Weaponsmith Archive
Thread: Your Top Issues
1. Defenses: We need a reason to be in a group. We are to easily replaced by a pet.
2. Kiting: Either boost our Range defense or give us some % chance to stop them from running, permanently.
3. Damage/Specials: None of our specials/attacks are really that special. Increase our DOT? Give us something!!!
On a side note: not being able to attack while moving. Uh? wah? I think this is being confused with the 'out of range' issue. For example. Fighting a Torton Bull. Do to its large size you will often get an 'out of range' message with your knuckles equipped. As you scoot forward, the creature backs up. Well, what I tend to do now is just run around underneath the creature, staying at his center while he's moving around. I am hitting him while I am moving. Try this if you think you cannot hit while moving.
1. I second the notion of doing away with the “Vibroknuckler“. It annoys me no end to know that in order to be competitive I have to use a weapon, when the very essence of Teras Kasi emphasises on being unarmed, so that the practitioners very hands and feetare as hard as steel. The irony is sothick you could choke on it…
Every time I fall in combat to a situation where, if I had only been able to deal out another blow, I become furious because the system is geared towards players using vibroknucklers, they are atmosphere shattering devices. I mean, your avatar is only shown to visibly be wielding one vibroknuckler yet any attack it performs with it’s body is counted as if it used it’s right hand all the time, ridiculous!
Please get rid of those foolish trinkets.
2. I’m also in favour unique Teras Kasi emotes or “Kata” for us to perform for an increased sense of role play. I wouldn’t want these kata to provide any sort of bonuses like the advanced routines a Dancer can perform as these would only be abused, thus overshadowing the ritualistic feel of the kata. More than likely, players would just perform "/kata4" and degrade the Teras Kasi mystique as a whole. That I wouldn't want.
3. I'd like the redtrails of special moves to be deleted. At least for there to be an option to switch them off for those who wish to.
So, in closing:
- No vibroknucklers.
- Introduce “Kata” emotes to strengthen role play.
- An option to turn off special move trails.
Thank you for providing the opportunity to air my thoughts on the matter.
Ok, so going through the list we have so far, here's a list of what I think the community would like to see addressed.
I'm taking the initial stance that we should focus on ways to improve our own class, instead of nerfing others. For that reason, I've left out things like having armor slow you down, and nerfing eyeshot. Those issues are really broader than just TKAs, and don't address our skills specifically. (Although I'm as happy as the next guy that they're going to move eyeshot to master BH).
If you guys feel strongly that it's important to include the recommended nerfs to other classes in our correspondent report, let me know. However, I think that nerf calling at the correspondent level could be a dangerous thing to get into. Once you start the nerf calls, it's tough to stop them. Besides, I think there's enough noise about things like eyeshot that we don't really need to bring them up here.
That being said...
#1) Range/attack while moving: The "out of range" message is slowly driving us all mad. We need to have our range increased to account for server lag and the error between server location and client location.
- Potential fix in the works: 12m melee range. No known ETA.
I believe changing our range to 12m (VKs or noVKs) would address this issue. I also think that this would fix the trouble some people are having hitting while moving. I've had a lot of trouble replicating that hit while moving bug. If you could run this following test, it'd help pin it down - Find some slow, non-social creature that's easy to hit/kill, like a regular durmie or something. Start about 15m away from it and attack. You should get the out of range message. Now start running towards the target, and run right through the target past to the other side about 15m away until you are safely out of range again. Check your combat spam to see if there was any attack attempted on the creature. If you still aren't even attempting a hit, let me know.
#2) More weapons/damage types: We need to be able to do different types of damage, being limited to only kinetic is a real disadvantage, especially compared to ranged classes. We'd also like to see a bigger variety of weapons like brass knuckles, combat gloves, etc., some of which should be in the unarmed brawler tree to help early xp.
- Potential fix in the works: The combat dev has mentioned that he was interested in adding more types of VKs. No known ETA.
#3) Ineffective styles: Some of our special attacks are never useful. The very idea of the combo attack is counter-productive, as spreading damage between multiple pools is the opposite of what we want to do. Body hit is never useful because of the low damage multiplier, and the fact that evenrandom-pool attacks hit the body pool more often than not. Leg hit is similarly problematic. Spin Hit 2 needs to be buffed to the point that it remains a viable tactic to use against multiple opponents even at Master level. Warcry is currently broken as well.
Potential fix in the works: The combat dev mentioned that he knew that the combo attacks weren't effective ATM. It's good to know that this is at least on his radar. We'll raise the issues with the other skills as well. No known ETA. I'd like to get some ideas going about how to address these broken skills.
