Commando Archive
Thread: Combat Balance
DrArgule wrote:
Reading all of your ideas I would like you (provided you have the time) to repost them here. Time is short and I would like to come up with something comprehensive. So be specific!
What is your vision for TKA? Given the state of the Jedi profession, my vision for TKA follows the Tera Kasi Order as being watchers of the Jedi...
What would you like to see? The combat balance is going to bring a foundation for tweaking and polishing, what do you want to say to the devs about our profession? 1) Force Resistance and/or increased toughness. 2) insert Dodge and counter attack mods into the profession..
New moves? Higher level state attacks, Eyerake (low damage but blind almost always sticks), Stun2 (again low damage, same chance for stun to stick, but steals a combat cycle)
Old ones fixed? (like combo 1&2) This goes without saying.....but maybe tie the combo specials in with other specials, linking them to provied some benifit, (increased chance to hit/damage/spd, etc.)
Species specific moves? I don't see this as viable....probability would be high for whining. Don't see it as fair to those players who chose a species for what ever reason to be penalized/rewarded.
Content? TKA Order...similar to the jedi enclave systems...
What about armor? TKA's should rely upon the natural defenses obtained through there intense training... enhanced relexes, and training should make the use or heavy armor more of a hinderance that an advantage....If TKA specific armor where introduced, it should be more of enhancement oriented, rather than protective...( 30% resists to normal damage, and20% resist to LS, with +10 to UA dam, +5 to UA toughness, etc.
If at any moment during the game you were using TK and thought "You know what would be cool? If they...(add great idea here.)
If through there iniate mental focus abilites, TKM's were granted natural resistances to poisons/disease,,,PowerBoost enchancement
Tera Kasi Order Faction!!!!
Also as players we can provide a lot of content for ourselves if we tried to. I have founded a Teras Kasi Dojo on Dantooine (Ahazi) for other asspiring Teras Kasi students to go. Giving the community a good roleplaying oppurtunity, I encourage others to do the same. Otherwise please just be careful and thoughtful of any changes you try to make to TKM. We were once the most hated profession and the NERF herders were all over these forums everyday. I rather be where we are now and left alone than get something new and have to listen to that again.
DrArgule wrote:
Reading all of your ideas I would like you (provided you have the time) to repost them here. Time is short and I would like to come up with something comprehensive. So be specific!
What is your vision for TKA? I'd like to see TK as more of a "mystical" profession. Not like Jedi nor as Jedi hunters. Somewhat more like the martial artists from the old Japanese movie style. Honorable, reverant, and able to drop someone in melee pretty quick (that part I'd say we have already) Maybe some TKM driven NPC missions. Not another cookie cutter hole in the ground dungeon with Uber mob's... more like the hermit missions of the old days. (New Hermit missions bite right now due to massive camping..)
What would you like to see? The combat balance is going to bring a foundation for tweaking and polishing, what do you want to say to the devs about our profession? Well Considering they have already "balanced" most higher level mobs to have 100% resistance to kinetic (for example Janta's...) how about giving us a different damage type. Not because I want to go through stun layers in someone's composite, mainly because I whaled on Fred Flintstone for 20 minutes and did no damage at all.
New moves? New moves would be nice. But I can't say I have any idea's off the top of my head. Unless you want to give us Ki moves like DragonBall Z... would stick to continuity in SWG's case for sure. (Falls down laughing at the image of a TKM/Jedi screaming Kamehamaha!)
Old ones fixed? (like combo 1&2) Well, the combo moves are still broken, Warcry got NERF'ed, I can't say that any of that has slowed me down, I just stick to Headhit, Dizzy, Knockdown, Unarmedhit3 (oh.. and the brawler skills.. intimidate, stun, blind... Why no Blind2 or Stun2 when we advance?
Species specific moves? This would be a nice addition. As a Zabrak I get Equilibrium which is extremely useful. Wookie's get Wookie roar... how about something for the other species. Mon Cal could get the Blowfish attack where they increase in size like a balloon to intimidate their opponent.. LOL! Seriously, I have no suggestions but sounds great!
