Development Cycle Archive

Thread: IC 1-16: Combat Roles; Teras Kasi Artist

SeTSwiPe
Tue Feb 17, 2004 1:20 am
#118





What defines theTeras Kasi Artistrole in combat?


They should be the masters of combat survival and counter attack. Everyone knows that TKAs should be able to take on Jedi, as such I also say that they should be made into an elite-elite class. They spend more dedication than the average melee combatant in their art which should translate into more skill points spent.You could just make it more expensive, but I believe making it an elite-elite class would be more benefitial. The current TKA class should be a regular fighter and above that should be the TKA elite-elite class.


What basic combat elements should they possess?


Survival concept - TKAs are at technical disadvantage of having no weapon. Being unarmed is a technical disadvantage that no one can dispute. This is why they should be masters of survival (not the masters of tanking).


What offensive abilities?


Disarm - . The best way to survive is to remove the advantage the other fighter has. Advanced progression could stun the player from immeadiate re-equiping and even lower the durability of the weapon (weapon breaking).


What defensive abilities?


Dodge - They should be the masters of dodge. Without a weapon, they can't block. And hence the best option for them to survive is to not get hit. Though they should also get an 'iron skin' ability, this should not be the main defensive feature of TKA. The reason why they should be the masters of melee combat shouldn't be the damage, but because they survive everything.


Counterattack - Because survival is their ultimate goal, it shouldn't be attacking. They should punish their opponent when they make mistakes. So much so that their counterattacks should deal more than their regular blows. Counterattacking should be their main combat method.


What unique abilities?


Advanced Meditation - I do not agree that TKAs should be the only fighters who get meditation. It is an integral ability that all melee fighters be able to prepare and clear their mind before combat. However, they should get an advantage in that they get bonuses with their meditaiton as this is should be a very basic tka ability that should improve


Should add what advantage or asset in group combat?


Masters of Survival = Best tank


How could/should they interact with other professions?


They fight, what else do you want?


What interaction / dependencies should exist with other combatants?


They should be the masters of survival, not damage dealers. Their counter attacks should be deadly, but untimately, unreliable in comparison to that of other fighters.


What should be their unique role in the Galactic Civil War?
None per se.

Elgand
Tue Feb 17, 2004 1:48 am
#119

/agree with vonbloodworth. OMG YOU GUYS ARE COMPARING YOURSELF TO JEDI!!


You think you should be able to do jedi moves: thats something that makes JEDI a unique experience


You think you should be able to keep the jedi in check: thats something that makes BOUNTY HUNTER a unique experience


You think you should be able to dodge the best of all classes: thats something that makes FENCER a unique experience.


At least you dont think you should be able to train you pets in the great art of teras kasi.


Your already the strongest melee profession in game (besides def stackers) and you want more more more. I cant believe you think that fist's should be able to anything and everything. Im suprised you didnt ask for longer range and the ability to fly.


My 2 cents, flame away.





House Located at -2883 -4596 Outside Bestine
Elgand Thornfeld
Previous Professions: Avenger Creature Empath, Master Artisan, Master Scout, Master Ranger, Master Architect, Master Marksman,Bladmaster. Current Prof's Master heavy Swordsman, Master Doctor.
SeTSwiPe
Tue Feb 17, 2004 6:54 am
#120

You think you should be able to do jedi moves: thats something that makes JEDI a unique experience


You think you should be able to keep the jedi in check: thats something that makes BOUNTY HUNTER a unique experience


You think you should be able to dodge the best of all classes: thats something that makes FENCER a unique experience.


At least you dont think you should be able to train you pets in the great art of teras kasi.


1)TKAs have been known to fight Jedi on equal if not better ground

2)They should not keep jedi in check but should be able to take Jedi Knights (blame lucas for agreeing, not me)

3)Fencers should get BLOCK as their unique ability, not dodge. Swords are smaller and faster than swordman weapons and Pikeman weapons, hence they are the quickest to move that skinny little piece of metal to block. You could argue that Block should be pikemen, but Pikemen are getting multiple enemies in one swing as thier unique so fencers should get this
ormavon
Tue Feb 17, 2004 10:26 am
#121

Ok, i will admit, i am no TKA, but i have seen way too many in action, and way too many friends are one, and i can spell out what their combat roles are and their interaction with others is right now: KILL STEALERS!


