Development Cycle Archive

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

LordHavoc450
Sat Feb 07, 2004 4:29 pm
#92

Since TK have no weapons....or just VK's...... they should be the most defensive profession in the game since they do the least amount of damage and have the smallest selection of weapons.


Maybe gove them a bonus if they dont wear armor?





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SOE. consider bringing back tefs, city warn, perma-death and/or skill loss, they were not bad concepts they just needed some tweaking.
damountie
Sat Feb 07, 2004 10:02 pm
#93

What defines the Teras Kasi Artist role in combat?

they are the tanks they should go up front take all the agro and not be wiped out leaving all the others open to attack

What basic combat elements should they possess?

they need to be able to get around people kiteing them maybe if a class got a "root" skill that would help

What offensive abilities?

maybe a skill that they can use that takes a persons weapon and unequips it like they disarmed that person requireing the person re-equip the gun/soward/pike/etc.

What defensive abilities?

just a thought but if a tk master goes up against a tk master maybe neither gets damaged because they block each others attacks? also maybe while meditating if someone attacks them they counter the attack and stun the person for a few seconds keeping them from attacking till the tk hits them

What unique abilities?

maybe an ability to strike around the persons armor like if the person is wearing a helm the tk unequips it and hits them in the face?

Should add what advantage or asset in group combat?

obviously to pull agro and keep people attacking them instead of medics and ranged combat people

How could/should they interact with other professions?

there tanking ability will keep them welcome in anygroup

What interaction / dependencies should exist with other combatants?

they need to depend on medics to keep them standing as they will be taking alot of damage and on ranged to help knock targets down so they can get to them.

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

to be muscle for their side of the gcw



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Regulation
Sat Feb 07, 2004 11:51 pm
#94

I think that the whole TKA is overpowered is overrated....


with all of the skill mods being stacked lately and everybody going fencer for the bleeds kinda makes tka's useless except for the mods.


Brawler needs (Vibro Knucklers added)

TKA needs (Dual vibro knucklers or laser hand weapons(if possible heh im dreaming)


TKA needs the following


Melee BlockingCounter and Dodge mods (not in the precision tree people love to stack stuff for godly players)

(mabye as a master skill +50 to each mabye)


Faster Regenation of health and action while meditating


AE knockdown and dizzy


health or action bleed


no force of will timer (smugglers feign death has no timer) who wants to wait a hour before they can go into combat again


As well as a damage boost and faster running terrain nav and burst run effeciency seeing that the TKA's train in the wilderness and need the speed and the terrain nav...it would be vital


i think tkas should be able to do well against Rancors and nearly be able to take out a fs or a player jedi without buffs

but this again this is my opinion





---= Delorian Kitre sKs (Assassin - Master Combat Medic 12pt) Co-Leader of sKs =---

---= Eses Dibra sKs ( Master Bounty Hunter- Master Carbineer) =---

---= Ken'shao Zwolf sKs (Jedi Sentinel) =---

---= Lanman E-thug sKs (Master Ranger - Master SquadLeader) =---

LevaOripa
Sun Feb 08, 2004 7:02 am
#95


What defines theTeras Kasi Artistrole in combat?


What basic combat elements should they possess?


What offensive abilities?


Reduction of accuracy to 100 ..210 accuracy is stupid compared to pistoleer 95 accuracy accuracy must be comaprable to ranged classes


Reduction of PVE/pet damage based on the size of the creatures your fighting.going unarmed against a rancor should be a no no not sought after . A rancor should eat a TKM not be domminated by a TKM


Rancor sized creatures -75% damage


Ronto sized creatures -50%


mountian dewback sized creatures -25%


Removal of Dizzy from KD-2 this is the most disturbing aspect of TK its plain stupid and overpowering in pve and pvp


Damage mitigation is also Bass Akwards a guy with a sword should cut the arms off of a TK not the opposite


What defensive abilities?


should recieve a disarm/and adelay special


What unique abilities?