Content? Back to my first answer. The Teras Kasi order is supposed to be a mysterious order that got smacked down by the Jedi Council causing them to lose their homeworld. I understand why they don't like Jedi. We're not supposed to be Jedi hunters, we're supposed to not trust them and be on the watch for Jedi abusing their power. I would like to see some content focusing on that. Something more like the Dantooine Dark Jedi missions. Quest based and coming from a static NPC.
This time make it inline with the profession too. Death Watch and the Geo caves are pretty impossible to solo and they're not instanced. Camping in this game is getting more and more like EQ every day. Instance the encounter. Make it part of becoming a Teras Kasi Master instead of eronious AP points. Create a Teras Kasi Grand Master NPC and have him give you the missions. Something a little more creative than "go deliver/pickup item X" or go kill "massively uber unsoloable BattleDroid". Give the newer players something they can do without an entire guild backing them up.
What about armor? I personally am a minimalist. I tend to wear some Ubese armour a cloak, enhanced clothing and thats it. Our toughness negates the need for armour unless you're going after the "uber unsoloable battledroid" types of mob's. First of all if you plan on implementing Teras Kasi specific armour then please PLEASE don't make it like RIS or Mando armour. Just give the cert to the armoursmiths and make it possible to get the components. You people are making me sick with this stuff. Let's add something really cool that almost no one can get. TK's need an armour that has low encumberance and more resistance's to disease, poison, and ranged fire. Those are the things that hit us all the time. Kinetic is already addressed in 74%-84% Ubese and Ubese can be worn without having to get buffed first for most of us. If you do make TK type armour make it something that looks martial artsey to some degree. The Wookie Samuri armour is kinda close. Just my 2 cents there.
If at any moment during the game you were using TK and thought "You know what would be cool? If they...(add great idea here.) Personally, I don't want to see a lot of changes with TK as we have been heralded as one of the few unbroken professions. ANy attention we get will be followed by thousands of NERF cries again. I have been a TKM since a month after launch and I have enjoyed every minute of it. I hate to see anyone bring attention to us again due to the insanity that I used to see begging for them to NERF us into the ground. Now that we can go BH3000/TKM I fear those NERF cries will begin again. Lord knows the Dev's love to swing that NERF bat around then go into the SOE zombie mantra... "Wait for the combat balance... wait for the combat balance... mmmm.. brains.... "
Vlak
grom-met wrote:
In my TKM perfect world, the game would have the "Fighting Engine" of Soul Calibur 2. A fighting and combat system that isn't just spamming the highest Damage per Minute Special. A system where you have to be constantly moving and striking and blocking. Some thing that wouldn't be as brainless as fire off Combat macro # 1 against this foe, and it works every time.
"Shut your noise tube taco human"
-Zim
Grom you big crazy lizard! Nice to see you chiming in! I'd totally have to bust a Kamehameha on your Soul Calibre playing self! LOL! Mmmm... brainless combat macro..... Piket Black Plague.....
Seriously though, whatever you folks decide to change, do it thoughtfully and try not to break my favorite profession like they did to the BH's, CH's, etc... etc....
volta wrote:
I think the most important thing on peoples minds is that we only have one Damage type: Kinetic
I know we are getting the BSRK Heat damage, but would that really be enough?
More damage types would be great, and possibly a fix on our Combo moves.
Meditation is great, but could be tweaked a little? (too biased?) Removing Poisons from PC's takes forever.
I agree that damage type is a major priority. When Fencers, Swordsmen and Pike-men can do several different damage types, we are forced to have just Kinetic, which as everyone has figured out now, most mobs and players have a base kinetic of like 60% now.
(Combat Damage)
I have two feelings of Vibroknuckles.
1) We should do away with them completely, because we are "Steel Hands" and should be able to naturally meet the damage and speed that VK’s give us.
2) Keep the VK’s but give weapon smiths the ability to add certain types of "Vibro Units" to them that add different Damage Types. Maybe we could have some sort of mod to our damage depending on what kind of gloves our characters are wearing, spiked gloves, sap (stun?) gloves etc, so we could remain unarmed and not armed with a vibro knuckle.
