Development Cycle Archive
Thread: IC 1-16: Combat Roles; Teras Kasi Artist
I had to add this after seeing Takiva's "5star" post.
I would like to quote this line to make my point.
Takiva wrote:: We have devoted our entire lives since childhood to the mental arts that allow us to do things most non-jedi would only dream of. We can heal ourselves faster than normal people, resist effects and heal them, boost our mind and body beyond the normal abilities.
This is the point I was trying to make. If they dedicate more time to their profession then why is the cost the same?
You want the class to be the;
Fastest
Most Accurate
Highest Defense on all accounts
Most effective State attacks
And then Medium damage
You're not giving much up there are you? But, actually,I agree.
At the moment the TKprofession is superior to all other melee. There is no arguement there. Are they theforce that Jedi need toreckon with? No, not in my opinion. Should they be, Yes but not so they make all other Melee classes redundant.
Ifyou intend to make them that way then there should be acost to it. Make theTK profession requireMaster Medic and Master Brawler. Todemonstate an understanding of how to heal as well as how toharm andknowledge of all weapons. This willlimit what the character can doin additional professions.
Or don't you find it odd that so many of these Teras Kasi, who dedicate theirwhole lives to their fighting art, also find time to become Master Commando's as well?
Much of this response is based on the following rankings (1 highest, 4 lowest). Damage soak is a combination of Toughness and Armor type (i believe in armor certs). Damage avoidance is Melee Defense and "Dodge" type abilities.
Damage output: Pikeman 1, Swordsman 2, Fencer 3, TKA (base) 1 / TKA (buff) 1.5
Damage soak: Swordsman 1,Pikeman 2, TKA(base) 3, Fencer 4 / TKA (buff) 1.5-2
Damage avoidance: Fencer 1, TKA 2, Swordsman 3, Pikeman 4
Specials: Pikeman would be masters of damage output and have a variety of AE attacks and damage types. Swordsman would be your standard vanillatank with both good damage and soak. Fencers would be your "states" or debuffing class. Finally TKAs would be your multi-purpose fighters. By using their special self-meditations they would be able to increase their damage output or their damage absorbtion. If in a party without a tank, they could meditate their Damage soak up. If already with tanks they could increase their damage output to around that of a swordsman. In addition they'd have 2nd rate Fencer state debuffs.
What defines theTeras Kasi Artistrole in combat? The basic role of a TKA in combat should be as a "support tank
What basic combat elements should they possess? Good damage avoidance, good damage if the situation permits, or good damage soak if situation permits, and decent debuffs.
What offensive abilities? At their most basic, TKAs would have the worst raw offense given they have little to no weaponry. However, by using specials they could increase their damage output including increasing their level of Armor Piercing.
What defensive abilities? Defensively the TKA would benefit from high melee defenses and dodge abilities. Added to their ability to increase their damage absorbtion, and they become a very adaptive and formidable warrior.
What unique abilities? TKAs can draw from their inner spirit and focus it towards increaseing their abilities in either offense or defense, making them the versatile warriors.
Should add what advantage or asset in group combat? Fill in any gaps in the parties abilities, be it tank, damage output, or debuffing.
How could/should they interact with other professions? As a support.
What interaction / dependencies should exist with other combatants? The TKA would be the ultimate group member, but given their ability to only focus in 1 direction (offense/defense) their soloing ability would only be as good as that of a swordman or pikeman.
What should be their unique role in the Galactic Civil War? nothign any different from the other 6 base combat professions.
2.)What basic combat elements should they possess?
3.)What offensive abilities?
4.)What defensive abilities?
5.)What unique abilities?
6.)Should add what advantage or asset in group combat?
I haveonly one problem withTKA as they are a valuable asset to any group and the game itself.
How can they hit from 35m? And dont gimme that internet latency crap. I've heard it all before. All that does is help us with broadband and punish those with slower connections.
TGIFWknight, a couple things you may want to keep in mind...
1) This is STAR WARS... it isn't real.
2) This is a STAR WARS game... it isn't real.
This is a VIDEO GAME based on an ACTION MOVIE.
In the real world, we don't have ray guns, wookiees or Death Stars. You're also more likely to hit something with a gun the closer you stand to your target... in SWG, "Real Player" or not, the OPPOSITE is true. So for goodness sakes man, DON'T get within melee range!
A pure Teras Kasi artist, even a Master, can NOT hit you outside of 15m - not for love or all the credits in the Emperor's vault. A ranged fighter's greatest asset is RANGE - use it! Every player comes with a built-in defense against Teras Kasi; they're those things dangling from the end of your legs called FEET.
Seventhfret, see above response. I don't know what the heck is hitting you at 35m, but it sure as heck isn't a Teras Kasi artist. That said, internet latency is and probably always will be an issue in online gaming - short of a turn-based (not real-time) system, we all have to live with it. It's the nature of the beast.