Teras Kasi Archive

Thread: Holo, why we don't style

Zarne
Thu Aug 21, 2003 1:51 am
#1

You're fixing one of the core issues with why we don't style with your proposed changes by making it so our moves don't do more damage to us than the damage increase that we get.


What you aren't fixing is that all our moves aren't created equal. There's no reason for us to combo over unarmed hit unless you like seeing that animation any more. There's no reason for us to body hit or leg hit over unarmed hit 3 because unarmed hit 3 does more damage average to both stats than either one will do and for less of a cost. We need to find a workable medium between the skills with either a hierarchy or no hierarchy at all.


A working balance...


to bring us back in line with some of the other classes, i feel some of our moves needs to find a medium point from what you took the damage down to before.


I propose a 2X/2.5X/3X hierarchy for unarmed hit. In the old patch, we could do 1800 or 1900 max damage with unarmed hit 3. In the new patch, we can do 800 or 900 max damage with ua hit 3. This would push us up to about 1200 or 1300 max damage with the style.


Targeted hits. There has to be a case to use these against the strongest of attacks yet there needs to be a balance withour weakest damage based attacks. I propose a 2X modifier for damage.As it is now, there is no reason to use them since unarmed hit 2 and 3 do significantly more damage to the health pool for a much lower cost.


Unarmed combo. We don't really want to spread damage out over pools. In fact, if we wanted to accomplish that, we would go with unarmed hit 3. These need to do something else besides damage. There's several suggestions on these boards. My preference is an effect stacker. Think full auto single 1. Considering you fix all effects to do something, this is what I'd like to see.Unarmed combo 1 should apply simpler effects. It could have a chance to blind, stun, and dizzy.Unarmed combo 2 should be more powerful effects. I would like to see intimidate and a posture change. Of course, none of these should be applied 100% save the posture change. I'm thinking more in line with about 50%. Damage on both of these moves should be 1X.


I would like stun and blind to do something. As is, none of us are worried if we get those effects but we are all worried if we get bled, dizzied, or intimidated...this makes sense how? I would like stun to decrease attack speed by 25% and increase damage taken from either melee or all forms of attacks by 25%. If you are blind, you shouldn't be able to fight or run as well. I would like to see blind apply a 50-100 point penalty to accuracy, a reduction to defensive abilities, and a 10-15% run reduction that is either only appliable by melees or unusable during pvp.


Spin attacks need to be balance with unarmed hit levels. I think as it stands, the non-main targets take less damage. I would like to see the cost slightly higher on this attack and the base damage on the first target to be about 2X/2.5X respective to levels of the attack with maximum damage on all targets going to 3X/3.75X.


Knockdowns need to stay the same or lessen damage wise. At most, a 25% cost reduction without knucklers (though I have no problem with this one staying the same) and have the cost with knucklers roughly equal to the cost without the knucklers plus the ham costs or half the ham costsof the knucklers (this is much more important). It should not be suicide to execute this move with knucklers on compared to what it is to execute without.


Power boost needs to be fixed, too but that isn't quite a balance boost. I have no original ideas on that so look elsewhere on the forum.


Strict unarmed damage needs to be brought closer to that of the vk on unarmored targets. I think it should be the same minus the 1.25X modifier for ap. And the cost of the vk over unarmed needs to be reduced significantly.


As with any suggestions, these need to be tweaked. Look at them and offer your CONSTRUCTIVE criticism.




Darkel - Teras Kasi Master/Creature Handler/Medic

"This topic is being closed because it does not promote constructive discussion." - SOE Quid
Zarne
Thu Aug 21, 2003 8:47 am
#2

bump



Darkel - Teras Kasi Master/Creature Handler/Medic

"This topic is being closed because it does not promote constructive discussion." - SOE Quid
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