#4) Defense/Tanking: A 1/1/0/0 CH is a significantly better tank than a TKM. In order to have a place in a big-game group, we need to be able to toe the line and hold our own against very high level mobs. We sacrifice the ability to do damage at range. In return for that, we need to be able to actually withstand the pounding we take up close.
Potential fix in the works: The combat dev further mentioned the possible implementation of the "/Tank" command, which would give all melee a serious boost to defense for a limited time. No known ETA.
#5) Better social animations & immersion concerns: We'd like to see some kind of TKA-specific social animations like Katas to be used in RPing. Things like Kata 1-4 and other social animations would aid to role playing and immersion. Furthermore, many of us take issue with the VK. Our animations show attacks with both hands and feet, yet the VKs effect all damage we do. Furthermore, as an "unarmed" class many of us don't like the VKs at all, and it spoils the feel of the character to have to use them.
Potential fix: I'd like to hear ideas on the VK issue. I really don't think they're going to do away with them, so if you have ideas on how to keep VKs at their current power level, while increasing the effectiveness of truly unarmed attacks, I'd like to hear it. One idea I'll throw out there is to have a much greater chance of state change attacks sticking when no VKs are used.
How does this look?
First off grats on the new position, you've got some really big shoes to fill, i wish you the best with it.
The biggest issue I, and most of us have is: That target is out of range spammed on my screen a lot. It's a big issue pve against humanoid mobs who use guns a lot, and a major issue in pvp.
Aside from that, the balance issues are horrendous. I am a master of Teras Kasi, and have 6 boxes in pistoleer, and i can kill bigger mobs with a pistol then i can unarmed. On top of that ranged exp is so much easier to get.
Last the biggst thing that bothers me is that we have no role in groups, i can't tank at all compared to a 1/1/0/0 creature handler...ummm...huh???
The broken specials and one damage type are annoying, but i'd prefer the above get addressed first.
Lets be honest, this is not fantasy, it is science fiction. Using barehands will not grant armor piercing no matter how much your meditate, I just don't seehow this would make any sense...
Ahh yes, this same Sci-fi where people shoot lightning out of their hands? ![]()
I've always understood the TK's to be using a differing method to channel the force without being sensative themselves, weaker in overall strength but much(*cough*) easier to access.
Some people like the VK's some don't... I could do away with them myself. Happy medium anybody?
magustoad wrote:
Lets be honest, this is not fantasy, it is science fiction. Using barehands will not grant armor piercing no matter how much your meditate, I just don't seehow this would make any sense...
Ahh yes, this same Sci-fi where people shoot lightning out of their hands?
I've always understood the TK's to be using a differing method to channel the force without being sensative themselves, weaker in overall strength but much(*cough*) easier to access.
Some people like the VK's some don't... I could do away with them myself. Happy medium anybody?
I know some one would say that :-p
My response is that I will believe it when I see it in the game....at this point that doesnt exist to me :-p
The type of armor you see in a fantasy settings is quite different then the type of armor you might see on..say an AT-ST (again...a stretch because this is all a stretch of reality to begin with)....I still stick with the notion that even as an all powerfull TKA I should not be able to punch an AT-ST and expect anything more then a very sore fist.
1) The Target Is Out of Range.....( Needs a change)
Possible solutions mentioned: increase Vibo-Knucklers range to meet that of unarmed range, then increase over all TK range from 5meters to 8meters. I think this idea will prove to solve most of these issues, while at the same time still provide the trade off of having no range as a disadvantage of being melee.
2) Effects ( stun/ dizzy/ intimidate/ blind/ war-cry)......( Needs a change)
Possible solutions mentioned: add these effects on our combo moves, or new specials in the TKA profession line. We get stun, intimidate, blind, and war-cry at novas brawler, and then never see these effects again. As a TKA both in pvp, and in pve we depend on these effects for survival. This is an area that should be explored and added upon for the TKA profession. Instead of increase damage to combo moves, perhaps a stun and blind effect is applied. I would like to see a special TK style that adds intimidate as an effect, instead of having to rely on a skill that everyone gets for free at the beginning of the game. We are master Tks after all, and it only makes sense we instill fear into a target more over then a novas brawler. More effects in TK lines, and more combo effects or new specials with effects.
3) Master Box........( Needs a change)
possible solutions mentioned: increase the over all effect of gaining master for the TKA profession. Tks should be able to see a huge increase of performance as well as something from each teir we level built upon and improved in our master box. Our master box should have things like improved power boost, improved unarmed hit( which it does), improved effect styles, and more vibro-knuckler certifications that allow us to cause damage other then kinetic. Our master box needs an over-hall.
