Teras Kasi Archive
Thread: Dizzy / Knockdown
Vander_Legion wrote:
We still can dizzy knockdown! It just sucks now because dizzy doesnt keep them on the ground. You knock em down and get maybe 2 hits and they're back up again.
Yea i know
icutyou wrote:
Ranged should get snares, melee should get roots. My opinion
Very good point
sArAhBrIgHtMaN wrote:
i hate to say it but if it worked how it did pre-cu it would be overpowering, mean if i was able to keep them knocked down close to the same time as ranged roots last, it wouldnt take much to kill them. pretty much one knockdown would ruin the whole fight for the ranged fighter. it doesnt take alot of hits to a ranged fighters face to destroy him, he's very lucky he has to move around and run, otherwise they'd be dead the minute i got close.
if anything they should make post CU dizzy do more of what it says it does, reduce accuracy and lower defense.
Yep that'd be true if it wasn't for the Dizzy & Knockdown recovery abilities though. This would mean You'd need to dizzy then KD recovery to get up which would cost them some nice actions. It's not gonna keep them down long but it would slow them down and cost them some action. Whatcha think?
So, applying those states will either lower their stats, or delay damage done to you...
The original post is valid though. Our KD is of very limited usefulness, and dizzy a worthless state: +/-5 damageon a CL 80 mob is a joke.
Part of the problem is they way states are implemented:
- CL 100 mob will be affected identical to a CL 5 mob for the same state effect. They should scale (use a % instead of a hard # on any effect)
- DoT's hit for the same damage and don't scale. a 50 point bleed on a CL25 helps. a 50 point bleed on a CL119 is a waste of a skill box.
- CL 100 mob will resist (or not resist) identical to a CL 5 mob. (this is why a CL 13 rebel outside a random starport can KD my CL80 TKM with no problem) This is just stupid. Resists should scale. If a CL 13 tries to KD a CL 80, NPC or player doesn't matter, the CL 13 should fail 100% of the time. period.
You'd THINK that with the amount of time they worked on the CU they'd have eventually arrived at the combat principles that make combat effective and fun in hundreds of other games, but.... NOPE! They just replaced one broken system with another broken system.