(Armor and Defense)
I would also like to see a specific TK armor, which could be like robes, body wraps, hoods, gloves etc that could grant us armor bonuses while still remaining true to our "Martial Arts" style of combat and not having to rely on the Composite or Usebe armors like other classes do.
(Special Moves)
Along with some fixes to the Knockdown / Dizzy combo and various other fixes, I would like to see a possible change to the meditation line, let me explain.
Kata’s could provide us a self only stat buffs that have to be performed for at least 2 - 5 minutes without interruptions (IE: Movement, Combat, any kind of crafting, un/equipping items, etc) similar to the dancers buffs in the way you have to watch them for a specific amount of time. Your character must first enter meditation for a short time (30 seconds, possible timer?, or longer depending on your battle fatigue, wounds, etc)
When you have achieved your calm Zen like state, and have purged your body of any damage/wounds/BF, you chose your Kata from the ability list/toolbar and your character will begin performing a series of fluid and precise movements in perpetration for battle. If the Kata is a success you will be granted the specific buff.
To do these kata’s, you may even have to have a meditation area/garden/etc craftable tent like area set up, or possibly a ranger camp addition that would make the rangers more needed as well.
Meditation I: Basic Kata
Adds some (marginal) buffs to the physical stat pools only.
Meditation II: Intermediate Kata
Adds more to the physical pools and marginal to the mind pools.
Meditation III: Advanced Kata
Adds a significant boost to all stats and possible defense vs (Posture, Stun, etc)
Meditation IV: Expert Kata
Same level boost as III but more defenses vs
Master Teras Kasi: Master Kata
This kata would take the longest to perform but yield great power to the Teras Kasi Master, giving them the ability to boost all their stats, defense vs states, and possibly Damage/Speed and/or Dodge/Armor bonuses as well.
As mentioned above, some sort of meditation area/garden/camp/etc should have to be used to keep this from being a instant "anywhere" ability that would make the TKA unbalanced or what have you.
Again, just a opinion from a long time TKA and Roleplayer
Respectfully,
Hatrius Vulgas
Lowca
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.
See the one star? Stupid post. As I have argued, we are actually quite underpowered. Can't do the fencer stun damage, do less raw damage than swordsman, don't have the range, cool weapons, or spin kd/dizzies of pikeman. Can't kite like any marksman. Don't get DoT like anyone else. Don't get crap for defenses.
Get a clue.
Jedi Knights feared, weapons made of cortosis fiber, a material resistant to lightsaber blades
/quote
So to make a list of lightsaber resistant items which should be in the game.. (hey devs, if you move the timeline and accept more jedi, atleast give us the armor which is also there)
Mandalorian Iron
Cortosis Fiber
The Amphistaffs
Certain Forcefields
I agree that tk should be robeenforced, but since the devs ALREADY admitted that tk watch over jedi, but dont want to balance us as TH placed it.. We should atleast get our robes made from ls resistant material
Also, pgs should have ls protection
First, for the balance, i would like the "lesser" races like calamari, bothan, twi'lek (are there more) to get some more specials (stats ect, not tkm, sorry to sidetrack).. Because, to be honest, the only reason i play twi'lek is for the sake of rp, the dancing healing is outdated, and not needed..
The only way i can gain the upper hand in anything, and make people pissed at me because my my skills is by talking in lekku hehe...
But sure, make different animations for each race, i would love a twi'lek head spin/slap/lekku choke or a bothan bite..
As for the kata suggestion.. I agree, but then the buffs would have to last an hour or longer, not only 5 minutes.
Teras Kasi Monestaries (NOT FACTIONAL) would be sweet, something like the jedi enclaves aswell, but i dont think ranks are an issue in the tka order, there are already the masters, monks ect and the students/novices.. We should not have a pvp system to get up, but unlocking new rooms when climibing the profession would be lots of fun.
Also, if the jedi are getting the /makemypadwawan, i would like the teras kasi to get /makemystudent
And the last thing.. Please give us the title Teras Kasi.. for us that dont want to brag and brandish our title, but yet not looked down at ^^
thats my 2.. no, wait.. 4 cents