Weaponsmith Archive
Thread: Your Top Issues
Unable to hit moving targets
HAM cost for special moves too high
Lack of Teras Kasi style weapons/damage enhancers beyond Vibro Knucklers
Since melee range is being upped to compensate for the horrible netcode and the "Target is out of Range" message, I'll not count that as one of my big issues.
1. Useless moves i.e. combo2, bodyhit1, spinattack2, etc. I spent a lot of time grinding xp for these skills. I'd like them to do something useful or at least be a lot more powerful, Heavy's idea for the combo moves was cool. Something along that vain would be nice.
2. If the devs are going to keep VKs in the game (they should just give us AR1 somewhere along the TK tree if not at TKM) then we at least need to wear one on each hand, not just the one hand. That bugs the sheet out of me.
3. Katas. Special TK emotes. Something to complement pistoleer's gun twirling. Even if Katas were not combat oriented, I would love to have one. Even better if Katas were actually combat moves where it would attack opponents on different sides of you, depending on the kata. I know this isn't the best place for brainstorming, but katas would definately be one of the coolest things (imho) in the game.
2) different weapons. I like knucklers but it is our only weapon. (which sucks) It would be nice to have one or two other melee class close range weapons. Like numbchucks or something.
1) RUN AND ATTACK: Solutions: up range to 10 or more meters, /stick (bring within 1m or target not 6 like /follow and accelerats faster so the enemy doesn't get a 4m headstart) or don't clear combat cue until the move is LANDED, example i cue KD then Dizzy then HEADHIT three times, it should land one each time i get in range instead of clearing the cue when i get the target out of range message, would allow me to persure much better
2) HAM costs
3) unarmed dmg uped (no VK)or the 1/2 sec round time would fix this too, basically don't want VK's unless there is some advantage like different dmg type.
don't you hate it when that happens? Oh well, that's why I hate my computer
To me, there are a couple BIG issues...
1) Damage types. I understand it's one of the "sacrifices" for being melee, but it leaves out alot of mobs that we can fight because they have a kinetic resist 75%
2)Knockdown. I'm not sure about how this new change is affecting it, but if what I've heard is correct, 30 second timer on when we can use it, and a 5 second timer on them staying down. Is this right? If so, I don't think it should be, I've tried my hand at other professions, and it doesn't seem right that a smuggler or pistoleer can still spam their "knockdowns" if they want, but we can't. (no i'm not calling for a nerf, just asking for us to be reverted back to some sort of power in the galaxies)
3)Damage amount. I don't understand how one of my hits only does what...500...600 damage?
other than that...I've never had the "out of range" problem, and aside from the knockdown change(if it's as i think it is) I have no problem with someone trying to kite me...I'll run the other way. when they start chasing me, i turn around and burst run to them....they don't have time to react.
2. Lack of weapons. Unarmed and VK's. Tremendous lack of foresight. IF there are VK's then it stands there should be other weapons.
3. Useless specials. Other classes can use specials they get at earlier levels since they do different things. However TKA throw away a special once they upgrade. There should be a reason to use unarmed 2 or 1 vs unarmed 3. UA combo 2 vs 1. 3 knockdowns? TKA should get an additional posture change attack since they are the master of martial arts. Weapon Disarm should also be included. I can drop spin kick for 2000 dmg but cant knock a blaster out of the hands of a jawa.
1. Kiting stinks. I think a /trip move would be cool. When someone runs away you mess up thier feet or something. Maybe a /throwrock or /tieshoelacestogether.
2. Get rid of vibro knucklers and the whole idea of 'more weapons' and let TK's have an ability to make thier own gloves or wraps. This way we won't be getting anything from a weaponsmith at all and we will actually be unarmed.
3. If we are masters at balance and such we should hardly ever fall down. Esp in PvP when a kiting knockdown spammer runs by incapping you. Me thinks that thier HAM costs should be higher than ours as well as their timer. If i want to knock someone down it doesnt take me that long to do it unarmed. If i had a gun and tried to leg shot someone it would take me more time because i would need to aim . . and I would probably miss the first few times.
Just a few thoughts I had.
Chilastra - Noich Bong
Trandoshan TKA Master, Creature Handler 3322, Medic 3334, Scout 4042 and dropping
I think a "burst charge" command would also be useful for all of melee. Something similar to burts run, but the server automatically causes you to burst run at the target until you get to melee range, or 10 seconds expire. Give it a60 second timer, cause it to aggro mobs(so you can't use it to slingshot while running) and I think you have a winner. It would be easy to add I would think, and would add a lot to PvP for melee characters, while still allowing smart ranged characters to run and gun us.
This is all a pointless idea if we can't attack while running. As far as animation for running attacks, just give us a generic animation and I will be happy.
Also, I really think the /stick idea has merit if the increased range doesn't go through. If the increased range goes through, then /follow becomes the meleer's friend.
LOL! I'm not even going to post any "Top Issues". I have been a TKM since the 3rd week of release and seen top issues come and go. There is only one thing I've learned about TK development.... They generaly dont pay any attention to "Top Issues".
Even when they make a post here addressing our top issues they dont seem to understand the issues, and already have their minds made up about what and how they will change TK. Last time they posted proposed changes and "fixes" to our issues they totaly ignored the 25 pages of responses and did what they wanted anyway. I dont think they ever even came back to look at our replies.
Honestly Melee classes are not much fun in SWG that I noticed. I use a pistol 98% of the time now. The only things that are keeping me from surrendering TKM is Meditate and melee toughness/defense because that saves my butt when I unequip the pistol and run like hell.
1.) Fix warcry. Its been broken for awhile now. It used to work, lets get it working again shall we?
2.) We need better increases to things like +block, Correct me if i am wrong but most martial arts center around a blocking system.
3.) Bleeds Teras kasi is the only line that has no bleed capability. Swords men get head bleeds, Pikeman get action bleeds. Imo Teras Kasi is logical that we should cause health bleeds. (doing internal damage due to precision strikes to soft organs)
4.) eyeshot
....well i know its not a TKA thing but i have to. Tired of being shot in the eyes every 5 seconds in PvP
Syl
Well before big patch today my main issues are:
1: Out of range bug
2: Ham Cost's on specials, specificaly higher lvl specials such as UH3,UnarmedHeadHit1
3: Defenses
What i'd like to see is a new meditation ability at master TKA that grants you light armor piercing on your unarmored attacks for a short period of time, after which it drains you abit due to the intense concentration
I'd also like to see some interresting moves like throw. (well suited to go under balance line)
Your proposed changes to the combo's are sort of nice that's like using presure points on somebody very effective.
Would make them very worth while and would fit very well with them
And i'd like to get get Combo1 renamed to "Twin Dragons go diving for perls" ^_^ some people should know where that name is from haha. i suggest dizzy+stun on that