Development Cycle Archive
Thread: IC 1-16: Combat Roles; Teras Kasi Artist
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)
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.
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.
How bout you make Jedi more like TKA and TKA less like the way Jedi should be.
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)
Message Edited by Jeassa on 03-01-2004 05:38 PM