Teras Kasi Archive
Thread: Top 1 Question
It was my understanding this was being pulled from teh 20 Issues that we compiled and submitted already (I managed to get Smuggler_Caylin to get those to TH).
If not then I would go with what was determined in that thread, as it was very recent.
Link
Honestly, I think the main question pressing at this moment would be Defemsive Acuity (from the link I provided you can get all of the information, although I have already asked that to be forwarded on
because it was the number one issue from then).
The other question i want to know is when will we see a new Correspondent?
Just my thoughts...
These are listed in the order I have them. I know some of them are not completely agreed upon, but after reading through a lot of posts on the forum and through the In-Concept Thread, many of these issues seem to reappear. I know speed was mentioned as an issue for some, but I believe the hard cap is 1 second and will not be changed, so I think the question would be what will happen with the combat balance instead (and note that the Combat Balance should address many of these issues as well)
- Gameplay - (Old Iss) - Defensive Acuity and Center of Being - Defensive Acuity and Center of Being have no apparent effect. We need clarification on what these skills are supposed to do and if they are working as intended. (according to the description Defensive Acuity is supposed to enhance our ability to Dodge / Block / Counterattack, but we do not get those skills).
Gameplay - (Old Iss) - We only have the ability to deal Kinetic Damage. There are many higher end Mobs and NPCs that have 100% Kinetic Resists, rendering us completely ineffective. The community is fairly divided on this issue, but the majority do seem to want another damage type, or maybe one special attack that inflicts another type of damage (such as restraint, which would make sense). (See Note Below)
- Gameplay - (Old Iss) - Ineffective Specials - Unarmed Combo 1 and Unarmed Combo 2 deal damage over all of the HAM pools, which is ineffective when we have the ability to target specific pools.
- Feature - Powerboost on Buff Window - We would like to be able to see the Timer for Powerboost in the Buff Window.
- Gameplay - Defense Versus States - We have very low Defense vs. KD and Posture Change, as a close quarters specialist we should be quicker on our feet, and thus tougher to knock down. (It even states in the available documentation that we are difficult to knock down at Master).
- Feature - Bleed DoT - As Unarmed Combatants we should be able to cause our opponent to bleed (a DoT attack) from the immense damage we cause our target (I.e. broken bones). (See Note Below)
- Feature - Teras Kasi Order - There is no content in game to explain the TKA beyond 'Unarmed Fighters.' We would like to see some sort of organization behind the name, whether it's to enforce a Jedi code, or just to identify with.
- Gameplay - Mission Difficulty - The Mission Difficulty still reflects pre-Melee Balance Difficulties. We do not have the ability to get difficult missions solo.
- Bug - (Old Iss) - Double Knockdown Makes Target Immediately Stand - Is this working as intended?
- Gameplay - Dizzy has no effect on creatures. - The Dizzy State has no perceivable effect on creatures, and seems overpowered on NPCs when combined with a Posture Change Attack. (Probably a Combat Balance Issue)
- Gameplay - (Old Iss) - HAM Costs - HAM costs on many of our specials are very high, are these meant to be this way? (probably a Combat Balance Issue) (See Note Below)
- Bug - (Old Iss) - Unarmed Combo 2 - /unarmed combo 2 ALWAYS reports "(TKA's Name) uses Forraderi Death Weave on (Target Name) for 1 damage!" to the TKA using it, even though it inflicts much more.
- Gameplay - Animations - When using specials the animation has to complete before we are able to move. This puts us at a significant disadvantage when trying to chase down an opponent, as they automatically have a few seconds head start. Basically the animation needs to stop when we start to move).
- Feature - Automatic Defensive Skills - As Close Quarters Combat specialists we should have an increased chance of evading or blocking melee attacks. (Similar to Dodge, but would need to be a separate skill that does not stack) - We realize this may be what Defensive Acuity is supposed to do, but if so it is broken.
- Gameplay - Ranged Penalty on VKs - This does not make sense, as our use of VKs is no different than fighting unarmed. Our range should not change, nor our accuracy. (Basically the range penalty should be removed)
- Feature - Color of "Ribbons" - Would It be possible to have different colors for different specials (the "ribbons" of light that show from our hands and feet)? (Possibly even a choice to allow brawlers to distinguish themselves)
- Feature - (Old Iss) - Documentation, Part I - Our skill tree does not state what each level of meditation does making it difficult to know if everything works correctly.
- Feature - (Old Iss) - Documentation, Part II - Our skill tree does not state what each special attack does, making it difficult to know if things are working correctly.
- Feature - Terrain Negotiation / Maintaining Melee Range - We are adept fighters who rely on speed and agility against our opponents, but we have no way to attack our opponent when on the move in order to keep them close. We need some way to chase down our opponent, or a way to keep them within melee range. (At the very least the ability to use a posture down attack while on the move would be beneficial)
NOTE: We want to make certain that any Combat related changes are thought through, as we do not want to have our current abilities "lowered" just to bring about some changes to combat. For example, we do not want to lose a working special to implement a DoT attack. We realize we have some very unique abilities, and do not want to lose those to have a new damage type. Basically, we do not want "balancing nerfs" if they are deemed necessary to fill a request.
Note that some of this has changed slightly from when compiled, but they are still very valid...
EDIT: Edited to reflect that issue Number 2 really isn't valid to the extent written anymore....
Message Edited by Ryutek on 04-23-2004 11:02 AM
...as we should at least get a meaningful responce.
Ryutek wrote:
It was my understanding this was being pulled from teh 20 Issues that we compiled and submitted already (I managed to get Smuggler_Caylin to get those to TH).
If not then I would go with what was determined in that thread, as it was very recent.
Ackis wrote:
Thanks for the link.
We can use both as a background for determining a single question. It's my concern that we get a question submitted that is accurate.
Same here, and I've alread tried sending PMs to a couple of key people to get TH to take action, as I have been trying to get an answer about our Correspondent's status for a couple of weeks now.
I know Jeassa and Smuggler_Caylin made him aware Jherad was missing, but why we have yet to see an announcement about a new Correspondent I have no clue. Maybe we can get an answer in time to have Official Representation with these answers....
Message Edited by Ryutek on 04-23-2004 11:03 AM