Development Cycle Archive

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

Ohob
Mon Feb 23, 2004 5:54 pm
#144

make TKM harder to get, be it more xp, portions of other professions (master brawler for example) or more skill points (this goes along with TKM being second to jedi, if we are indeed to be this powerfull, we should pay the price).


get rid of VK's. we are unarmed, why do we have a weapon?


reduce our damage output for non-special attacks.


give us a much better defense, (like fencer) when we are not using specials, but open us up to damage when we are using specials.


on a side note, let us use other attacks from other brawler proffesions if we have also mastered them (ie fencer), or vice versa, allow a fencer to use tkm moves, but only if they have both been mastered. (ranged proffesions can do this, look at pistolier/smuggler)




Vegitaa
Wed Feb 25, 2004 4:19 pm
#145


A little background. I am Zabrak


Teras Kazi Master by choice not due to any holo hunting or PvP templating.


I am TKM / Doc 0440 / Carbineer 0030


Imperial Warrant Officer 2, I currently am walking around in a full suit of StormTrooper Armour paid for in faction points I earned running missions (not purchased from a Smuggler)


I have been in game 6 months, I have 64 badges, completed all themeparks, live in a player city, I own a guild hall, and I am constantly trying to help new members as well as complete more static and Player content events. I'm not trying to brag I just want to establish that I have played the game as both heavy PvE and PvP.


I will preface this by stating that I believe that we are one of the few "working classes" we do not need any wide reaching fixes nor do we need to be nerfed. I believe (and I pray) that the major new combat pass will fix the other classes and bring them up to speed with us so we can stop defending ourselves against NERF herders. I am a content hunter and part time role-player (Thats the reason for the Storm Trooper setup). I know a lot of work is going into changing things soon and I would like to add my 2 cred's as well....


What defines theTeras Kasi Artistrole in combat?


Teras Kasi is the stand-alone self-sufficent warrior. We rely on our skills and our talents above all else. Armour tends to slow us down too much so our skills enhance our resistances to a livable status. In hunting groups we can provide the frontline static that allows the ranged professions the breathing room they need to use their specialized skills. We are the linebackers of PvE so to say.


What basic combat elements should they possess?


Our ability to close and engage should be paramount. Currently all it takes to get away from us is a little /burstrun action. Then we are kited and wiped out. This is not always the case but often this takes place in PvP. We should possess an ability to "slow down" a target with some form of state attack. Not another knockdown, more like a blind or dizzy. In otherwords a "leg hit" type of attack that causes a limping state so they cannot burstrun while limping.


What offensive abilities?


Our current Offensive abilities are sufficient I believe. We deal out alot of damage in a short period of time, which is kept in check by the mind costs. You can start out on Muon and power boost just hammering into critters with your knucklers but once you hit that downer you better drop the knucklers and start backing off a bit. TK's do great bonzai runs but after the first few minutes of action we need to back up a bit. I see this as good balance.


What defensive abilities?


Considering the way that armour drags on our mind pools we do not get the benefits of armour in the same ways as many other classes. The current state of things in regards to our toughness bonuses is also sufficient. Maybe it could use a little tweaking up or down but I think we're pretty balanced at this point.


What unique abilities?


Force of Will needs to be fixed, Power Boost seems pretty ok at the moment, our ability to place multiple states on targets is one of greatest assets. I feel that adding a limping state to a target would be nice so they can't burstrun from us and kite us to death. I feel we have a lot of unique skills already so I really don't want to add any more to fuel the NERF cries.


Should add what advantage or asset in group combat?


In group combat as I stated above we should be a line-backer type of class. ABle to hold the enemy back while the ranged professions pick off the targets. This would assist in the development of tactics. I currently have a TKM friend that runs interferance for me so I can use my carbine abilities.


How could/should they interact with other professions?


