Development Cycle Archive
Thread: IC 1-16: Combat Roles; Teras Kasi Artist
The TKA very very nice class, I'm one myself and it has severe advantages and also some pointless asspects for example
Unarmed Combo's - Completely useless since we can choose where to hit in the first place, therefore doing little damage to each pool is worthless, something should be done with this.
Vk's - Ok Vk's give you more damage at the cost of major ham drainage, its as if we're doing more damage to ourselves even at master vk's are useful against npc's with armor; i had an idea to keep the large ham costs but in turn the vk's should have a chance to bleed, after all they are a blade, plain and simple if you wearing vk's you loose ham but have the possibility to bleed, if not you do less damage but save ham.
TKA's are also very vulnerable against anthing with a gun even with the center of being active, but mostly the Rifleman which we stand no chance with unless he/she it 10m away from us even at 19m when you use lunge they still shoot and kill you. And now most people have Fencer/Rifleman which means we can't hit them at all since the defences on those classes stack so trying to hit a fencer/rifleman is near impossible, not to mention they can bleed us and simply not attack and we can swing all we want and not even hit once.
I'd suggest a defensive raise or a nerf of the other classes nothing severe tho, maybe just don't make defensive attributes stack. Because 2 riflemen can easily take out anything in the game.
Also the power boost concept half your mind to other major stats, now this idea it overboard but i have 1000 mind therefore 500 to each major stat correct (given i have no wounds) I heard some people talking about taking half of that and adding to substats
500
250
250
Alright.. well.
You right,, it a game..
But,, maybe you explain how a TKA should be able to NOT worry about any weapon in the game?
It is still BS in game when most TKA's in game can take out any group of people that is not also TKA and they all have weapons.
But,, I guess they should of just said TKA was short for Super Man and Bullet Proof..
Against non-resistant unarmored opponents (which does not include the games big hitters at all) we are a like a hot knife through butter, and this is where everyone sees the 'ridiculous' Teras Kasi Artist and screams nerf... put one up against a nightsister, kimo, krayt, whatever and watch how pathetic they can be. The damage type limitations and lack of armor piercing really are balancing factors, but since they dont show up in PVP all the whiners on the boards dont notice it.
I do think we need to be the most defensive of the melee classes and if that means losing a little offense thats fine. I think fixing defensive acuity so that it (and thus Center of Being) actually works would be a good start.
I dont want TKA's being able to solo the krayts, but the masters of body and spirit ought to be the best at moving out of the darn things way.
Belak
Teras Kasi Master
Retired Commando
Starsider
LMAO most of you want the TKA to do more damage? Give me a break. Last nite I saw a TKM one-shot a mobwhile a similar onetook 3 (three) shots from a freakin flame thrower my buddy was using to drop. Little overpowered in light of that i'd say.....fists (maybe VK) doing more dmg than a Flamethrower? Wake up SOE. Need to change the name of the class from TKA to One Shot KD/Dizzy Wonders.
I like the TKM's and am one my self but i have only one problem with it How can a TKM bring down an AT-ST WITH A KNOCKDOWN? Is that like Bruce Lee knocking down or fliping a halftrack armor transport.
Lets say around 10 tons (20,000 lbs) with a kick.
I like us the way we are,I dont think we should be tanks.Seems more like a pikemen thing to be a tank.I think TKA is just a fast damage dealing low defences kinda thing.
Just leave us the way we are.
Personally I like the Def. vs. Force and Force Tracking threads.
TKA should become the balance and BH's the enforcers.
Yesterday, a rifleman knocked me down, bled my mind and DB'd me from 64m.
NERF!
Shortly thereafter, a Commando set me on fire then continued to shoot me over his shoulder as he ran away, never letting me get close enough to punch him.
NERF!
Later, in the cantina, an Entertainer taunted me with giggles and flourishes, but she didn't have a TEF so I couldn't attack her.
NERF!
Sound ridiculous or just familiar?
If you let Bruce Lee get close enough to pound your skull, I don't care how big your gun is... you're gonna get a woopin'.
Play smart. Learn the strengths & weaknesses of your chosen profession(s) and use them accordingly. Complain less.
If you're not happy the devs enabled melee fighting and want a game where big guns dominate, try Quake.
