Commando Archive

Thread: Combat Balance

isrefo
Thu Jun 24, 2004 12:36 am
#105

Dual knucklers would be nice maybe a way to make exceptional vibros? I don't think there is the highest one I've seen is like 220ish damage although I could be wrong. The armor thing I'd rather not wear armor as long as we get more toughness or defenses and a robe or something that has some kind of resits. The best I ever did with tka was master brawler nothing like kding someone at 20m. Move force of will to master make it so that you can't medidate wounds off until master disease at 4, poison at 3, bleeding at 2 so we don't get the dabblers. I'd like a more powerful mind hit also. Lower resists on some of the PvE stuff, I am tired of going to fight an elder where I just stand there taking a beating for 20minutes spamming kd while my friends beat on her with their vibro axes. I don't really think we should get more damage types but I wouldn't object. A confusion hit possibly something to throw off coordiantion to slow and delay attacks makeing them less effective. Just some ideas otherwise I am very happy with my Master TKA/Fencer/Brawler and 0033 Artisan combo.
Rebelion3
Thu Jun 24, 2004 10:58 am
#106

let me put it more simplier for our correspondant tk that I salute.....


simple we just ask for something like the jedi robes but different on the looks, some better stances, some people now think of the councils for the teras kasi this issue I think is you choose to present it , diferrent damage type and weapons, lower down on the protection of damaga type of th mobs with 100% protection to 96% better chance at surviving those super mobs



The second wind of ascension is Reaver,slaying the unworthy.
-Keld Triumphant

The first wind of ascension is Forger,slaying the impure.
-Keld Triumphant
Tarlsteele
Thu Jun 24, 2004 9:39 pm
#107

For me the best attacks are the specific pool targeting attacks. How are the changes to pool specific attacks going to change us? Same thing with the combo attacks. Since they target 2-3 pools, are they going to be largly effected as well? I do not completly understand how the pool attack changes work, but since we have alot of them, would be interested to know. It would be nice to see some type ofgrapple attack that did restraint damage, might help on those nightsisters and jedi npc's out there.



Happy trails to you, untill we meet again. Happy trails, to you, some words, I don't know, happy trails to you.....
Metherian
Fri Jun 25, 2004 9:20 am
#108

(1) Need better defense mods against certain attacks (like knockdown, etc.)


(2) Combo 1 and 2 need reworking. (They are currently useless)


(3) Meditation line needs revamping All meditation abilities should be moved up one 'box'. Example: Wound healing should only occur at master level, not Meditation IV. This would effectively stop players from 'dabbling' in the meditation line. Also, it would significantly reward those who are high level Teras-Kasi Artists/Masters.


(4) Need terrain negotiation/burst runmods. TKA's are unarmed masters of their physical bodies, yet they can't run up a hill side (like scouts, combat medics, and squad leaders, etc.) or use burst run with any efficiency unless they take the Explorer line in the Scout tree. An unarmed combat professional should be the fastest enemy onthe battlefield.


(5) If creature/NPC defenses are not going to be adjusted, TKA's need another damage type available to them. Most of the best 'spawns' in the game are creatures/NPC's that have ridiculous kinetic resistances (Nightsisters, etc.). Ranged combat professions already have huge advantages (kiting/range!, huge dodge mods, melee defense), yet they have multiple damage types available to them as well.


(6) Make Force of Will more useful. Either: (a) Reduce the FoW timer, or (b) reduce/remove the chances of seriously harming yourself. (Combined with item 3 above, this doesn't seem too unreasonable.)
silent-john
Sat Jun 26, 2004 1:08 pm
#109


  • Vision for TKA

I see TKA as the SWG version of the samurai. Warriors who gain great ability through discipline and training.(I know some people wan tto consider samurai fencers, but since they followed a rigorous ethical and social code as well as adhering to a strict martial discipline I consider them martial artists. Some Western Knights couldfall into the same category, especially the truly dedicatedgroups.ie. theTemplars)I believe that TKA should reflect this higher level of training in both skill and difficulty of attaining ranks.