As above, run support and interferance for ranged characters. Also I believe that we should have a more active role in the Jedi arena. With the mass amounts of Jedi running around I believe ours should be a class dedicated to policing their ranks. As stated before the expanded universe makes references to TKM's keeping the rogue Jedi's in check. Currently I thinnk TK's would be appaled at the behavior of the current Jedi's and would immediately start thinning their ranks. Jedi are supposed to be rare... there were only 3-4 alive in this time period to my knowledge not the 100's that exist in game. TK's were also supposed to be rare but given the current population I think the amount of Jedi's warrants a strong TK presence. (Got lots of Mice, you need more Cats)


What interaction / dependencies should exist with other combatants?


Interaction wise I think we should be able to use an equivalant of a Bounty Hunter terminal, or even a static NPC (Teras Kasi high lord) that would be able to dish out Jedi hunting missions. We don't get to use BH droids but some way for us to be involved in those kind of battles. Even if they were just NPC Jedi's we'd at least be coming close to what our class was based off of. Dependencies... well... I already depend on entertainers, chef's, smugglers, ranged classes for hunting parties (not really dependant on them but they sure do help!)


What should be their unique role in the Galactic Civil War?


This issue I've given a lot of thought too. There is a missing class in this game right now when it comes to the GCW. Assassins. As I said, we do great bonzai attacks. If there were a way for us to be able to pick up assassination missions I think it would advance the roleplay of our class a lot. As a TKM we cannot get into the BH investigation tree hence no such thing ingame for us right now. As an Assassin we could infiltrate bases, sneak past covert scanners, get up close to a target and engage. GiveImage Desiger the disquise skill that they want so badly and make it a consumable usable by TKM's only (maybe BH's but thats debatable). It could be a relatively easy way to add more content for our class. It just uses the same kind of mechanism as the BH Investigation line just different way to implement it.


So that is what I think. I also would like to add that I like that the Dev's are actually giving us the oppurtunity to voice our opinions about the way the game is played. I think that by the time we get to the 1 year annivesary of SWG it will be an almost completely different game.




There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


Renairdor
Wed Feb 25, 2004 5:20 pm
#146

Hmm, I've played most combatprofessions to mastery. I agree with a number of things said here, but then here is one problem I have with current TKA:


The number of skill points for what you get.


I think TKA is great, but I don't think it should be so easy. I mastered it in 3 days or about 40 hours of gameplay (currently a master pikeman/master brawler/master TKA with some fencer- true tank indeed). For the literal 'handful' of points you can get a uber profession that can devastate most mobs. After a month, it actually has been getting boring and the only 'real game' areNPC Jedi, nightsisters,Krayts and other super high level mobs you are meant to attack with agroup, not solo.


So while I agree with many of the ideas above, I'd rather see something like Master Brawler being required to master TKA, and heck, who knows- something like Entertainer. I have a feeling this will get flamed all to hell by the power gamers, but many are comparing TKA to Jedi- and just how hard is it to master TKA, using how many points, compared to Jedi? And should TKA completely devastate a BH who has spent more then twice as many points as you to master?


I see all these arguments about how great the TKA are in the expanded universe, but come on folks- how many TKA/Doctors (or Insert Master Here) are ever mentioned in the expanded universe? You are TKA, and maybe a bit of scout or basic support skills, but there sure wasn't time to learn or study more. Increase the skill point cost and requirements and I fully support TKA in their current form.


I was even a TKA/Doc for a while, talk about a 'overpowered' combination. TKA alone is not bad at all, but the fact you can stack it on Rifleman, CM, Doc or whatever is one of the main reasons folks cry Nerf. A TKA/Doc just puts his mind to max, self buffs, then can meditate for another 5500 or so in all three stats. High unarmed toughness, damage mitigation, center of being etc... and the ability to heal oneself of ALL wounds via meditation. Now I'm thinking to do TKA/Rifleman. Insane up close, insane at ranged. And ability to recover from incap , recover automatically from knockdowns and awesome defences.

