Teras Kasi Archive

Thread: TC5/Chimaera TKM experiences

Dariane_Kamutsovy
Mon Apr 25, 2005 3:00 am
#1

Well, I've been on the converted server... it's agonizing...


Combat is

a) soooooooooooooooooooooooooooooooooooooo slow

b) predictable

c) dull

d) vk's sort of became useless

e) as tank tkm is no longer usefull (only 50% damage taken? that I could do with vegash)

f) forceofwill not working (well you DO get the cool down timer for an hour, but you don't get up)

g)dizzy not wokring (assuming a dizzy + legsweep should keep someone a bit grounded: after a succesfull dizzy and a succesfull legswepp someone lands on the floor but get rights up as if there's nothing wrong).

h) not sure if this is tkm (didn't check got i go so bored I stopped) but the option to lower an opponents armor effectiveness is failing 100%


After this pile of ... i decided to quit while I was ahead.


Some info on char:

CL: 66


vs swoopers (level 13): takes 1 minute to take 1 down!!!!!!!!!!

vs evil settlers (level 4): takes 10 seconds to take 1 down (2 unarmed hits) or with luck 1 combo

vs swoopers (did not record level): took 5 down then i got incapped...


stim-b's not working during combat

60s timer on use of stim-b


Dariane_Kamutsovy
Mon Apr 25, 2005 3:05 am
#2

Added some sidenotes...


I have no intentions on going solo on a krayt or whatever, but as a level 66 character vs a level 4 a forced sneeze should do enough damage to incap/kill them.


The other way around, Artisans with CL1 get incapped instantly by 1 hit from a level 4/5 and killed from a level 6.


Where is the balance in this?
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