  • What would you like to see?

I would like to see the combat balance work without crippling anyones ability to play. I would ask that the devs consider all aspects of the game when choosing a change. If you change something to balance pvp, will that make pve unusually hard? Is there an option that would fix one without drastically changing the other? Will a change adversely effect a crafting profession? WIll it make quality resources useless, or make creating decent equipment almost impossible for crafters? (One of my fears is the armor changes, rather than lowering all armor caps would it work just as well to raise the stun cap? That would keep stun from being the be all end all of pvp while still allowing people to compete in pve. In 60% composite I have a feeling the Mandalorians are going to win every fight.) And lastly I would like Masters in professions to have a significant advantage over non masters. I would like to see an increase in skill point usage for obtaining TK. This makes sense balance wise and story wise. Sitting on a mountain top for years on end to unlock the inner Force doesnt leave much time for hobbies.



  • New moves

TK need more state effect moves. I would love to use a wider variety of techniques and tailor them to my situation.I would like to see significant advatages given to Master level players as far as move choice.



  • Old moves fixed

Combo 1 and 2 need to be fixed or replaced with something different. A quick fix would be to add state effects to them. An intimidate+attack for one and maybe a posture down for the other would add to the usability. The meditate tree needs a major overhaul. There should be significant advantages to be a Master over being a 4000. Saving most of the greatest advantages for master would be one way. Possibly Save most of the healing abilities for master and then add improved Meditate abilities at master.(Making weaker meditate abilities available at lower levels and moving the current ones to master would work just as well) TK defense needs serious work. Without a reliable damage evasion skill and a working CoB TK are depending solely on melee/ranged def to keep them safe.



  • Species Specific moves

No! No way! Species already have a lot of imbalances. Adding any species content would likely just make things worse. It would be interesting for each species to have different animations and technique names, but the work and coding space that would go into it is probably better used elsewhere. Also the idea of TK as a galactic order brings me to believe they are probably taught very similar techniques regardless of home world.



  • Content

I dont think TK need any unique content. Instead I would like to see content increased across the board. More missions and quests period. More corvettes, more bunkers, just more interesting diversions period. I dont see any reason for TK specific missions. What are they going to entail? Killing monsterX and point X? We have that now. Anyone who wants to hunt jedi should help the BH profession get all of their concerns fixed, help them get their missions fixed. Then make a few in game friends, including at least 1 BH, and pile on the kill bus.



  • Content Addendum

Weapon damage type limitations in SWG really bother me. I mean this for all Professions. Why cant I find a Weaponsmith smart enough to take that jawa rifle and trim the stock and barrel down? BANG, ion carbine. Why cant I find one smart enough to put an extended stock and a larger clip and feed mech on a Striker pistol? BANG, kinetic carbine. Why cant some smith take that stun baton and extend the handle? BANG, stun 2 hnd. Take the same baton and duct tape it to a broom handle? BANG, stun pike. Take the same baton and give it a cross handle like a punch dagger or nightstick? BANG, stun knuckle.



  • Armor

Please do not change armor for TK! Not only would that be opening a pandoras box but I LOVE being a high tech gundam/mecha/bio enhanced cyborg FREAK throwing insane techniques wearing my wonderful armor suit. TK are more than capable of fighting unarmored if they so choose, you can buy any outfit you like and go make a fashion statement. Tailors can evenput some limited protectionson all of your clothing giving youadded defense. What tailors cannot do is make any style of clothing that has an armor rating. Until this type of armor is available for everyone I dont see a need for it. If Jedi get it that should just be a reflection of their unique place in the SWG universe. Also there is no reason to think that high quality armor would not allow unrestricted movement. Some type of servo system or bio-enhancement system is highly possible. The difference between armored and unarmored is already factored in by encumberance. Just because you dont notice it once you have been jacked up on every steroid cocktail in the SWG universe....doesnt mean it isnt there. Also there are already special armors being introduced, even though RIS is a joke now it could be fixed in the balance. Remember RIS was touted as THE melee combat armor. Also Mando is out, unusable by TK but something similar could become available later.



