Teras Kasi Archive

Thread: Improvement ideas

MercIceman
Mon Nov 10, 2003 2:35 pm
#1

Ok I was reading the state of the profession and I read something along the lines of "Adding an effect to certain attacks to make them useful". Not an exact quote but none-the-less.


What is unarmed leg hit did a slowing effect? Similiar to the dart that scouts have. I mean we are hitting them in the leg, more then likely the knee. That would be a good effect for unarmed leg hit.


Unarmed head hit could cause a stunned effect. You are after all hitting them in the head. For those of you that take martial arts I see this attack as similiar to a palm strike to the forehead.


Unarmed body hit is the harder one for me to think of an additional effect. I thought maybe make it like unarmedlunge1, but changed my mind. Blind doesn't make sense here since it's a hit to the body. Oh well you get where I'm going with all this.


That may give us a little more of an edge. I read that unarmedleghit is underpowered and I agree but maybe if we added the slowing effect is would make up for the underpowered? I feel that change should keep us less likely to be nerfed in damage.



Merc Iceman


TKM


Master Brawler




Merc Iceman
Imperial Colonel/Officer
Proud member of Eclipse since Launch.
Mister_Heavy
Mon Nov 10, 2003 3:17 pm
#2


Here's my personal take on having our pool-specific attacks include debuffs. I feel that debuffs and pool specific attacks are exactly opposite in the way they're meant to be used. Debuffs are (ideally) one time use skills. You hit a mob with stun and as long as all goes well, you don't have to do it again. Some debuffs stack their timer with multiple uses, and others don't last long and have to be re-applied, but barring those circumstances, a debuff is designed to be used once and then set aside for some other skill.


Pool attacks are just the opposite, they're designed to be spammed. Head hit is used to focus your damage into the mind pool. For it to be of any use at all, you have to use it over and over on the same target. If you only use it once, or if you alternate between pool-specific attacks, you defeat the purpose of damage concentration.


In this game, more powerful skills tend to take more HAM. If we asked them to add a stun or slow effect to leg hit, they'd have to significantly bump up the HAM costs to a level appropriate for a skill with dual-effects. It might no longer be cost-effective to spam the skill because you'd be paying for that stun or slow effect over and over again with no additional benefit. So all you'd really accomplish would be that you'd no longer want to use the skill. The regular stun skill is pretty cheap, might as well just use that if you want a stun effect.


Not that I'm necessarily against the addition of some kind of snare/cripple ability, but for the reasons above, I'd suggest not adding it to one of our pool specific attacks. I'd really like to see our pool attacks simply working well and doing enough damage to be worth it.


Again, just my personal opinion.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
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