In terms of KD and raw dmg dished out, no other one class can deal out as much damage as a master TKA in as fast a period in time. I don't know how many times in game either me or a group of friends starts to attack something in a cave or somewhere, a TKA on the opposite side of the dungeons comes running over, gets their, and still does more dmg then we do even though there's 3-4 of us. I'm sorry, but everyone who is saying TKA needs more resists or needs this or that, all i have to say is you guys need a nerf. Hell, i am a carbineer, the worst combat prof in the game, and even with how bad we are, we still got a nerf, and yet TKA is the obvious best profession, for PvE at least. In my opinion you guys are already fast, there's no reason you should be dishing out nearly as much damage as you do. Talk about trying to balance out the profs Devs, its about time you started looking here. It just doesn't make sense that you are trying to stop many other profs from being able to solo and have not even touched TKA. If you want a tanker, that should be a ch's job, a TKA should be fast, nimble, and though maybe not really high amounts of damage, morep recise hit damage (say like damage that goes through armor). In other words, make a HUGE reduce in the damage that a TKA does, but to make up for it, when a TKA attacks an opponenet of any kind, there hits ignore armor all together (or i guess just say their hits have AP3 or something, i don't know). But the TKA should not be a tank, i'm sry, but they shouldn't. Hell, the TKA seem more like jedi then the jedi do. the force of will ability should be a jedi ability, not tka. And there are others, TKA is the non-holo-grinders jedi; you get the feel of the jedi without the force powers or lightsaber. Fix this prof and stop making multiple profs function the same. If you want TKA to be the tanks, then just get rid of ch all together, cuz its a worthless profession as it is right now, since melee players that are buffed are extremely better tanks than any creature you can control.


Myzary13
Tue Feb 17, 2004 10:42 am
#122

you just jealous, tk should stay exactly the same with a few better def mods vs kd/dizzy mostly and thats it. They are 1 of the most balanced professions. Matter a fact all melee professions need higher def(providing they actually take out stacking)



Serpentor
ormavon
Tue Feb 17, 2004 11:21 am
#123

Jealous is far from the truth, i want balance, which is obvious most people who go TKA do so for one of three reasons:


1. they like the feel of the prof (in my experience, this is rarely the case)


2. they want to the best attacker they can, and deal the most damage- very common reason


3. their former prof got nerfed, and so people naturally turn to profs that are good that haven't been nerfed- very common reason



I want balance for all the combat classes, and if TKA remains the same, then ranged combat profs should be made better, not nerfed. SW universe should be predominatly be about firefights, not close quarters, in case you people have not seen the movies, other than jedis, when do people ever run up and beat people up with their fists and feet. NEVER!!!


It is not appropriate in this light, that a master tka can steal a kill by himself from 4 master ranged combat profs. No one prof should be able to out damage 3-4 players, period. And if you really disagree, you have demonstrated you have no desire for game balance, but only to be the uber gamer with the best character.


AH
Tue Feb 17, 2004 3:07 pm
#124

OK, all you NERFERS need to calm down. i with agree with most of your ideas concerning balance, but not through nerfing, i agree that TKA has no business contending with jedi knights/masters 1 on 1,andI alsoagree that tka is a powerful profession and others are lacking behind, but instead of calling for a nerf about a profession you don't play, push forpositve changes in your own profession. Besides TKA is byno means perfect for many of us that currently play it.Nerfing only leads to a bunch ofpist off players. This game has a lot of unresolved issues but constantly decreasing the enjoyable qualities of one prof to satifies those jaded with the faults oftheir own won't get this game anywhere.


i can't speak for the profession of those crying nerf on this form, but as a master TKA i can say a bit about where tka could use improvement and potential areas of grow in content:


1. TKA's need more than one damage type. with all the protection on kinetic damage it would be nice to have another type. fitting with what TKA's do (use our hand and feet as weapons) stun or restraint damage would be a greater addition. to accompany these damage types we could get different types of knucklers or gloves to use as additional weapons to activate new damage types.


