Teras Kasi Archive
Thread: TKA top five issues 5-5-04
Message Edited by RunemonIV on 05-05-2004 04:54 PM
Compiled from the other thread:
Well, it looks like these are the possible questions so far:
- 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
- We are the only profession without a DoT attack. What can be done to resolve this? Or, if we are not getting one why?
- 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)
- 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?
- Fencers are getting duel wield, so are TK going to gain duel wield with VKs?
- 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,and know if we are meant to enforce a Jedi code, like is mentioned in the Expanded Universe.
- 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?
- 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?
- Are there any plans to resolve the kiting issue for TKAs?
- 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?
- 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?
- Can the HAM to Special abilites ratio be adjusted more favorably?
NOTE: I believe a few of these will be answered with: "It will be addressed in the combat balance." so let's make sure our question is more in depth than that.
Compiled from the "20 Issues/Quarterly Report" that I pulled together: (note, some issues are old now)
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.
This is what I have thus far, and it has to be in to Thunderheart tomorrow (April 9th).
Thank you for the input
Message Edited by Ryutek on 05-05-2004 05:23 PM
Message Edited by Ryutek on 05-05-2004 05:23 PM
I agree this is an issue, but it has already been stated it has become ineffective and needs to be looked at. I would say that we see if there is a more pressing issue before we say it is a top issue, although I do feel it is a top issue also.
Agreed.
Disagree. Defensive Acuity is supposed to be our mod, which influences Dodge, Block, and Counterattack. Lets get it fixed, not add another ability.
We are getting Heat. (The scarcity is another debate). It has also been stated that when the Combat Balance hits weapons will be changed as well. I figure this is a typical "wait for the combat balance" issue.
Has been answered, to an extent (same as the above poster's)
Not sure if 20 minutes would be good, but I could easily agree. My fear here is taht if it gets reduced, then we may lean too far into teh "over-powered" category in the eyes of many, and cause that "nerf bat" to hit sooner.
Disagree. Same reason as above. Defensive Acuity is our mod, lets make it work first.
Same as above, this is a typical "wait for the Combat Balance" issue, in my opinion.
Agreed.
Gee, sounds like I'm nitpicking, but I promise I'm not. I just think we could come up with something more pressing. Maybe I'm just too idealistic, and want to know certain other answers first. Such as the Developers view for our role as opposed to other Melee professions? The possibility of having the Teras Kasi Order implemented? Etc...
Message Edited by Ryutek on 05-05-2004 05:53 PM
I agree completely Morphink, but the point to asking it/trying to get it to them now, is to get the Developers to give us an idea of what they envision, and work toward getting it taken care of. If we continue to postpone asking, then we will never see it happen. (Just my opinion naturally, but I feel pretty strongly about it of course
)
Basically, I would say:
1) Fix DA
2) Tell us what our future role should be
3) Fix the bugs with the Combos
4) Double kD bug clarification
5) Enhance Meditation at Master
Very shortened mind you, but gives you the general idea ![]()
Thanks!
I know at the time of the Quarterly report I was trying to help gather a Top 5 as well, and those, I believe, were passed along. They do need updating though, so it might not be a bad idea ![]()
Ryutek wrote:
RunemonIV wrote:
Morphink wrote:
Post them up and let them be known
1. defence acuity not currently working for cob with tka (there are defence bonuses with cob, however they are so slight as to not make a difference)
I agree this is an issue, but it has already been stated it has become ineffective and needs to be looked at. I would say that we see if there is a more pressing issue before we say it is a top issue, although I do feel it is a top issue also.
2. FoW timer should be reduced as the results are too iffy
Agreed.
3. A dodge would be nice maybe not as high as that of pistoleer but atleast on par with the fencers
Disagree. Defensive Acuity is supposed to be our mod, which influences Dodge, Block, and Counterattack. Lets get it fixed, not add another ability.
4. as it stands we are the only profession with a single damage type I would like to see others (remember this is a give/take situation. If we get more damage types our damage may not stack with the VK's anylonger)
We are getting Heat. (The scarcity is another debate). It has also been stated that when the Combat Balance hits weapons will be changed as well. I figure this is a typical "wait for the combat balance" issue.
5. More mysticism in our profession, possibly some TKA specific missions and quests
Agreed.
those are my issues what are yours?
Hopefully we can get some more feedback with this thread (mine went ignored).
1. Defence Acuity/CoB - Either a statement that "Yes they work" or will it be revamped into a different affect with the upcoming Combat Balance.
Has been answered, to an extent (same as the above poster's)
2. FoW Timer - Maybe a 20 minute instead of the full 60 to compensate for the varied results.
Not sure if 20 minutes would be good, but I could easily agree. My fear here is taht if it gets reduced, then we may lean too far into teh "over-powered" category in the eyes of many, and cause that "nerf bat" to hit sooner.
3. Dodge - Maybe a touch lower than Fencer so as to not infringe on that profession.
Disagree. Same reason as above. Defensive Acuity is our mod, lets make it work first.
4. Damage Types - This is a tough one, as it is one of the "balance" points for the TKA profession. Perhaps the unstacked damage with the VKs might be the right answer to allowing more types of damage.
Same as above, this is a typical "wait for the Combat Balance" issue, in my opinion.
5. Missions/Mysticism - IF this were to be implemented make it an NPC style, and not from terminals. This being said I believe there are other professions in need of the resources it would take to accomplish this.
Agreed.
Gee, sounds like I'm nitpicking, but I promise I'm not. I just think we could come up with something more pressing. Maybe I'm just too idealistic, and want to know certain other answers first. Such as the Developers view for our role as opposed to other Melee professions? The possibility of having the Teras Kasi Order implemented? Etc...
Message Edited by Ryutek on 05-05-2004 05:53 PM
you will remember that i asked for everyone's opinions about what they feel the top five issues are..
I gave the community mine... There are things that are important to everyone but i believe i hit the nail on the perverbial head because im echo'ed in later posts..
I understand what it is that you are tryin to accomplish but alot of the "old" top five community questions and wants have either been answered or solved. There are indeed bugs upon bugs in this game.. and from reading your list i think that i summed it up in FIVE issues.
put simply, I have stayed out of the TKA loop because I felt I had no voice, that my voice didnt matter no matter how long I played as TKA. Im in no means uberific in PvP I can hold my own in the GCW given certain circumstances. The bugs listed here hurt us as a Profession... but do not hurtsome as some maybe dabblers what ever the flavor of the ice cream you like its there. That is what sets this game apart from the rest.
I didnt have to become a ranger because im a woodelf ect. Im a zabrak that started out as a marksman and thought pistols just boring after an hour of playing with them.
TKA is more to me than just kicks and punches, but others dont believe as I do and, hey that's fine too..
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