GalaxyGoth
Wed Feb 25, 2004 5:27 pm
#147

testing



www.venjamafia.com

Looking for a few good Gangsters...
cyberotter
Wed Feb 25, 2004 8:32 pm
#148

i see the problem here is defence stacking with tkm (among other things)

but i think it is a mistake making every profession have a damage mitigration... i mean should a commando take as much damage as a rifleman? wouldnt the commando be more hardened then a wussy rifleman?



NERF BUFFS!!!!
"why back in my day when u threw a grenade at somebody by gravy they died" war veteran
bigblade
Wed Feb 25, 2004 10:00 pm
#149

HOW COULD/SHOULD THEY INTERACT WITH OTHER PROFFESIONS


Well I think its a shame that the TKA proffesion's dependancy on crafter proffesions is so weak as it currently is. The potential for expanding both melee weapons and special clothing for this popular class is loosing weaponsmiths/tailors/armorers/BE's a good proportion of the players business.


Why not add some craftable weapons that enhance the 'martial arts feel', and a range of clothing and light armor for TKA only? Enchancements from BE's during the crafting process would utilise their craft, and give variations on a the 'standard' stuff tailors and armorers may churn out.


Many TKA's wear the sun hat, and wear docs dresses etc, yet a range of special 'monk' style clothing is whats really required..


For example :- ninja type outfits (dyeable), monk habits of varying styles, head bands, masks, studded gloves/weapon gloves (weaponsmith/tailor collaboration?), shadow suits (that camo you from other players if you stay still, or on the radar).


Also craftable items that are used up regularly to produce a 'trance' like combat state, similar to the camp would be interesting, but maybe called a shrine or something more swg suitable. These could be made by artisan, and used just prior to a battle.


WookFu
Fri Feb 27, 2004 11:30 am
#150

How bout you make Jedi more like TKA and TKA less like the way Jedi should be.



atone48732
Fri Feb 27, 2004 12:16 pm
#151

how about yes to jedi changes but no to changing TKA to be less like they are now eh?



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
cyberotter
Sat Feb 28, 2004 8:46 pm
#152

tkm needs 1 fix not a complete nerf... make unarmed knockdown cost as much as chargeshot does now, cause thats fair for a complete knockdown dizzy attack that is so overused right now



NERF BUFFS!!!!
"why back in my day when u threw a grenade at somebody by gravy they died" war veteran
cyberotter
Sat Feb 28, 2004 9:16 pm
#153

"

How could/should they interact with other professions?


As above, run support and interferance for ranged characters. Also I believe that we should have a more active role in the Jedi arena. With the mass amounts of Jedi running around I believe ours should be a class dedicated to policing their ranks. As stated before the expanded universe makes references to TKM's keeping the rogue Jedi's in check. Currently I thinnk TK's would be appaled at the behavior of the current Jedi's and would immediately start thinning their ranks. Jedi are supposed to be rare... there were only 3-4 alive in this time period to my knowledge not the 100's that exist in game. TK's were also supposed to be rare but given the current population I think the amount of Jedi's warrants a strong TK presence. (Got lots of Mice, you need more Cats)


What interaction / dependencies should exist with other combatants?


Interaction wise I think we should be able to use an equivalant of a Bounty Hunter terminal, or even a static NPC (Teras Kasi high lord) that would be able to dish out Jedi hunting missions. We don't get to use BH droids but some way for us to be involved in those kind of battles. Even if they were just NPC Jedi's we'd at least be coming close to what our class was based off of. Dependencies... well... I already depend on entertainers, chef's, smugglers, ranged classes for hunting parties (not really dependant on them but they sure do help!)"


uh yeah... this would be really TERRIBLE FOR THE BH WHO ARE SUPPOSED TO DO THIS ALREADY (key word supposed WE SUCK)




NERF BUFFS!!!!
"why back in my day when u threw a grenade at somebody by gravy they died" war veteran
NotoriousWookie
Sat Feb 28, 2004 10:35 pm
#154

just nerf them til there **edit**, since there homo, and everyone who is them is pretty gay its like let me go jedi na tahts too hard ill just get comp armor and tka and ill own jedis, wow ur a homo if u do that , many people do taht which is freaking gay NERF IT, man with fists vs sword,=instant death vs. gun =instant death, ok should be weakest profession but is strongest, explain this, get rid of there kd or there dizzy dont give them both, there gay, nerf there speed, fencers are supposed to be faster, nerf there dmg they shouldnt be doign 3k dmg, ok basically i think the whole profession should be erased and replaced with an unarmed profession that is 2nd fastest 2nd weakest above fencer, 2nd highest defense above fencer than it will be good, not strongest, highest defense, and fastest tahts homo nerf these biatches!