2.TKA vs jedi content would be nice but this does not mean making TKA as uber as the jedi, What it could mean is that in groups TKA could get jedi missions, maybe 3, 4, or 5 to get a jedi mission.


3. Force of will seems to be useless, the 2 times i've used it i've had to clone, when i saw a friend use it he woke up but with 200+ wounds toall ham bars. Maybe a better way to useFOW could be to make it a way to revive from death blow at a high wound cost instead of a way to get up faster from incap. it makes no sense to use it onle to getto end up cloning anyway.


4. As far aTKA role i agree with what most TKA's post here have said. TKA's should be very fast and selfsufficient in most combat situations. they should have a high dodge, counter attack (a counter that actually deals decent damage in return), andgeneral meleedef.Damage should be about the same as now or a little weaker, but not drastically. (i see all mastrer elite brawler prof dealing damage in a similar range 1000 to 3500 depending on prof and specials being used, pikeman at the high damage end with slow speedand TKA at the bottom of damage with a high speed)


finally i would like to say that i agree with balance,and thatall professions need to be fun and rewarding, however nerfing will never achieve this. so instead of b****ing about howanother profession should be taken down a notch, seek to positivilly make comment about how to improve your own prefessions.


ScyoGrask
Tue Feb 17, 2004 3:14 pm
#125

Most of the people here are just trying to get some more fun out of the TK profession. We compare ourselves to Jedi because in AU Teras Kasi fight Jedi. Its like telling Bounty Hunters not to compare themselves with Jango/Boba Fett. I believe the profession is fine the way it is, but we of course need some stats tweaked. What I would like to see is a Teras Kasi Council, or something along those lines, perhapsa Teras Kasi order that hunts down Jedi. When you take up scout, they give you a + damage to attacking creatures, why cant we get a +damage to Jedi if we're meant to fight them in the Star Wars Universe. Why should we be denied our purpose? Bounty Hunters get to hunt bounties, commandos and ranged players deal the most damage while us as Teras Kasi are the most balanced melee fighters.


Think about it, Commandos, pistoleers ranged players, and even all of the melee professions, with the exception of TK, were not formed to fight Jedi. That should be a perk granted to the TK.


Scyo Grask

2-2-2-2

Teras Kasi Novice
BatosaiB
Wed Feb 18, 2004 1:13 am
#126


I would Like to see if TK masters can get Bleed or Heavy Wound specials, I mean In PVP now that Decay is removed everyone is out with a 80% kinetics and even If I KD and Dizzy them I can hit them for 20-35 max and he gets up in 10 secs lol If we get bleeding we can deal with these People. Also I support the fact that TK need to be role playing too, I mean what are we trained for in the first place? I want to hunt Jedis Like Bounty hunters. Wait and see when Jedi's run around like ants!!! someone needs to balance them right? We can team up with Bounty Hunters. Make it a team work !! Make a Master BH and Master TK team up to get harder Jedi missions!!! Also like to see If we can use some Force powers (not Jedi powers the ones we get hit while fighting Night Sisters and Singing Mountain Clan) like Force Fatigue (like a 1 min 300 fattigue on all stats) these will be neato!!! Also see lots of Wookiees like me in this class because we dont have armor so give us a bonus or something so we can survive longer


1- Give us DOT DMG PLZ!!! (Bleed)

2- Make KD/Dizzy work more often (as a master I miss 80% not an acceptalbe ratio)

3- We need +dodge (I have to chase people running with Pistols to get them that will help balance that)

4- PLEASE ADD A NEW ATTACK STYLE TO TK!!! the spining attack is good but not cool anymore



BLE BLE BLE BLE THATS ALL FOLKS!!!



