Commando Archive
Thread: Combat Balance
Message Edited by shrike_7 on 06-30-2004 03:36 AM
Message Edited by shrike_7 on 06-30-2004 03:46 AM
Stormlord wrote:
To me TKA on a whole is uber and overpowered. I know of no other profession at novice that can hit for 1000+ dammage.
Only having Kenetic dammage doesnt bother me. With the dammage output we have this is minor. 100% kinetic resist mobs should be adjusted though. I think its wrong that a humanoid (nightsister elder) can be immune to a TKA, yet a big nasty rancor is slaughted by someone doing backfists and they dont even come up to its knee.
TKA should be uber against all huminoid mobs. I have no problem with a TKA killing a reb general ect in 2-3 hits. It seems right. But to knockdowna rancor and beat down dragons seems wrong.
Armor is a bit goofy too. I think with armor on the TKA should loose their +ua dammage bonuses. Course you would have to add something if you were not to have armor. Like an ar1 natural rateing with at least 1% to all dammage types including lightsaber so an unarmored TKA cant be taken down due to an armor hole. TKA armor would be cool, but clothing doesnt make a martial artist, any bonuses should come from skills, not becasue i put on a uniform. (I think this is bad for Jedi too, Nothing ID's a jedi like thier robes. This is the civil war not the old republic)
clearly your not a tka...or youd not say this...
only time we do 1000 dmg is when we use VKs and do specials...w/o specials we do on normal at novice around 150-250 dmg and preaty slow too unless we used sliced spd VKs...even when you master the power technique line you still do around 1300dmg w/ VKs...and this is in PvE...can you imagine how low our dmg output is against an armored opponent in PvP...
like I said...obviously your not a TKA.
DrArule said:
We all have to consider though that the combat professions have to be balanced equally but at the same time be completely different. This is no easy task in my oponion. It makes sense to me that every combat profession have a weakness.
I completely agree. But we already have our weaknesses.
1) We're melee. We can't play the ranged-game with the rifleman. I don't think this should change at all. I am completely happy being sniped at by a ranged fighter. Sooner or later, I'll get to them.... ![]()
2)Kinetic armor is the most popular armor around, for PvE grinding. Because of this, 90% of the people we come across will have very very high resists to our attacks. I'm fine with this too. I mean, sure... I'd love a new damage type! But, if we didn't get one, I wouldn't be upset about it.I'm very proud of the amount of damage I can do already. ![]()
some of the things I would like to see though:
-something similar to the Jedi Robes/Mandalorian armor. Jedi and Bounty Hunters get these wonderful tokens as gifts to the dedication to their profession. Us TK's are just as devoted. We're different from the other Elite Combat Professions. We all truly enjoy our skills because they're fun. Not just because they're "Uber". So, definately a new armor type or a new protective clothing type that is TK-Specific.. Preferably TKM specific. I think the Teras Kasi Masters have definately earned it.
-A new damage type would be nice... but if the armor values are going to change anyway, then I don't think any of us will be worried about 80-90% Kinetic armor anymore. Sure, it'd be nice for PvE, but if something has 100% kinetic resists, I usually just heal my teammates and let THEM handle the damage ![]()
-Okay... I'm going to say it. Regardless of the arguments, most (but not all) of us agree that the Teras Kasi existed to basically "Police" the Jedi. There's a link stickied to the top of the TK boards about this (the stories of the Teras Kasi thread). With the BH skill point reduction coming on Tuesday, I've already planned on picking up Investigation 4 to "hunt" jedi. I know the TK didn't "Hunt" jedi, but with the current game mechanics in place, it's the only way to initiate combat with a jedi who may be getting out of line. A lot of BH's are wanting the Jedi Missions pushed up to Master Bounty Hunter. If that happens, the Teras Kasi Masters will not be able to go after Jedi. I don't know about the rest of us, but i'm really looking forward tokilling Jedi. So, I'd like the Jedi Bounty Missions to stay at Investigation 3. Even Investigation 4 is fine, because I'll still have the skill points to keep TKM.
-Force of Will can only be used once per hour. I think that's perfect. Otherwise, it would be abused a LOT. But along those same lines, perhaps we could get an ability to cure poison/disease mid-combat. I'm sure we'd still have a tough time with the CM's, but at least it would giveus a bit more of a fighting chance, and maybe even get people to do a bit more than the standard "Anti-Teras Kasi Rifleman/Combat Medic" template.
(wow... i just learned what the "insert" key is used for, while editing my post!)
Anyway, just my 2 credits.
Avae Aibei, Teras Kasi Student (there is always more to learn), Wanderhome.
Damage type: Kinetic Only. But at TKM unarmed = AP1, VK = AP2. BUT if they do this, Devs should FIX AP, not in their minds like they think it is, but have AP > AR, actually reduce the resistance of an armor by ½ (with NO bonus damage). [They say this what currently happens, but then dismiss tons of logs that show it is not what happens and say they need logs more for real proof.]
By giving us AP2, (IF it actually does reduce resists by ½ for each level AP > AR), then even with the high kinetic PvE armor around, because it is AP1, we can still do decent damage to other players.
Armor: I like the non-armor arguments, but do like the attachment advantages of armor:. My idea: Natural resist like 3-10% [Not armor, but flat reduction in damage just like toughness], (made it max of 10%, but that is for after the Combat rebalance when they lower resists. It should be about 20% of the best player made base protections. You can still wear armor, but where a piece of armor covers, you don't get the protection).
BUT you have a choice:
[1] Only works on Lightsaber for thoses who plan to go after Jedi, OR
[2] will work on 5 damage types, not lightsaber, maybe at each level of Meditation, you choose one more protection type and are locked in with it (have to relearn the skill to change that choice of damage type [would have to unlearn ALL of meditation to change meditation 1's choice])
Maybe give BH a similar option for invesitation 1-4, but theirs will work under BH armor.
Meyer1215