactly as I feared. This cuts back variety (can't have entertainer, crafter or utility skills if you want to be useful in combat) and practically "forces" people to powergame.

It would be good if they shifted the general defense mostly to unarmed defense, and offensive abilities almost completely to unarmed fighting (which would mean they could also be improved a lil' bit - especially unarmed speed and accuracy). Innate armor on its own is a tempting enough reason to pick TKA as a secondary profession.


Due to wounds simply not being sustained in any signifigant number (barring death wounds), meditation has lost a great deal of its oomph. Powerboost is useful, but the meditation line is still free game for dabblers. Overall, I don't blame people who drop TKA in favor of something else. In its current state it isn't very fun to play.
KyiasLightsun
Fri May 06, 2005 8:55 pm
#5

I use a TKM/4-4-0-0 doc template...

best tank in the game hands down.




Inquisitor-General Kyias Lightsun
Stormtrooper Detachment Omega
Our Brand of Oppression is both Starwarsy and Iconic.
Lions don't make pacts with men.



SWG_Perkins
Fri May 06, 2005 10:38 pm
#6

Given that so many of the melee abilities have been segregated into the individual elite melee profs, I don't have any problem with people picking up TKA just to get the defenses. I picked up pikeman at first so I could retain some of my old TKA/brawler abilities (spin attack, intimidate), and I now enjoy the choice of using two melee profs (I switch between both). In fact, when fighting unarmed,the top-level spin attack from pikeman looks remarkably similar to the old TKA Spin Attack 2.


I don't necessarily like having to be a double-master to get more abilities, but I do not begrudge myself and others like me, who do so.


That being said, if the general melee stats (speed, accuracy, defense) were switched to unarmed-specific, it would only be appropriate to do the same thing to the corresponding stats from other melee elite profs.


I do believe (and hope) that the damage output willimprove dramatically once the master-level weapon starts to surface. The pikeman, as you said, does seem to have a high damage level for a "level 2" damage rating, but it seems a bit lower than that of the pistoleer, which is also level 2 (though I haven't analysed any combat logs to substantiate my observation). Once the new knucklers become more common we should start seeing something hopeful, something that better suits a "level 3" damage output.


Cheers,

Perkins




EHayt wrote:

It would be good if they shifted the general defense mostly to unarmed defense, and offensive abilities almost completely to unarmed fighting (which would mean they could also be improved a lil' bit - especially unarmed speed and accuracy).










Perkins - Elder Jedi, Storm Squadron Ace Pilot
Sierpinski - Structures Trader, RSF Master Pilot

Vendors at -161, 2697 Dantooine,
500m from the Mining Outpost

KnightHawk420
Sat May 07, 2005 4:49 am
#7

When you think about it... it really makes alot of sense that by becoming a martial arts expert that if you were a swordsmen you'd be all the better for it.


Overall stacking in the CU makes alot more sense. And call me crazy... but maybe they should even let ranged specials be used by melee and vice versa. Although I'm not suggesting melee be able to suddenly use advanced combo at 64m...... Just think they could put in all sorts of animations in for using tkm specials with a rifle





Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
NightRaider
Sat May 07, 2005 10:51 am
#8

I really dont mind being a Tank and I dont mind not dealing as much damage as others. What does bother me is I can fight mobs 35 lvls below me and it takes forever to kill them. Sure I can stand there forever fighting dozens of them but it still should not take as long as it does to take down mobs more than 10 lvls below you. What stinks is all the quest mobs on Kashyyk are 34 lvls below me and still take forever to kill.



Eogo Sheiba
~Elder Smuggler~

"Do I have to kill you?, What if I was to kick the s&%t out of you, then do I get the money?"

"Make offers to my vendor 5860 6353 outside kaadara"


Chessack
Sun May 08, 2005 12:39 am
#9

I miss the options. As the OP said we used to have like 14 things we could do. Now we have about 5 things we can do (KD, Armor break, Dizzy, Strike, Combo), and all of the animations are lackluster. I used to have to actually THINK about combat a little -- since I never buffed and never just spammed the same attack over and over again -- and now there is no thinking involved at all.

In general combat is a lot more boring than it was, to me. I think a lot of people who feel differently feel that way because they made it boring for themselves by buffing and getting uber-leet armor. If you didn't do those things, and just played a TK "naturally" with clothing or maybe normal (non-leet) armor and some mild food buffs (but no doc buffs) the game was fun and challenging the old way. The new way, eh, it's not any more of a challenge... but it is a lot more boring, IMO.

C



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
Isueg
Sun May 08, 2005 12:56 am
#10

I'm with Chessack on this one. Every PvE fight goes the same way. CoB, Armour Break, alternate two most damaging attacks, critter dies. The most fun I've had in a fight since CU was duelling a jedi guildie earlier today - now that was a grin (I was THAT close to getting her before her force heal went off. A little more attention to my own heals and a bit more luck getting status effects to stick and I might have got her. Of course, not running out of action bar in ten seconds flat would have helped as well, curse this heavy handed and overdone change).
SCA
Tue May 10, 2005 7:31 pm
#11

Thnx for some interesting reading so far

Seems like many of us share the same ideas on how things shouls be. Altso the thing about TKM beeing a great class to "stack" really seems to become "FOTM". Ive seen so many unarmored Pikes/swords running around now being the uber tanks. We the pure TKM's should be the best tank? Well that is what SOE have told us, and it bother me that it is not like that. Played alot since i typed this thread down and it has not changed much. It took very little time to become a "good" TKA. Its not very much to learn, same old procedure over and over again. Pre cu we where good tanks with many great skills to draw from. "states", now we have 2 Dizzy and Armorbreak. It looks boring, and if it stays like this it can be boring to play in the long run. I really hope they gives us some more cookies lol, some animations and perhaps a state attack more. This is so a pure TKM can be viable tank in soloplay and group play. I might be asking/whising for much but i hope it happens.

On the damage part im pretty much satisfied as it is. Ok we do more damage with our bare hands than with sertain knucklers. And it seems to be an Ok damage if target is knocked down and/or ArmorBreaked. Problem is keeping the enemy at bay when other do the "heavy" damage. But all this might change tho??? Seems like there are some bugs.

I just got the "Katarn" knuckler, equiped it and logged lol. Im lookig forward to try them out!

To sum it up: More tanking skills, more animations, and a TKA robe lol, Then it will become VERY fun to be a pracicioner of TKA again. "more options, more to do, more fun"



~~~~~~ Qaz Quel-Eclipce ~~~~~~
~~~~~~~~ Rockhound ~~~~~~~~
~~~~Mythos ~~~~~~ FarStar ~~~
Stealthshadow
Wed May 11, 2005 7:51 am
#12

My question is how is auto attack now done? Cant we still just press a key to make our chars do a standard type of attack over & over till the mobs dead? Please dont confuse this with having to make a " Macro " to do it.
SCA
Thu May 12, 2005 7:37 am
#13



Stealthshadow wrote:
My question is how is auto attack now done? Cant we still just press a key to make our chars do a standard type of attack over & over till the mobs dead? Please dont confuse this with having to make a " Macro " to do it.





You can press down control and klick on the icon representing ur "default" attack/action.

Im altso a master pistolero and have to change around, it is very easy to do So whenever i change to a pistol i'll just press control and click on my fav pistol skill.



~~~~~~ Qaz Quel-Eclipce ~~~~~~
~~~~~~~~ Rockhound ~~~~~~~~
~~~~Mythos ~~~~~~ FarStar ~~~
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