Teras Kasi Archive

Thread: what happended knockdown 1 and 2 ?

Snoopino
Fri Oct 10, 2003 8:58 am
#1

yesterday it worked like it should and today its **edit** again they stand up after 3 sec



so knockdown is useless once again!!!

Sotonin
Fri Oct 10, 2003 9:19 am
#2

ya its pretty gay now



- Sotonin Pakao [Master Doctor]
========================================
:: Pakao Hospital & Med-Supply:
Located just west of Bestine on Tattoine at -2163, -3660
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:: Pakao Hospital [Coronet Division]:
Located just north of Coronet on Corellia at -251, -3036
------------------------------------------------------------------------
VikingHunter
Fri Oct 10, 2003 1:00 pm
#3

yesterday it was completely broken!!! "worked as it should"? HAHAHA They NEVER got up! It was rediculously easy.
StrychnineRictus
Fri Oct 10, 2003 2:39 pm
#4

Knockdown is, as the correspondents would say, is working as intended. It was not supposed to keep things down for the whole fight, ever. Granted it may have been nice to solo seething bol crushers by the tens, but it was also way way way too easy. If you want a class that holds no challenge, TKA is not the way to go.




______________________________
Jabrakk
Creature Handling Teras Kasi Medic
______________________________
Metherian
Fri Oct 10, 2003 6:53 pm
#5

"It was not supposed to keep things down for the whole fight, ever. "


True. You could solo the Squill Cave on Tat without even breaking a sweat yesterday evening. That sort of power is ridiculously insane.


KD2 still seems to work against huminoid creatures, though. Tuskens will still stay down for a good period of time (20 secs or so, on a good hit). Creatures, however, stand up after 3 seconds. Dizzy, of course, affects huminoids and not creatures, so the difference is understandable. At master level, though, where most strong mobs end up being creatures, I'm not finding much use for KD2.


Last night I had to move KD2 to a more accessible spot on my toolbar. After a couple of hours playing tonight,though, Idecided to move it back to the "=" position. As far as I'm concerned, using it isn't worth the HAM cost in most cases. It's odd: you receive KD2 with Balance 4, which assumes that you've more-or-less conquered much of the smaller, huminoid mobs in the game. But KD2's only significant use is against huminoids. Okay, so dizzy sticks now. Great. But how does that help me against droideka's, mountain squills, snorbals, etc.? Or all of the high level huminoidsthat simply resist it? KD2 has limited practical use, and because of this, itdoesn't seem worthy ofa level 4 skill position (in my opinion).


CorralTaak
Fri Oct 10, 2003 8:19 pm
#6

Metherian said,






Last night I had to move KD2 to a more accessible spot on my toolbar. After a couple of hours playing tonight,though, Idecided to move it back to the "=" position. As far as I'm concerned, using it isn't worth the HAM cost in most cases.






try using a macro like


/ui action toolbarSlot00;/unarmedKnockdown2;/ui action toolbarSlot00


where in the 00 slot you have your vibro knucklers. you're really after the effect here and not the damage.


you may need to stick a pause in there after the knockdown but nothing longer than1 second. by using a macro that takes off your knucklers for knockdown you will save a ton of ham costs.

Adasi
Sat Oct 11, 2003 3:07 am
#7






Metherian wrote:

"It was not supposed to keep things down for the whole fight, ever. "


True. You could solo the Squill Cave on Tat without even breaking a sweat yesterday evening. That sort of power is ridiculously insane.


KD2 still seems to work against huminoid creatures, though. Tuskens will still stay down for a good period of time (20 secs or so, on a good hit). Creatures, however, stand up after 3 seconds. Dizzy, of course, affects huminoids and not creatures, so the difference is understandable. At master level, though, where most strong mobs end up being creatures, I'm not finding much use for KD2.


Last night I had to move KD2 to a more accessible spot on my toolbar. After a couple of hours playing tonight,though, Idecided to move it back to the "=" position. As far as I'm concerned, using it isn't worth the HAM cost in most cases. It's odd: you receive KD2 with Balance 4, which assumes that you've more-or-less conquered much of the smaller, huminoid mobs in the game. But KD2's only significant use is against huminoids. Okay, so dizzy sticks now. Great. But how does that help me against droideka's, mountain squills, snorbals, etc.? Or all of the high level huminoidsthat simply resist it? KD2 has limited practical use, and because of this, itdoesn't seem worthy ofa level 4 skill position (in my opinion).






Dizzy doesn't work against creatures!!!! **edit**!!! They said it would now. I agree, they way Knockdown was working before they fixed it..that's right Snoop, fixed..was completely overpowered. But now their fix removed dizzy working on creatures as well that just sucks. Who's gonna use a 3 second debuff that you can't apply again for 30, and **edit** do I get a dizzy affect from a trap if it's not meant to work on creatures. That makes no freakin sense.
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