Teras Kasi Archive

Thread: BIG BUGS Affecting Teras Kasi in CU [ADDED ROOTS EXPLOIT VIDEO]

Shikai
Wed Apr 27, 2005 1:29 am
#1

It's been awhile, but I think I remember reading something that said that dizzy didn't keep people down anymore, it's effect was reducing the target's attack speed, or accuracy, or defense...or something.

Am I wrong about this, and been smoking too much crack lately?



>> Colonel Shikai Kekkon <<
.Pilot of the Imperial Navy.
.Former PvPer.

Dariane_Kamutsovy
Wed Apr 27, 2005 2:16 am
#2



I must say the following (won't probably appreciated but):


* some of the people that quit TKM now are more often then not a bunch of whiners. They can't do uber damage anymore/they nerfed/cry!


* if you now experience how it is to be a useless profession, then you will probably also start to understand how SL/Smuggler/Ranger/CH must have been feeling ALL the time!



Besides that, I do agree that things are bugged for TKM and that they should be fixed. Maybe the TKM should get the ability to UNROOT/UNSNARE at master...


It's rather ridicilous, IMHO, that every other profession has RecoverFromXXX...

Jasco702
Wed Apr 27, 2005 2:54 am
#3

Heh...i'm keeping TK. I love it. I just wish the bugs would be fixed.






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Dariane_Kamutsovy
Wed Apr 27, 2005 3:47 am
#4






Jasco702 wrote:

Heh...i'm keeping TK. I love it. I just wish the bugs would be fixed.





Hehe... Wasn't aimed directly at you, but in general. I hear a lot of people complaining, threatening to quit, merely because when you read carefully about "the reasons why" it reveals they're not uber anymore.


Those people I'd rather see go sooner then later!


I'm not dropping any of my professions either (and yes, I know, they're all gimped...). I might not like it, but at least I'm going to give it a chance and giving SOE hell to pay for when things are not getting fixed quick enough.


/rantoff




Mankind00
Wed Apr 27, 2005 3:54 am
#5






Jasco702 wrote:



List of some bugs/issues that affect TKM.


Replied in Yellow just so you know they have been read.


1) The Dizzy attack is Pointless. It serves no purpose. Since your Target can only Knocked Down once every 30 seconds, they just use Knockdown Recovery. That ignores Dizzy. There is absolutely No Point to Dizzy sincealmost 100%of people have Knockdown Recovery.


Dizzy is now an Accuracy (& possibly speed?) debuff, it's not suposed to keep people on the ground any more, though I do have a concearn that it may not be overly usful due to it presumably working like our avoidence deffences.


2) Knockdown a Target, run on top of them, and get 'TARGET TOO FAR' error. When they get up, you see them warp far away from you. Again, very hard to deal with.


Noted, could be related to TC, it can be quite laggy & isn't the same as the live servers.


3) 'Root' attacks. Many ranged classes have them. There are 2 types. Stopping Shot (Stopping Shot), and Paralyze (CM). 30 second cooldown before each one can snare you. Once used, you are bound in place for 12 seconds while the enemy shoots at you and you just stand there. If you have BOTH of these abilities, you can snare your Opponent for 12 seconds every 15 seconds. (Snare, Wait 3 seconds when Snare effect is gone. Snare again. Wait 3 seconds when Snare Effect is gone, Snare again. etc...). It creates a Permanent barrier between you and your target.


Known, Gunman (Pike corre) has brought this up alot as well.


4) Double-Stacked Snare Effects. 2 Snare effects applied to you will make you move at half of Walking (not running) speed. Almost pointless. Doctor State Removal does NOT remove this.


Noted


5) Weapons do Not increase damage. An attack with the best weapon we have, Black Sun knuckler does 220 damage. Take it off, and you do 300 to 350 damage. This is PVE Damage. Meaning you do only 150 or so damage in PVP.


Their not suposed to stack any more, however I do feel our weapons are maybe on the weakside now, I've brought this up.


6) On the same note, our Special Attacks are Far too weak for the Action cost. You will do MORE DAMAGE OVER TIME(because of action pool drain)if you spam the 'Melee Hit' ability.


Known, I've brought this up a few times



I sniped a bit too much, I've noted what was on the end as well.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Jasco702
Wed Apr 27, 2005 3:59 am
#6

Heh...you actually cared to read/respond. That's awesome. About the Weapon thing, I'm not saying for Unarmed Damage and the Weapon to stack together. I'm just thinking that if it's Extremely hard to get those weapons (ie. black sun knuckler) they should do some serious Damage. Not Less. Currently, Unarmed does 40% to 50% more damage than that weapon. So there Is something wrong.


Btw, Rumour: I heard that Roots on Live will break when you take damage.






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Mankind00
Wed Apr 27, 2005 4:01 am
#7

I agree with the thought on the weapons, I do wonder if they might play a bigger role once resistences to Energy & Kinetc are better known etc.

