Teras Kasi Archive
Thread: Teras-Kasi post CU vs pre CU. (thoughts so far)
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
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
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!
best tank in the game hands down.
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).
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 ![]()
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
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
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