Teras Kasi Archive
Thread: TH 1 Question(summary)--DUE MONDAY! Vote now
- FoW Timer Reduction: The Force of Will timer is quite long compared to the duration of battles. Can we get it reduced, and if not why?
- 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).
- What is the status of fixing Unarmed Combo 2? Currently it only reports 1 point of damage dealt, when we know otherwise through testing
- DoT attack: We are the only profession without a DoT attack. What can be done to resolve this? Or, if we are not getting one why?
- Dojo's: Would it be possible for Teras Kasi Artists to purchase Architect craftable Dojos? (we need specifics on what benefit this would be or if it would just be like a house to round out the question)
- State Effects: It has been reported by some that our state effect attacks never stick on high end mobs (blind, dizzy, stun never stick, KD sticks at times). Has this been changed and when can we expect these to work again?
- Dual Wield VKs: Fencers are getting duel wield, so are TK going to gain duel wield with VKs?
- 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,and know if we are meant to enforce a Jedi code, like is mentioned in the Expanded Universe.
- New Weapons: With last week's "19 Answers" answer to the Pikemen, you suggested that through the use of new weapons they would be able to combat some of the tougher mobs alongside other combatants (through new damage types). Are there plans for the same thing to happen for the Teras Kasi? And is it realized that the only way to get our forthcoming new weapon (the Razor Knucklers) we have to fight an NPC that has 100% Resists to our only damage type?
- Title Change: With the current title changes from "... Expert", and with the most grateful change of TK Artist to TK Mystic, will our TK Expert title be changed as well?
- Kiting: Are there any plans to resolve the kiting issue for TKAs?
- PowerBoost: It has been suggested that TKMs [master only] should either have PB last longer or affect all the attribute for 10 min. So, the question here is. Are there any plans to make TKA more mystical with equivilant special abilties as there history suggest?
- Armor: It has been brought up several times that TKM [master only] should have specific (certified] armor that had low HAM and Ecumbrance cost, and that had special protection against Kinetic and energy damage. Is this possible?
- HAM: Can the HAM to Special abilites ratio be adjusted more favorably?
- TK Role: What role to the dev's forsee TKAs filling in a post-combat balance game compared to the other melee professions? Are we to be the superior tanking profession(more defense than we have now)? An offense based class(less defense, more offense)? Or more balanced between the two? We' ve heard of them invideo games, weve all tried to read up as much about them as possible. In Star Wars Galaxies we know them as Teras Kasi artists. There has been much debate over exactly who and what we are. The role of a Smuggler, or a Doctor is as plain as can be. We however are a bit confused. Aside from being "Masters of the art of Teras Kasi" or "A melee tank who uses his arms and legs for fighting". What role did the devs intend on giving to the Teras Kasi? Are we supposed to be watchers of the Jedi as stated in the EU. Or are we something else? We feel we should get to know the background of the profession we are playing.
- New attacks: What about the implementation of an attack such as UnarmedJointHit2 which targets the joint close to the neck of someones armor to deliver an AP3 blow for high ham costs? Also, more specials that apply state effects, ie ua dizzy2, ua blind 2, etc
- Gameplay: I think if there was some sort of in-game explaination, it would enhance the game asa whole.
- Loot Drops: chance of DOT VKs to be craftable? if not craftable, higher chance that they drop?
- Dodge: Other professions gain Dodge, so why doesn't the master of martial arts have a Dodge bonus/skill
my vote is vote for 9. why nothavevariations of vibroknucklersthatcan poison,stun, or electrify at the least? or perhapsspiked boots or bracers? ~ jah'ytk master, aspiring master doctor.
it amazes me how many people report the same threads that have already been started by someone else.. I have posted my answers in another thread.. there it will stay
- Kiting: Are there any plans to resolve the kiting issue for TKAs?
BenkeDuBir wrote:
gotta be #8
Kiting: Are there any plans to resolve the kiting issue for TKAs?
bratna wrote:
Kiting: Are there any plans to resolve the kiting issue for TKAs?
Kiting is not a problem with our class it is a tactic that other classes use to combat us.
HUH?
THE TACTIC THAT THEY ARE USING IS CALLED: KITING WHEN THEY HAVE ALL THE OFFENSIVE ADVANTAGE BASED ON THEIR RANGE. ELIMINATING OUR OFFENSIVE ATTACK BY "HIDING" ISN'T A TACTIC THAT I WANT TO PARTICIPATE IN. PVP'ERSTHE USE TK ARE SCREAMING KITING BECAUSE OF OPEN-AREA PVP. WHY RUIN THE GAME EXPERIENCE FOR OTHER PLAYERS BY RUNNING INTO CANTINAS OR HOSPITALS?
RunemonIV wrote:
it amazes me how many people report the same threads that have already been started by someone else.. I have posted my answers in another thread.. there it will stay
This is very true. And since there are numerous post on the exact same issues, you have to wonder if the devs in fact willtake this into consideration. With no Profession Correspondent, you have to wonder if our cries will be heard in time for the combat rebalance.
Granted most everyone realizes how hard it is to balance out 30 some odd professions, a number of different armors, quite a few damage types and degrees of damage done, weapons, and then the many different npc's and pets.
Taking all that and more into account, the single most thing that I would like to see answered first is #15. Since there are so many things wrong in the way of balancing the professions, lets just start from the beginning. Instead of patching and trying to fix things in baby steps, start from the beginning and set a goal. With knowing what the Teras Kasi is suppose to be, you can then "START" todevelop the profession to what it is intended to be.
But that is just one profession. Gather all the ideas of each profession and see what kind of system that would work well. Even if they came up with a perfectly balanced system, there are still going to be people out there that will complain. Why? Because they actually have to work and beating someone in another profession.
Enough ranting. Granted I want to see TKA be fixed and be "great", but I also want to see everyone be fixed. And I hope the devs pay much closer attention to the community as a whole.