& of course I read/responded - thats my job here (I use 'job' in a loose sense of course). I do my best to reply to everyone, as long as it's not a whine thread.



___________________________________
Mankind / Karka Nay'fey - REJEK
Ace Alliance Pilot
"It's time to prove to your friends that you're worth a damn.
Sometimes that means dying, sometimes it means killing a whole lot of people. "
Galactic Senator
FarStar Pilot Helper List -- The Friday Night Hunt -- FarStar Space Event (Ep4)!


Jasco702
Wed Apr 27, 2005 4:04 am
#8






Mankind00 wrote:
I agree with the thought on the weapons, I do wonder if they might play a bigger role once resistences to Energy & Kinetc are better known etc.

& of course I read/responded - thats my job here (I use 'job' in a loose sense of course). I do my best to reply to everyone, as long as it's not a whine thread.





Community Correspondents do more for SWG than the Dev's ever will. I thank you for the Time and Effort you dedicate to this game, and to us.

Message Edited by Jasco702 on 04-27-2005 04:04 AM






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DEADCROW27
Wed Apr 27, 2005 10:04 am
#9

Razor should do as much damage as unarmed and examine should show us the creatures resists so we could chose the appropriate damage type.
Jasco702
Wed Apr 27, 2005 12:48 pm
#10





List of some bugs/issues that affect TKM.


1) The Dizzy attack is Pointless. It serves no purpose. Since your Target can only Knocked Down once every 30 seconds, they just use Knockdown Recovery. That ignores Dizzy. There is absolutely No Point to Dizzy sincealmost 100%of people have Knockdown Recovery.


2) Knockdown a Target, run on top of them, and get 'TARGET TOO FAR' error. When they get up, you see them warp far away from you. Again, very hard to deal with.


3) 'Root' attacks. Many ranged classes have them. There are 2 types. Stopping Shot (Stopping Shot), and Paralyze (CM). 30 second cooldown before each one can snare you. Once used, you are bound in place for 12 seconds while the enemy shoots at you and you just stand there. If you have BOTH of these abilities, you can snare your Opponent for 12 seconds every 15 seconds. (Snare, Wait 3 seconds when Snare effect is gone. Snare again. Wait 3 seconds when Snare Effect is gone, Snare again. etc...). It creates a Permanent barrier between you and your target.


4) Double-Stacked Snare Effects. 2 Snare effects applied to you will make you move at half of Walking (not running) speed. Almost pointless. Doctor State Removal does NOT remove this.


5) Weapons do Not increase damage. An attack with the best weapon we have, Black Sun knuckler does 220 damage. Take it off, and you do 300 to 350 damage. This is PVE Damage. Meaning you do only 150 or so damage in PVP.


6) On the same note, our Special Attacks are Far too weak for the Action cost. You will do MORE DAMAGE OVER TIME(because of action pool drain)if you spam the 'Melee Hit' ability.


I was video taping a Duel to show these effects...but I ran out of space. Why? Because it went for 45 minutes....as soon as I did a Lunge on the target, he got up and did Paralyze (12 second snare) on me, shooting me while running back. Setting poison/disease/fire, shooting me with Flame Thrower. After 12 seconds, Roots would break...but i would be snared, running towards him slowly. As I got close, Root #2. And repeat. There was No Way to fight him.


I Really think that TKM is Horribly bugged atm. We're doing Less damage than we're supposed to. Dizzy has No benefit. There is NO reason to use it. Our weapons Decrease our Damage. We have no way to Catch up to, or Hold in place our targets.




EDIT: I would also like to note the High Number of Misses we now have. You will miss more than you have Ever missed in your whole life. When you miss an attack and you miss, All of the energy for that attack is Wasted, AND the ability Cooldown is still put into play.

EDIT #2: You can be KD'd while or Before you are PARALYZED, forcing you to STAY in the KD'd position until Paralyze is Gone.

EDIT #3: Here is a Video showing how Snare, Root #1, and Root #2 can be used in an Exploit fashion. I took this 3 minute clip at random out of a 45 minute fight. Luckily, I was a Master Doctor and was immune to the Poison/Disease and could heal and cure my Fire. Any other Melee class would have gotten Eaten up. It also shows the 'TOO FAR AWAY' bug when over your target (who is knocked down on the ground). Please note everytime he is knocked down and I start attacking, he recovers instantly, and automatically I'm 'paralyzed' (Root #2 which doesn't allow you to attack/move for 12 seconds while they dot/shoot you). Anyway, it's a 15mb file. 3 minute clip. Enjoy. http://www.angelfire.com/ultra2/jasco/CU_ROOTS.wmv NOTE: YOU MUST COPY/PASTE THE URL INTO YOUR BROWSER OR WINDOWS MEDIA PLAYER ADDRESS BAR. CLICKING IT WILL NOT WORK! The Roots are causing too many problems for us.

