I have been playing for a few months now, and I have mastered tk, pistoleer, rifleman,medic, doc, scout, marksman.And dabbled in CH, 1H swords, 2H swords, Smugglerand Bounty Hunter. None were holos just stuff i wanted to try.
Vision: Teras Kasi Masters shoud be few and far between not nearly as common as they are now. We should be self sufficient. We need a little more in the meditation line. We should be very hard to take down in combat. I think we shoud be primarily a defensive class, and the focus of our attack moves should be that of disabling/crippling our opponent. If possible I would like to see different ways to specializewithin the class itselfsimilar to the new jedi system.
Why: I see TKM as a very demanding and difficult title to attain. The common novice needs not be so rare however, as many fighters in the modern world use techniques borrowed from martial arts. I dont have a problem with dabblers, just the massive number of masters we currently have. In the EU (was tk even in the movies?) TKM were rare, powerfull, and respected. TK at higher and master level, seems to be more of a self relaint lifestyle. The current meditating system does and excellent job at this, and bf is an ingenious way to keep us from completely abandoning society. I think the mediation line is excellent, just not enough in it. (more on this in the skills section). I see us a defensivebecause (as most of you die hards wont believe), no one either bare handed or with fancybrass knuckles, will be able to dish out massive damage to an opponent. Face it, a vk is not going to hit likeaPower Hammer or T21, or any gun for that matter. So if we can not deal damage, what can we do? Well for one we have spent out entire virtual lives training in combat soI think we know how to avoid getting killed. We should be tough,andable to take dameg and keep going. A perfect tank.In close quarters combat we shoud be feared, our moves should be that of grapples. These moves should appy states thatseverely limitdamage,accuracy,or mobilty. A martial arts fighter's goal in a fight is to disable the opponent before the opponent can hurt the martial artist. Only after the opponent is weakened by these things should we be able to dealdecent damage. (similar to how we are now, we dont do much unless ouropponent is intimidated and flopping on the ground). This wayin large pvp situations, the tkms could be sent to weaken a jedis ablitly to wreak havoc on the rest of the fighters.We would be sent to disable those swordsman dealing massive hits, as well as rifleman. (Both of which I see as attacking oriented professions). In effect we would be softening up the enemy so other proffession that deal the big damage could finish them off.
New Moves: In the mediate line i would like to see an improved CoB that would greatly increase our chance of evading an attack, and it does not have to be based off of melee/ranged mitigation and defense,dodge, block, counter-attack,butit could be based off all of them.Using this skill shouldmake you hard to hit, and damage you take will be mitigated. We then will havea new berserk, but it will be different. First of all notrained master will everlose control, but couldsee the end of the fight drawing near, get into a blood lust type ofrage.The move should work on a timer like berserk, and then offer a damage bonus to attacks, without making specials unusable. The catch is, the move could only be used when the opponent is vulnerable i.e. (blind, dizzy, knocked down). The other "new" moves would be modifications of the old ones. leg hit would cripple the oppnent, forcing them to move at walk speed rather than run. The Body hit couldbe more of an arm bar, damaging the arm enough to limit the opponents damage dealing capabilty. Plenty of ideas here, different ways to take the enemy out of the fight.
On the jedi thing, we should not be able to take them out, just slow them down and weaken them enough to allow our supporting fightersto really lay into 'em.
Species moves: Fine, as long as it doesnt make it like, "oh you started a x species, you wont be a good tk unless you picked a wookie." If the devs want to give big advanteges to profession if you are a certain species, the player needs the abiltiy to change species. Which the devs said they would never do, and I really don't like the idea of.
Content and Armor: It'd be cool to have a dojo where tk can hang in there cool new outfits and duke it out, but it isn't neccesary. I like the idea, but thats more of the stuff I'd like to see later in the development of the game, when all the professions are working (good luck with the balance pistoleers, carbineers, and pikemen). Yeah we should not have armor, but like the wise wookie said we could be severly limiting what we can do in the game.
side note: on the kiting thing, close range we should own a ranged fighter. At range they will own us. Deal with it.
HopeI have not wasted your time, I think tk is a great profession, and with just a litte bit of work it could be amazing.
Barachon
Proud Soldier of FED
"Bow before me newb" - Cypher-Dyas