4) Armor...........( Should be looked at)
as armor increases and our ham seems to keep going down, the demand of Tks to use armor is going up. I do not believe that our class the TKA should be an armor wearing class. This is specifically the reason I picked TK in the first place as a wookie, because our of huge restrictions to wear armor, bringing myself inline with being on an even playing field with other Tks. I hope that we do not pursue the use of armor for our class, but pursue the increase of our defenses instead. Something we should have an advantage vs all other melee, and all other professions.
5) defense................( Needs a change)
Our defense lacks right now as Tks. It is good do not get me wrong, but it is not were it needs to be for balance. Tks unarmed toughness, specifically talking about Tks and not excluding other melee class’s needs their toughness to incorporate all damage types. From kinetic, to energy, heat, acid etc etc. Our toughness needs to incorporate range as well as melee abortion.
(Added note about defense)....The Tks defense because there use of armor should be non-excitant should have the benefit of having the best over all defense then any other class in the game. That means to balance this out, that we have higher bonus to our dizzy, KD, stun, blind, and have more equilibrium added to our class. Equilibrium needs to in fact be addressed and fixed if not properly working.
^^^ I would like to add that I do not support any petition to ban Tks from using vibro knucklers, it would cause our class too much pain in the long run, regardless if it makes sense or not. Instead i would like to see more diverse selection of Vks available to us. For those that do not like Vks they have the option to not equipt them, but for the rest of us who want to compete as much as the next profession, Vks are needed.
I just want some pants.... a decent pair of pants!!!!
j/k
1) Kiting/can't hit while moving. I'm not all for a /stick command cuz I think that makes it so that instead of a TK winning a fight because he/she knows how to use their specials and what tactics to use, it makes it because said ranged fighter can't shake us. I think that gives us sort of an unfair advantage because the system is allowing us to stick with them, and not because we are taking the right angles. Dunno if that makes sense or not. I say, give TK's more movement speed since 1) we don't carry weapons and 2) most of us don't wear armor. I think there should be a movement speed disability for anyone who wears armor. Do you think you could run at the same speed while wearing 70 pounds of armor as you could wearing a jogging suit? If you can than you are a superstar.
2) Useless specials. Nuffs been said about this, just agreeing. Ditch the combos and either give us something useful, like bleeds.
3) Dodge skill. I don't think it's too out of the question to think that a martial artist might be able to dodge every know and then? Do you? If I'm way off base here I'm sorry. Maybe I've just watched too many Bruce Lee movies. I think swordsman/fencers/pikemen should be able to block, and we should be able to dodge.
just my 2 cents
Fenixx
Not sure if this was actually mentioned or not, but an idea regarding the VK debate just popped in my head.
It seems there is equal opposition on the issue of keeping/removing the VK's. I propose we keep them, however, do NOT make them increase actual damage (in which case our base unarmed damage would have to be increased quite a bit to compensate), but only change the damage type which would obviously be specific to the VK.
Just my .02.
Mr. Heavy:
I agree with your list (Top 5) for the most part. Here are my top 3:
1) Ability to attack while moving (duh).
2) Meditation tree should give enhanced HAM regeneration, in the meditation position. Something like 110% for novice, and +10% for each level after. For Teras Kasi master, make it another +25%, or even keep it at another 10%. Either way, I believe enhanced HAM regen should be a benefit of this tree.
3) Fix unarmed Combo 2 - the combo should be multiple (3) hits to the same area - but the devs are welcome to make this pool target random, like our normal attacks!
3a) Fix Force of Will - it's currently worthless - and this is our master level meditate skill! I dont mind the fact it fails 2/3 of the time, but when it works, you should get at least2/3 your HAM back, across the board.
Gillies
Imperial Teras Kasi Master, Tarquinas
I've been playing TKA actively for about 5 months now, and the TKA class has enchanted me since the beginning. I'll never give in to the commando/ch/pistoleer/bh trends...I'm a brawler to the end. Currently I'm working toward master brawler/master tka/ doctor 0 4 3 0 and I'm getting very close. I've heard a lot of complaints about TKA's tanking abilities and I can't really say that I agree. I wear armor and buff myself for almost every combat which doesn't seem very tka-like but I'm trying to be the most effective tank I can be. As of now, I can definitely say that after the patch's fixes I'm completely satisfied with the TKA class in a PvE environment, and I do think that ranged classes should almost always be at an advantage in PvP no matter how frustrating it may be. But, I've been reading that a lot of other players are dissatisfied with the current situation, so I'm going to give my well-thought out input on the issues discussed in previous posts.