I dont care if your Bruce Lee or not, there is no way in hell your fists are going to do as much damage as a **edit** flame thrower. Lets put it in terms you can understand..... you punch me in the face with brass knuckles, fist, whatever, it may break my nose, blind me for a bit, dizzy me, knock me down, give me a concussion, and yea, you can beat a person to death etc... etc... now lets apply the flame thrower..... shoot me in the face with a flame thrower what happens? You got it, massive instant damage, and it's not just going to be your face either. I'm not saying nerf TKA, but **edit**, you people wantMORE damage?
Sigh....
Read MY posts carefully. I am NOT asking for more damage for Teras Kasi.
If anything, I'm asking for a slight re-balancing of PvE. I'd prefer to see Teras Kasi to be more effective against humanoid-sized NPCs (in particular the Force-wielding variety, as was the proposed initial intention of the profession) than gargantuan, King Kong sized critters.
I'll leave PvP to the teenaged boys. They are better at it than I am, and seem to enjoy it a heck of a lot more than I do.
Lurimoose, it sounds to me like you won't be happy until you can one-shot kill anything & everything with your precious flame-thrower, even if you're standing right on top of it. No offense, but if your ego needs a boost that terribly, try kreetles.
What defines the tka rolein combat?
A quick head strong, adaptable fighter that is high in aggresstion against close-combat people/creatures
What basic combat elements should they possess?
High damage with High defence against ranged attacks and speed
What offensive abilities?
Combo attacks should be 1st combo= head hit+blind. 2nd combo= knockdown+dizzy and a 3rd combo body hit+stun
What defensive abilities?
Combat denfence against lightsabres or blaster fire should be an element that you could run and dogde and move around the target getting very little damage
What unique abilities?
some sort of energy blast/strike from the hands (like force lightning but more of a ball) because they are supose to focus there energys just like jedi do and they are feared by jedi. Maybe a blue like flame around the body that does massive amounts of wound damage to an enemy but you have to meditate to a level before you can do this and it last just like a buff or self buffing when you have know wounds of battle fatigue
Should add what advantage or assetin group combat?
Quick attack in and out or to be a'tank' like rancors or kimo
How could/should they interact with other prof.?
The should interact with and entertainers and cloths and weapon smiths plus all groups like raiding imp/reb or caves should not be able to hunt krayts.
What interaction / dependencies should exist with other combatants?
They should depend on entertainers for battle fatigue and Tailors for cloths, weaponsmith for vibroknucklers
What should be their unique role in the Galactic Civil War?
A great tool of war against jedi/sith or high ranking rebs/imps like bounty hunters they should have there own mission terminals because they could be very good silent assassins like a ninja in away
My personal view of TKA?
I believe that there should be more levels in skill professions ie when you become a TKA master you should be able to go on to more better things ie studying in dark arts of the Sith maybe. because a jedi/sith does alot of meditating so does TKA maybe you should get meditating exp in the next step after TKA master. or to opening a sith slot after TKA master you should do bad things like town people rating points should be at -5000 and being able to kill NPCs (but they would response in 30seconds) but also do silent kills ie backstab move maybe.
DarkAzael TKA master
A little concerned with the "lower the damage" posts here.
Most of the "Elite" players I PvP with have one thing in common. Composite armour with high kinetic resists.
As I am only able to deal out kinetic damage I am finding myself having more and more problems killing my opposition. Add to this the stacked defenses against KD and I have a seroius problem.
Admittedly the stacks are being taken out of the game now but I was helping a guy check out his new armour yesterday and while wearing VK's and using various attacks (KD wasnt used) the most damage I was able to do was 100.
Now you work out how long it would take to get a buffed Rifleman/Swordsman wearing 80% kinetic resist composite armour down.
The guy incapped me from 5m using an LLC for crying out loud.
TKM is fine IMHO . If anything I would like a little evasion on ranged weapons. I am not supposed to be an open ground fighter but somebody thats running to keep away from me shouldnt be able to hit me as easily as he does now.
One other thought. I dont wear armour most of the time. Shouldnt I have a little speed advantage against those that do ? Dependant upon the type of armour worn with restrictions raised in concordance with the heavyness of the armour, ( obviously a heavy armour would place a greater restriction of movement on someone than a light armour ) I should be able to gain on them without having to use burst run.