Old Days....Nostalgia is the best feeling isnt it?
tometaophion
Sun Feb 29, 2004 11:16 pm
#155


"I have forseen it"


"twilight is upon me and soon night must fall"


And so shall I begin the slow but sure departure from this game I have begun, since at last realizing the devs have insured a certain set of professions must always win in player competition. This is in no doubt due to their own status as hopeless diehards of a riduclous and pathetic sort. It is of my understanding that their calls to continuity are calls to the extended universe. That lovely EU, a place where aliens run the Imperial fleet in a xenophobic Empire, where Luke Skywalker becomes evil, Where Boba Fett is god, and other complete trash. I tire of it all.


For the preparation of a sudden influx of Jedi caused by the weaknening of the Jedi sytem, relegating it to 'quest' based, ie easily exploited, and subject to complete domination by those that use cheats, hints, and other bull to advance themselves in a game designed to be fair, the devs have begun the vaunting of the natural enemies of these exploitative and lifeless fools, most notably the empowering of the Bounty Hunter and TKA. I am often told of the weaknesses of the bounty hunter. Their weakness is supremely this, that against a prepared opponent that one cannot dispatch in quick and tricky ways, one is a gonner. I believe this is subject to the movies indeed by the deaths of boba and Jango, but that is pure speculation.


The TKA has no weakness. The developers really thought a majority of people would not notice. And Among those TKA who begged and required they be made as strong as Jedi to emphasize continuity , they were constantly and still are constantly given that 'continuity wink' to insure they will always reign. their is no kinetic disadvantage. I posess 80% across the board composite, and 39% stun resist helmets. I also have several shield generators of differing uses. The 2 hand powerhammer, the bh llc, the pikeman vibrolance, the fencers stun baton, all are equally as protected in effect and proportionally as the TKA attack. The difference in pve is a completely different subject. 166 0f 749 listed creatures at www.swgcreatures.com have kinetic resists greater than 30%. The Mitigated DPS of TKM against players is 350, indeed comparative to Rifleman, BH, Some Carbineers. The DPS is 452. Except the speed mod of a TKM is 115 compared to Swordsmans 70. The Result is that TKAs are faster and deadlier than any combat class in the game, including rifleman, and BH. TKA hit the head harder than a swordsman, hith the legs harder than a carbineer or pikeman, and hit all 3 ham bars resulting in an associated dps greater than any weapon in the game.


The most deadly moves of the TKA are giving high delay mods, this does not affect their speed which results in all attacks being performed at 1.0 speed. The result is that their is no careful decisions regarding which attacks to use. other classes, particularly the slower swordsman and pikeman are delayed severely for example ALL TKA attacks, even those at 3x Dmg modifier and 4x time modifier are delivered at 1.0 speed. The Swordsman headhit3 at 4x dmg and 2.25 modifiers arenders a dps less than the TKA, making the TKA the premier head hitting profession. swordsman attack speed with this attack with the above super fast hammer is 2.1, resulting in a dps adjusted for AP after mitigation of 633, compared to the TKA dps in attacks against the head of 1400DPS. The 'delay mod' is meaningless to the TKM, it is a very important factor for all other combat professions.