1: Kiting.... As I said before, in PvP someone with a gun and legs should always be able to outrun and kill someone who doesnt have a gun. But, if they're gonna really do this 12m range thing, there should be some other balancing factors added as well. First off, the extra damage multiplier should be removed against carbine/rifle opponents. This would counter-balance the issue back into the ranged person's favor though, so to counter-counter-balance (hehe funny word), they should make unarmed toughness affect all damage taken. The definition of toughness alone should imply this. All of this balancing somewhat excludes pistoleers, but they're supposed to be close-ranged combatantsso they should be the least difficult ranged-opponents for any meleers anyway (not that it should be easy, just less hard.)
2: Useless skills.... This is one of the few things that bother me about TKA. The suggestions above are good ones in my opinion: add affects to the attack rather than multiple strikes.
3: Damage types/ Armor penetration....I've heard a lot of good suggestions aboutthis including adding new weapons and making VKs craftable with different damage types. In regards to this I would say go with the least extreme possible fix. The developers have many classes to work on in addition to many bugs to fix, so the more complex the change, the less likely it is to happen. A couple things I would like to have would be adding katas to meditation as types of powerups. You would get a different kata at every level of meditation including novice and master, and each kata does a different type of damage. After completing any given kata, your unarmed damage changes to the appropriate type for a set duration. My other suggestion is to make it so that certain special moves have different damage types/AP values. Perhaps make UH1 AP1, UH2 AP2, and UH3 AP3. This would giveplayers incentiveto use bare knuckles instead of VKs (other than HIGHLY reduced ham costs on all specials.) But if there is gonna be any change it would have to be slow and gradual as it is highly unlikely that SOE will put radical suggestions into affect anytime soon if ever.
4: Tanking ability vs. CH pets: With intimidate (now landing more often post-patch), KD/dizzy now working properly, blind and some okay armor, a kimogila does an average of 30 damage/second to me. Our tanking ability isn't in our passive skills as much as it is in our knowlege of the game and our class. When they finally fix warcry, I'll be taking even less damage. Something I find very useful while tanking is having a single hotkey for equipping/unequipping all of my armor and a single hotkey for my VKs. Even though it's unrealistic, equipping items and unequipping them is an instantaneous thing. So, before you use blind/stun/KD/etc... take off your VKs to lower HAM cost. Also, before you heal or use any special abilities (unless you're always buffed like me),take off your armor the second before hitting the hotkey then put on the armor again the instant after.
Now that I look back on the posts and compare that to my combat strategies, I realize that I've had to improvise a lot in order to be an effective tank. I suppose this means that I've had to deviate from the TKA mood to be a more effective tank, so in retrospect I think there should be some changes to TKA so that they can be played and roleplayed at the same time (I shouldn't have to be a master brawler with 66%-74% composite and a 190 dam VK with silly unrealistic hotkey tactics in order to be an effective TKA.) Well, sorry to any who have read to this point for the long post. Cya 'round!
~Sadrak
Flurry
Once again, Great to have you as our new Correspondant, Mister Heavy.
Obviously one problem with VK's yet is the ham cost. Other professions can cry all they want, but the fact is, if you get caught by a master of martial arts with a knife, you will get hurt, not the martial artist.
Also, I still think a "disarming" skill for mele to use against the ranged players would be great. And/or implementing an attack on the limbs if we catch them? This would hurt their trigger fingers so to speak and hinder their accuracy, etc. I'm not trying to make us unstoppable, necessarily. We'd still have to tactfully catch the ranged players to use these attacks.
Anyone with feedback on these ideas?
widow maker
sunrunner
Ok..here goes my thoughts.
1. VB animation - having the knuckers show on one hand doesnt make sense like many have said. How about changing the toon so that when equiping knucklers they show up on both hands (equiping more then one, while nice, might just over power a TKA...dunno...depends on how it is done).
2. Unarmed vs. Knuckers - Lets be honest, this is not fantasy, it is science fiction. Using barehands will not grant armor piercing no matter how much your meditate, I just don't seehow this would make any sense...so doing away with hand based weapons (knucklers in this case) does not make any sense, unless you want TKA's attacks to work against unarmored MOBs and be useless against all light armored and above. The argument for additional hand-to-hand based weapons for me is to grant the benefit of different damages types (stun, energry, etc..)as well as armor piercing (with the knucklers being AP1), which would allow us to successfully combat things with any kind of armor while keeping with a sense of realism (that is a stretch, I know,...but using barehands against an armored foe just doesnt make sense in a scifi MMORG IMHO). The danger here is that TKA's, against non-armored opponents, can dish out some serious damage as things are right now. Adding addtional AP weapons have the potential to overpower us, so I think it makes more sense to give us hand-to-hand based weapons that involve different damage types (which seems to make more sense).