EDIT #4: The Brawler Melee Slash (rank #2 of the attack. #3 is gained at master brawler) does 2.25x MORE damage than our TKM strongest attack. TKM's strongest attack hits for 300 damage in PVE atm, while the Brawler attack (that you Get in the TKA tree of Brawler, before you even GET novice Teras Kasi) does 650 damage in PVE. Another bit of proof that our specials are Borked atm.

Message Edited by Jasco702 on 04-30-2005 04:05 AM






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Kasamatsu
Wed Apr 27, 2005 12:55 pm
#11

Yep.

Thats a good specific list of concerns. I agree.
For a newb (and for any other idiot who doesn't know how to play the game like a DEV obviously) its a cool ability for keeping yourself alive. For high end PvE and PvP an experienced player can easily take advantage of these.

/rude @ the DEVs and SOE



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
Specter2k3
Wed Apr 27, 2005 2:26 pm
#12

/Root has to go get Nerfed go to hell end of story, only a powerful Jedi have had such power not those stupid Proffs.


I dont mind saying Nerf to /root way to wrong and unacceptable.



.
Aeon_Calcos
Wed Apr 27, 2005 8:04 pm
#13

Well it's obvious that the CU isn't what it's supposed to be just yet so I'm going to re-examine what i believe the state of the TKA profession should be like, as well as some basic oversights to the whole of the CU.


As of right now, none of us really know how well we're supposed to tank, or how well the smugglers are supposed to crontrol mobs, or even how much damage a 2h swordsman should do. So the only insight into the developers plans is the number rating system of the combat professions. So i'm assuming this chart should be Canon to the CU. The great thing about the CU is the proffessions seem to be in a Carbon Copy like state. So balancing them should be a whole lot easier now than it would be under the old system.


Bounty Hunter

O4,D4,C1


Carbineer

O4,D1,C4


Combat Medic

O4,D2,C3


Commando

O5,D3,C1


Fencer

O4,D2,C3


Pikeman

O2,D4,C3


Pistoleer

O2,D3,C4


Rifleman

O5,D1,C3


Smuggler

O3,D1,C5


Squad Leader

O3,D3,C3


Swordsman

O5,D3,C1


Teras Kasi Artist

O3,D5,C1


Alright let's begin. Defense is our staple we should be the best at it over-time we should take substantially less damage than every other profession. The only other viable secondary tanks should be Bounty hunters and Pikemen, the rest of the classes should pretty much avoid drawing agro at all costs. Carbineers, Smugglers and Rifleman should be near death, dead,orincapped if they draw any agrotaking on high level mobs.As it stands now we seem to have the weakest armor and ourcenter of being ability does not allow us to avoid enoughhits to makeup for the lack of an armor certification.


Plausible solutions :


1.) Center of being made to work on a high percentage avoidancefactor.


2.) Taunt alsodebuffing the target's accuracy basedon the number of taunt bonuses aquired through the skill tree.


3.)Adding a Blind Strike to the skill tree to further improve our avoidance skills.


As far as offense goes the numbers simply don't add up. A pikeman can do 1.2k damage per hit with their better weapons and impale. While TKA's are sitting around doing about 700 damage max with melee strike being completely unarmed. Unarmed weapons should not only give us an option on which damage type we wish to dish out,they should also increase our damage output asa whole. It stands at the moment, equipping a weapon not only decreases our damage output but it also raises our ham cost.


Based on the graph, only Pistoleer and Pikeman should do less damage than us.Currently they do more damage than us. Although i agree that our overall damage output should not even come close to rivaling Rifleman or Commandos or Swordsman. The scale should have some basis of truth. An offensive rating of 5 IMO should be somewhere between 7-15k damage with higher end weapons and specials in PVE. 4's should be4-7k,3's around2-4k, 2'sshouldfall in the 1-2k catagory.We dont want high content fights lasting 3 hours. And 15k damage with damage dealing weapons is not something that's ever been out of the ordinary pre-CU.


Considering we want to add a little diversity among the professions, Defense should work somewhat in the same way. TKA's need to be a stand alone proffession defensively just as rifleman,and swordsman need to be the most devastating damaging dealing professions. Consider the differences defensively between a smuggler, rifleman, and a carbineer, versus a TKA. Based on numbers on the chart alone. Defensively we should be able to takemore hits than all of these proffessions combined and still be in a pretty healthy state. Currently a carbineer in advanced battle armor is not only a more effective tank, but also has a higher damage output, along with KDs just like we have.


Things are definately imbalanced between proffessions much of this is an oversight. And i hope Mankind will take all of this information into account when posting his thoughts to the devs. It's not just about TKM's it's about all of the abilities of all of the proffessions as a whole that will make a TKM a stand alone tanking proffession.



Get Busy Living, Or
Get Busy Dying.

-Keldonn Creep
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