Commando Archive
Thread: Combat Balance
Message Edited by Skwall on 06-17-2004 02:04 AM
Oh, and here is a novel concept......blocking. I watched the matrix the other day........they were doing a lot of blocking when they fought. Even Jackie chan films had blocking. When I took Martial Arts, the first thing we were taught was the blocking. There is none in SWG. instead we are like some enraged bull on steroids. Oh and a dodge ability would be great to some ranged weapons.
If you are taking our power away from us, then at least let us have a chance to avoid getting hit.
/agree
We are supposed to be martial artists. Besides the word "meditation," I see nothing mystical or artistic about us.
Meditation is neat --after some PvE battles. But it should apply better to who we are and what we do. Not only would it be more balanced, but it would also make more sense, for Power Boost to affect our secondaries instead of our primaries. This would improve regeneration and lessen the HAM impact of specials. This fits much better with the idea of a rested and focused martial artist, moving smoothly through a fight. Power Boost also needs to last much longer. This also would give us a reason to fight without armor, as we could get an even better HAM cost improvement; good enough to make it worth it.
On that note, we need a good incentive to fight without armor. We should be fighting without armor, but we have no reason. What should be the case, though it would be difficult in game mechanics, is that we should have very high dodgemodifiers (something to block with -- seriously, combat acuity is a *joke*) that are simply removed when wearing armor. (Isn't that what martial artists do?) This is quite balanced. 80% resistance is the exact same as only getting hit 20% of the time with no resistance, but it fits the profession much better. (Of course, if the new cap is 60%, that is equal to only being hit 40%, 2/5ths, of the time). In many RPGs, there are jobs/roles/professions that dodge well, and others that either have far more HP, or mitigate damage well. In the long run, it's the same, but it adds to the feel. (Think fighters vs. monks in most RPGs). This is what we should be: the monks. A composite-clad offensive powerhouse is not very mystical or monk-like. It certainly shouldn't be called an artist.
Another idea would be to give TKs natural resistances (maybe on the meditation tree) to damage types, which we lose if wearing armor. At master we could have 50% almost across the board. I would happily deal with less,as long as it is viable. We just need a viable alternative to armor. As it is, going with just the clothes is simply suicide.
Even if it is not repeated, please take this consideration seriously. It would be difficult to implement, perhaps, but very balanced. More importantly, it would give our profession the feel it deserves, without making us tanks. It might seem nice to dodge very often; but that odd hit we do take would cripple, if not kill us! If they go with the natural resists, they could be reasonably lower than expensive armor, but noticable. That, too, fits the mind-over-matter Teras Kasi.
On a similar note, Center of Being really needs to last longer. It's a waste of my time to use.
Also, as with all Brawlers, we need a specific ability to allow us to close the distance with kiters. It would be like burst run, but much faster both in duration and speed. It would be a sort of "jump on top of the target" move. Give it a high HAM cost and a chance of failure for balance.
Really, though, the thing is to try to make us martial artists. I don't want to be "uber." I don't need to out-damage or out-dodge or whatever. I just want to be a ninja. ![]()
**edited: I saw a colorful post, and it was just so pretty :-P
Message Edited by Xodarap777 on 06-20-2004 06:27 AM