Development Cycle Archive

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

Toknight
Sun Feb 01, 2004 4:47 pm
#66

I strongly disagree with the statement that the Teras Kasi should have the lowest DPS. I agree that we should be fastest and have the most status attacks, but that should not be our only strength. I think we should have a verycompetitive overall damage output but no bleeds or other form of DoT's and perhaps no secondary damage type. I think the bleeds and fast speed more than compensate for the high overall damage because bleeds can do a very large amount of damage under the right circumstances and reliance on fast hits means that they need to get multiple hits in making them less effective against fleeing opponents (if allowed to keep running - this can be seen in the current system) and making the toll much higher when using specials because more moves means more HAM cost. Also, because Teras Kasi is somewhat like the odd-man-out from the base professions (if you look at the other brawler elites and the 3 marksman elites, they follow a distinct pattern while Teras Kasi doesn't fit into it) I think it would be best if Teras Kasi had Master Brawler as a prerequisite and was made a little stronger than the others.



Parasite (Tarquinas)
- Teras Kasi Master / Creature Handler / Fencer -
Ocaigann
Sun Feb 01, 2004 11:52 pm
#67

What defines theTeras Kasi Artistrole in combat?


Their role is as a tank, taking damage, dealing it out.


What basic combat elements should they possess?


They should specialize not so much in power, but to cripple foes and hit certain attributes with precision striking.


What offensive abilities?


Should be the weakest melee profession, but fastest.(Somehow, I think hitting someone with a sword is going to hurt more then punching them, but it doesn't seem to be that way yet.) Can put on many status effects and deal damage at the same time.


What defensive abilities?


Since they are not weighed down by a weapon, they should be able to block, dodge, and counter hits with ease. Also should have high toughness mods, ranged, and melee defense ones. (On par with other melee.)


What unique abilities?


Able to boost power briefly, and meditate for enhanced recovery.


Should add what advantage or asset in group combat?


The TKA can be a good distraction for a tough foe, since they last so long, with their high defenses and dodging skill.


How could/should they interact with other professions?


They shuold rely on harder hitters, to help them with the job of dealing damage to dispatch a foe quickly.



What interaction / dependencies should exist with other combatants?


The TKA may need healing every now and then during an intense fight, so medics should be handy in case their lifegets too low.


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


Fend off enemy forces as a distraction, so that allies can get to their goal without hinderance.
Ocaigann
Sun Feb 01, 2004 11:55 pm
#68

As of now, I feel TKA is very close to being balanced, All it needs is a few damage tweaks, and a little fixing with moves like Knockdown 2. (Since right now, you basically win if you can get that in on your foe, since it takesforever for them to get back up. I think the dizzy should be very brief, like with BH's Fire Knockdown, which only lasts a few seconds.)
KaiaSowaPit
Mon Feb 02, 2004 2:16 am
#69





Is it just me or does anyone else find it rather peculiar that as a profession

designed to keep Jedi 'in-check' our kinetic-only attacks are virtually useless

against high-level, Force weilding opponents such as the Nightsisters' Elder or

Spellweaver? Yet throw my skinny little, Twi'lek female toon into a brawl with a few

sixty-foot tall Graul Maulers or Gnarled Rancors, and she walks away victorious

without so much as a scratch.


Don't get me wrong, it's good fun giving Godzilla & King Kong atomic wedgies, but

doesn't it seem a little out of place that a novice marksman with a trusty CDEF rifle

poses a greater threat to a Force user than a Teras Kasi Master?

And while I'm at it... what's a 'master of unarmed combat' doing with a

vibro-anything? Are vibro-knucklers simply incorporated into the game to provide

weaponsmiths with yet another customer? I feel a little cheated my 'master of unarmed

combat' still has to rely on a weapon to maximize her performance.


Overall though, nitpicks aside, I love this profession. I prefer solo-play and Teras Kasi is

wonderful at being self-reliant. It's nice not to have to run into town everytime I

get a boo boo, and the mini buffs from powerboosting are a godsend. I also don't have

so much of a problem with 'kiting' - heck, if I were a stormtrooper, I'd run from me

too!


I really hope Teras Kasi doesn't get changed much in future publishes... I'd just like to see our neat little meditation animation return... I miss it!





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Tenant
Mon Feb 02, 2004 3:55 am
#70




There are a lot of posts here asking for the best melee class to be improved further still


I would rather you did one of two things.

Bring the other Melee's in line with TK. We require the same amount of XP to get to master and yet need to be Master Brawler as well to come even close to a TK. We train just as hard for it and at the end are an inferior "class"

Or

Up the power of the TK but also up the skill points it costs to become one.

Everyone is going on about how Teras Kasi should be a match for a Jedi, well the BH class is meant to huntJedi and once you're mastered BH you have 32 skill points left and you still suck in PvP compared to other professions. If the TK want to be (are meant to be)a Jedi counter then make them pay for it in the same way.




An Example.

My Blademaster (Master Brawler) armoured in 72% Kinetic Ubese, will get hit for more inhis Fencingstate than he will if I dropthe armour, swap Gaderiffi for VK and use Teras Kasi. He is 2,3,1,3 in TK. He also hits harder with the VK than with a Gaderiffi (that's with only1 level in power techniques) and faster.