Should add what advantage or asset in group combat?


How could/should they interact with other professions?


What interaction / dependencies should exist with other combatants?


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


Leva Oripa


X--- MTK./ MHS/ MF/ MP/ MM / MCH




1st account Leva 249 point jedi Free Alt -Leva- Rifle Goddess
I want whats best for the overall health of game...................Do you ?
obijkenob1
Sun Feb 08, 2004 3:00 pm
#96

obijkenob1
Sun Feb 08, 2004 3:02 pm
#97

Bah. This is what I meant to say. Actually I'd like to see powerboost changed. Rather than buffing our HAM, I think it should buff TKA specific skills like unarmed damgae or toughness. Nothing like ranged or melee defenese. This allows greater flexibilty among us TKAers and allows us to adapt to a situation we're facing by MEDITATING on the battle ahead. Need to fight a fencer/pistoleer? Buff your unarmed accuracy. Someone else tanking and you need to do damage fast? Jack up your unarmed damage. You yourself going to tank for a group? Time to buff your unarmed toughness.



*Waits to be flamed*
Psyshi
Sun Feb 08, 2004 9:47 pm
#98

Well I see people complaining about the TKA dizzy knockdown, thats true only if it hits, the chance of us hitting a fencer or rifleman are slim to none its useless if we can't use it.


Also knocking down a at-st is kinda cheap but it gets back up none the less, Now i'm NOT saying we should be able to solo krayts, but i mean i've seen one rifleman do it (solo a krayt / night sister elder and they came out without a scratch...now i think that is a little out of hand.


tka's can hit you up to 20m (lunge) then run up to you and knock you down from 15m, but 20 + m we are owned.
St1lgar
Mon Feb 09, 2004 5:39 am
#99

Nerf Knockdown Dizzy on this class.. Nerf it like you nerfed Supression Fire.. it cant be that this class is one of the most powerfull and just uses a joke of points. If you want to leave this class how it is currently then make it a Master Brawler Class so it costs more points... Anyway Knockdown and Dizzy special moves need to be nerfed in first place and this as soon as possible... If i want to play a karate game then i play something else but this class is so unstarwarsy and to make it sooo strong doesnt make any sense for me... I thought we are playing a Science Fiction game with blasters rifles etc. so why are the classes using these weapons so much weaker then a Melee Fighter ? If you dont nerf this Knockdown Dizzy crap then i want my supression fire to that what it was after release .. a usefull melee stoping special ! Also i have to say all this knockdown and dizzy things in diffrent classes make PvP super lame imo... and you should go on a server join a base fight and see it yourself what goes on in PvP.... no really go out and check out the actual PvP you created and tell me this is not a lame pvp system !
atone48732
Mon Feb 09, 2004 8:26 am
#100

UHm excuse me



TKA is a very starwarsy profession



IT is mentioned in Shadows of the Empire,


Darth Maul: Shadow Hunter


Agents of Chaos 2



so please stay off of our discussion forum please



and thank you





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
Cafa
Tue Feb 10, 2004 2:56 pm
#101






Lurimoose wrote:

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....





And there's no way a flame thrower basically gets permanent charges either.


Have you ever carried and supplied a flamethrower? I have. Maybe 10 good shots in combat and it's time to swap tanks. Oh, and make sure you have a jeep behind you holding the freaking 1 ton of refills because they go quick.


Fantasy is what this is. If you get a flamethrower that melts AT-ST's I can pummel them with my hand. Nuf' said.


Cafa Asia





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Xyvyon
Tue Feb 10, 2004 4:23 pm
#102

TKA is fine like it is right now
DroidEngineering
Tue Feb 10, 2004 6:55 pm
#103

Nerf them
Phhantom
Wed Feb 11, 2004 5:39 am
#104

Ekhben/agree

Add TK Special only Throwing Weapons on inner Force ability!!!!



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