Teras Kasi Archive

Thread: Dizzy / Knockdown

SITHDUKE
Sun Jul 03, 2005 3:54 pm
#1

With ranged professions using roots/snares would itbe wrong for melee professions to ask for their Dizzy / Knockdown combo back? Just curious what you Post-CU TKMs think.




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Jedi Padawan
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Teras Kasi Master & Master Rifleman




Vander_Legion
Sun Jul 03, 2005 5:58 pm
#2

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.



Vander Legion
Teras Kasi Master
Swordsman 0444
Doctor 4004
Whatever pilot squadron I am today.
SITHDUKE
Sun Jul 03, 2005 8:15 pm
#3






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 I'm just thinking that Ranged get their lovely Root/Snares Melee could do with a Dizzy / Knockdown (where dizzy actually keeps you down) combo like Pre-Cu. Would this be too overpowered do you think?




--------------------------------------------
Jedi Padawan
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Teras Kasi Master & Master Rifleman




icutyou
Sun Jul 03, 2005 8:38 pm
#4

Ranged should get snares, melee should get roots. My opinion



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SITHDUKE
Sun Jul 03, 2005 8:43 pm
#5






icutyou wrote:
Ranged should get snares, melee should get roots. My opinion




Very good point Never thought of it that way.




--------------------------------------------
Jedi Padawan
---------------------------------------------
Teras Kasi Master & Master Rifleman




sArAhBrIgHtMaN
Sun Jul 03, 2005 8:44 pm
#6

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.



P.E.T.A. People Eating Tasty Animals!
SITHDUKE
Sun Jul 03, 2005 9:06 pm
#7






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?




--------------------------------------------
Jedi Padawan
---------------------------------------------
Teras Kasi Master & Master Rifleman




sArAhBrIgHtMaN
Mon Jul 04, 2005 2:24 am
#8

ya forgot about dizzy recovery, what you said makes sense, guess im so use to dizzy not being much of a threat i forgot people had a recovery for it.



P.E.T.A. People Eating Tasty Animals!
ZeroTolerance881
Mon Jul 04, 2005 2:46 am
#9

There is a dizzy kd in the game for melee

its called Armor break


in all respects its better than dizzy kd , other than your oponent can move while he has it on



WhiteTrash
jonpaul ingro

Bawa
Mon Jul 04, 2005 6:58 am
#10

well. .even thou there are Recoverys in the game, then remember that the time they spend using these recoverys, are time spend not hitting you..

So, applying those states will either lower their stats, or delay damage done to you...





all accounts cancled. im leaving this game

/whishes everyone farewell and good fortune.

SparkyNine
Mon Jul 04, 2005 8:32 am
#11

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.






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