At the moment, with the current skill stacking, I can beat TK in duels. If I were not Master Brawler and did not have the TK skills I have then I couldn't see this being the case. When they fix the skill mods stacking then I doubt I'd have much hope, either.



I have no problems with the TK profession being made stronger still, just as long as they pay more for it.




Well, I told you once, told you twice.
I told you before.
Just 'cause I'm the bad guy, don´t mean I'm gonna lose 'em all
The opinions expressed herein are not necessarily those of my Guild, not necessarily mine, and probably not necessary
Tenant
Mon Feb 02, 2004 5:04 pm
#71



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?








Well, I told you once, told you twice.
I told you before.
Just 'cause I'm the bad guy, don´t mean I'm gonna lose 'em all
The opinions expressed herein are not necessarily those of my Guild, not necessarily mine, and probably not necessary
Athenis
Mon Feb 02, 2004 6:22 pm
#72

I think the profession is great as it is right now....i do not think that the damage should be lowered because they use "precise and accurate"(spelling on precise?) they would do a good deal of damage...sure not as much as the other brawler professions...but still a good amount...i think they should be able to cause wounds with bone shattering attacks and that kind of thing...they should get a bleeding attack, just it would be internal bleeding...although the bleed would not damage much at first it would do more later and progress till they have either 1 health or are incapped...well, that's my 2 creds...have a nice night



Scylla Server
Athenys Stormblood
Fencer

"I remember the first war, the way the sky burned...
The faces of angels destroyed...
I saw a third of Heaven's legion banished...
And the creation of Hell...
I stood with my brother and watched Lucifer fall...
But now, my brothers aren't my brothers..."
-Zao-"Ravage Ritual"
Emod19
Mon Feb 02, 2004 7:08 pm
#73



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.




Emod Ylerian, Master Smuggler


CEO - Corellia Brewing Company (www.corelliabrewing.com)

atone48732
Mon Feb 02, 2004 9:34 pm
#74

I like your damage list but


I feel heavy swordsmen should be the damage dealers but again thats just me


and maybe have pikes do a little less damage then swords but basically be nearly as powerful (damage wise)


TKA should stay at the bottom rung for Melee damage though



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
Mojowookie
Tue Feb 03, 2004 1:30 am
#75

1.)What role should the profession fill?
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?


1.)This profession will be the hardest to balance due to their role in Star Wars. TKAs were seen as the checks to the Jedi balance. As such, they should be very unbalanced in terms of gameplay. The only thing I can think of that approaches balancing for them at the moment is the fact that they can only do Kinetic damage. Their role should be an all purpose brawler with no true mastery in any field.


2.)They are the best overall melee class being able to adapt to any situation.


3.)They should have above average damage dealing capabilities and a variety of state affects.


4.)When their Defensive Acuity is fixed I think they will be just right defensively, though I feel that the current Dodge should be given to them.


5.)Unique abilities: Meditate is so powerful already that I don't feel they need any other unique ability.


6.)TKAs will offer the group with a melee presence that is a multi-threat. He can tank. He can dish out the damage. He can be the supporting melee guy with his state affects. He can do it all and do it well, though not better than all the other professions.



Vilentia Novaflare: Lady Scourge and Warrior Fashion Goddess
~Saving the galaxy in style!~
Doctor/Combat Medic of the Scourge
"May the Fashion be with you... always."
TGIFWknight
Tue Feb 03, 2004 6:08 am
#76

I will be frank with what I got to say.


TKA is over powered and mainly a Load of BS since they even added more stuff to it.


A TKA can kill just about ANY Real Player that is not a TKA even if they have a Buff and all that other good stuff including armor and all in a adverage of 30 to 45 seconds.

That is BS.


I not know what world you guys are from or what fantisy you are trying to live the lies behind, but there is one thing I do know.>>


Not even in the Star Wars Movies could a UN-ARMED Person go up against Ranged Weapons and walk away or have little to no damage done to them while they kill everyone around.


It sounds like a CHEAP ACTION MOVIE when the good guys are being shot at by 50 people with Mechineguns, Missiles, rockets, Genades, and everything else you can think of including Computer Guided weapons and NEVER GET HURT.

You know, like when the Guy has a 9mm Berette with 15rds and yet shoots 200 rounds without reloading while standing in the open against them 50 enemys all shooting at him and yet never hit's him and he kills them all.


>

You guys need to watch the STAR WARS MOVIES ALL OVER AGAIN.

Even in them the good guy's, including the Jedi's got Shot and killed.


Now, given the fact I not talking about a Jedi in this fight cause they seemed pretty good with the force and thier light sabors at deflecting most ranged attacks, THE TKA USE's NO LIGHT SABOR.


A Bullet to the Head is still a bullet to the Head and ya dead.
Seventhfret
Tue Feb 03, 2004 10:44 am
#77

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.





"I fell in love with the girl wearing nothing but a smile and a towel in the picture on the billboard in the field near the big ol' highway"
KaiaSowaPit
Wed Feb 04, 2004 12:08 am
#78






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.


Oh yes, and before I forget there's a third thing to keep in mind...


3) This is a concept forum... not a "guns are better" or "boo hoo I got beat up by a melee fighter" troll-a-thon.


If you have a constructive criticism or suggestion, make it. Otherwise, please save the silliness for another forum.





insert forum-safe,
STAR WA
RSy
& iconic signature here

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