The disarities in the TKA vs all other class is plainly indicative and represents an undeniable wish of the developers to include an elite class among classes for the 'truly adept and with a clue' to play, whilst they attempt to hold back their laughter at the propensity of other people to navigate to classes they for some reason enjoy yet are hopelessly underpowered. TKA are self sufficient doctors, masters of all forms of martial combat, masters of all form of targeted attack, masters of all forms of defense, in all categories(toughness is all too often overlooked), so on and so on. What follows are my premonitions of the various changes to occur to the combat system to insure a complete ease for Jedi in all combat situtious they may enter completely without fear or repurcussion except against the TKA, in the following changes.


1. A complete removal of the bleed system. This change was supposedly implemented to insure against players bleeding creatures much over their level. Irregardless of the capacity of a group to attain such loot as dropped by these creatures, or a single person to attain such loot, the loot is attained, and introduced to the market with similar ease by a SINGLE person, whether that person be alone or the lucky recipient of the groups efforts. The existence of conceal shot though slow, yet indeed faster, and completely without the creatures attention, than bleeds at a slightly higher dmg modifier is indicative of the fact that pve was not the driving concern for this change. TKA do not have bleeds. Other professions, not acting in terms of EU continuity were able to challenge the 2x disparity in TKA dps with targeted bleeds, in some cases actually defeating them. Commandos were incapping repeatedly after applied flame dots, causing complete wounds to the person, arendering them in medical centers, for, depending on doctor presence, a VERY long time.


2. Healing Of The Mind Pool- Swordsman/Rifleman inaccuracy, and slowness was answered by the fact that they hit an unhealable pool. Often the downfall of TKA is to overuse specials making their mind quite low. The ability of Rifleman and Swordsman to exploit this weakness, and actually defeating them, will result in the removal of the unhealbility of this pool, resulting in Doctor/TKA becoming the most daunting profession to face. Entertainers will become and remain useless, as the healing of the mind pool, will also accompany abilities by doctors to heal mind wounds. This is to facilitate a reliance on special moves and not on HAM, a reliance that will completely vaunt the lord of special moves, TKA, and the lord of special abilities, the Jedi, and completely remove the ability for targeted professions, whose weakenss of slowness and inaccuracy and characteristic low defenses, balanced their ability to strike mind. The current power of the Rifleman is in keeping with the state defenses of pistoller at 4 times that of rifleman, the state effects of carbineer and Bh. The rifleman state changes are wholly useless, their advantage raw power and speed, against a pool that will soon be healable. The advantage will shift from ham attack rate or power, to special moves, which many classes have none, save those which dmg, at modifiers and adjusted dps LOWER than the more flashy classes.


3. 'Profession Specialization' as mentioned by the devs is quite interesting. What professions do a bounty hunter or tka rely on? the answer is none, they are self sufficient, other classes must 'rely on' other classes as mentioned by the devs in the questions posited in the in concept threads. The combat changes, shall assure completel domination by the jacks of all trades, masters of all TKA, BH, and Jedi. The rest should shut up and watch.


4. The vaunting of certain classes is a subconscious conspiracy of the Devfor the insured suitability of their own preferred play experience, in particular with regards the professions that they enjoy playing.


5. The new 'ham bar' idea if accepted and indeed the way combat will occur, will ruin pve and pvp. The changes to the 'creature catalog' will reequire groups to combat a vast majority of creatures in the game, including common creatures found on the more dangerous planets. Fighting in groups is precarious, particularly as sony technology is notoriously pathetic, and all group endeavours, even 30 in a cave, are all too laggy to play competitively.


6. The inability to strike with surprise, power, and quickly deal death to an opponent in pvp, will result in longer combat, presenting more opportunities for group TEF. Combat will be extended and boring, an exchange of standard attacks, a flurry then of knockdowns, state change effects, and a general orgy of wasted stims and other items, due to the extended nature of the combat system whose mind weakness was newly striken. This will no doubt drive the economy but will not present opportunity for a reasonable interest in pvp to be aroused, for their is no clear strategy, save the overemphasization of special attacks, of which some classes have few, and the matching of your combat profession with doctor.

atone48732
Mon Mar 01, 2004 8:22 am
#156


*** Please do not flame.

Message Edited by Jeassa on 03-01-2004 05:38 PM



Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
Page 12 of 15