  • What would be cool

It would be cool if everything worked. It would be cool if the combat balance brings real balance to the game. It would be cool if being a Master of any profession really made a difference. It would be nice if TKs Defensive Acuity not only worked but could be stacked with a cross class evasion skill for a total evasion score of 125. Or whatever score capother damage evasion skills are set at after the balance.


Thats it.....not overboard.....very logical......possible......totally unlikely.


Ha'il

Pablokadman
Sat Jun 26, 2004 7:08 pm
#110

Hate to repeat it but my 2 cents..

Damage types!



Pablo Kadman

A vet, cuz I say so!

Xodarap777
Sat Jun 26, 2004 11:42 pm
#111

Wow, Silent John! An apt name.

That is one of the single best posts I've ever seen, and it came from a guy with TWO POSTS!


/clap




I only hope that all of the outlandish posts get ignored in favor of the rational ones...



The line below is true

The line above is false
Stormlord
Sun Jun 27, 2004 1:49 pm
#112

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)
Able-kain
Mon Jun 28, 2004 4:18 am
#113

I was grinding two handed just yesterday and doing 1800 damage per hit... at 2 handed 4... as a brawler... sorry, that's not constructive but i hate the haters.
edav
Mon Jun 28, 2004 5:49 am
#114

Give us more weapons
Metherian
Mon Jun 28, 2004 11:15 am
#115

(1) Another change I would like to see: Add damage type 'boost' abilities to the precision striking line. Like power boost, I imagine several damage 'boost' abilities that, when used, would allow the TKA to do a certain type of damage for a certain period of time.


Personally, I have always found the inclusion of vibroknucklers to be absurd, and have often spoken out against the supposed need for them. As an 'unarmed' profession, TKA should not have to rely on any sort of weapon. As such, I think that if TKA are to receive new damage types, they should come as the result of internalized abilities, like Power Boost. I could easily see 'stun' and 'heat' added as new TKA damage types.


Example: TKA prepares for battle. He sits down, begins to meditate, activates Power Boost, raising his stats, thenhe activates another abilities (a specific unarmed 'style' or 'system', etc.) and suddenly all of the damage he inflicts will do 'stun' damage for the next five to ten minutes. This would effecitvely give the TKA different damage types, without making them necessarily over-powered. (The fact being that you'd have to meditate to switch/activate a new damage type.)


(2) If TKA are supposed to 'police' Jedi, then they need Jedi-specific defenses. Or, at the very least, defenses that are based on logic. There is no disputing the fact that a TKA would not choose to defend against a lightsaber by 'blocking'; not unless he wanted to see his hands lopped off. Thus, perhaps TKA's dodge mods need to be reevaluated. (Perhaps Center of Being will address this concern???) If nothing else, perhaps lightsaber-resistant arm-guards/forearm pieces could be added to the game. This would at least make blocking logically acceptable.
Eyedun
Mon Jun 28, 2004 11:43 am
#116

I would like to see something like the following :

#1 fix the small bugs (ie combos, meditation animation etc etc)

#2 Dodge - this allows you to dodge ranged attacks. its highest when unarmored, and lowest while wearing restrictive heavy armor (ie comp). It allows you to possibly dodge ranged attacks.

#3 Block or roll with the punches for melee combat. Same as above with regards to armor. We should be able to block and or "roll" with punches etc etc to reduce damage or completely block an attack.

#4 Bonuses for NOt wearing armor. Make certain high level moves (Un Armed Hit 3) not available while wearing comp .. etc etc. Not many Martial Artists wear full suits of armor.

#5 some TKA quests to gain limited special items. IE quests to gain a special VK that allows more damage types (ie electical or energy or heat). Quests could also give TK suit/unform type deal which assists with blocking/dodging etc.



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edav
Mon Jun 28, 2004 8:18 pm
#117

COB does a lot for all the other brawler classes but i don't think it makes that much of a difference with TKM/ Hopefully you guys will address this issue and in doing so grant us better defences.
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