Commando Archive
Thread: Combat Balance
- 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
#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.