Batosai-x
~ Master Swordsman ~
~ Master TKA ~
" And there was much teasing.............."

Fireborne
Wed Feb 18, 2004 6:25 am
#127

1) Teras Kasi are the front line. The first ones into a battle and the last ones out.


2) Teras Kasi should have the best defenses of any professions except jedi and share all the best melee attributes.


3) Teras Kasi should have the fastest most wide array of unarmed melee attacks available. Where as they should not inflict as much damage as a heavy swordsman, their speed should be a great deal faster. And have alot more diverse styles and attacks to choose from. Look at how many forms are needed just to get above a white belt in real life.


4) Teras Kasi should have the best defenses of any profession except Jedi. Just as martial arts masters and grandmasters hone their skills and reflexes in real life, so should the Teras Kasi artist. A master TK should be able to evade 50% or more of any ranged or melee attack. A kung fu master or Bruce Lee in his prime could sense a blow before it struck and snatch arrows from the air when shot at them. And lets not forget "The Last Dragon" where he caught a bullet in his teeth.


5) Teras Kasi should have the unique ability to channel their chi (life force energy) instantly to aid in defense, healing, or to add damage or penetrating power to an attack. Im not suggesting they be given a "dim mach" or death touch, but if such a thing is possible in real life then a TK master should be much better.


6) TK's in group combat should draw attention away from every other player in the group. When attacking as a group the TK's should automatically grab the sole attention of any mobs in the fight. Thus leaving all other professions free to attack without fear of counterattack or getting hit.


7) TK's interaction with other professions should be limited, all unarmed martial arts sects of the past always kept to themselves, high atop mist covered moutains, locked in monestaries.


8) Some kind of modifier defensively or offensively for any profession based on the other professions in their group or other enhanced attributes for going solo. For example, 100% more faction points for those that arent grouped than for those that are, or healing modifiers for groups with a master doc with them.


9) Teras Kasi should be more involved in keeping jedi in check like their original puropose intended. Like internal affairs are the police for the police, not evil or bad, neutral until someone commits a crime. Teras Kasi should roam the galaxy in search of injustice and wrongs to right. Like Cain on the show Kung Fu. But as in all things, there is a Yin and a Yang, a light and dark side. Dark TK's seek wealth and power, and find much of both in serving the empire in its hunt for jedi, where as light tk's are for the most part neutral or aid the rebellion in righting injustices commited by anyone across the galaxy.


Teras Kasi should also have one more step in their training; Grandmaster. This should be very difficult to reach and consist of not only gaining experience but completion of a few quests for "enlightenment". Once attained though, a Grandmaster should be able to go toe to toe with a jedi master.




MATTIAS FIREBORNE
Settbacca
Wed Feb 18, 2004 11:30 am
#128

Try being a wook TKM....and see how "uber" u feel.



Sett'bacca
TacD
Dragoon1500
Wed Feb 18, 2004 12:36 pm
#129

ok boys and girls.......... time to tell you how it should be done.... the right way......... tka are very strong....... in close combat thier techniqes though less damaging basically obliterate ones status........ and the fact they can keep dishing it out over and over it again at high speeds means theres no need for improvement..... as for better defence..... you want better defence........ then like all the other people buy armour....... wts....... is armour there for just our veiwing pleasue.......if they use armour..... then you use armour...... and finally as a defined role...... they should allow archetichts to build arenas and or stadiums....... and tkas can doa "boxing" type of mission....... and also allow for duels and what not...... plus the arena idea can allow for not just tka missions..... but all classes willing to fight high end fighters for exp and money...... and thats the way the cookie crumbles
Dragoon1500
Wed Feb 18, 2004 12:40 pm
#130

ohhhhh yeah i forgot to mention......... tkas should not be able to take down a jedi cuz jedis are supposed to be super strong....... and tkas should be given stances....... and stances would allow a custom variation to attacking..... allowing people to hit harder but slower increase speed but slower do more wound or stauts dmg or even it out....... so this would quit people from whining about tka having a small range of attacks...... and thats the way the cookie crumbles
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