Development Cycle Archive
Thread: IC 1-16: Combat Roles; Teras Kasi Artist
PEople complaining about Dizzy Knockdown do not realize what it is like chancing a carbiner around that can spam knock down on you.. Plus you can not catch them or hit them because of the animated movement bug.. By the time the movement starts the Ranged attacker has gotten 15m from you then you start the chase over again.
If you think I am wrong. Try chasing a storm trooper with a TKM, Spaming any type of special or attack you want. Garrantee you are out of range unless you have run burst up... This is a NPC mind you, Imagine what a real player does.. Sure if a Storm is in close it is a different story, but nine out of 10 times there are 4 storms that run in 4 differetnt directions and when you get close to attack they kite you around...
If a TKM does not have a run burst up then they are kited til incap...
obijkenob1 wrote:
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*
I like that idea. Actually I love that idea!
So true.
Cafa wrote:
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
What do you expect? Teras Kasi are supposed to be the main threat to Jedi. How much of a threat I'm not sure. But if a Bounty Hunter is only a threat to those in training, then I say that The Teras Kasi should be and well deserves all the things mentioned. I, however, disagree with light damage. How can one be a "threat" to a Jedi if you can only dodge, counter attack and such. Obviously you can't give them the damage they deserve because they would be almost to unstopable. I say have medium damage. But one thing I noticed is that the TK can hit people from a distance, ( out of actuall arms reach ). I think they range of their attack should be shorten'ed some but continue to have the Lunge attack so we can have a chance to slow 'em down to arms reach.
Just my opinion. Other than that, I agree with everyone else on most of their opinions.
Even Buffed I usually can't take more than 2 Storm Troopers at the same time. They are the worst I have found at kiting in PvE. If an opponent starts to run I am toast. Being buffed I have found doesn't matter much unless I am lucky to find an entertainer to buff my mind. I have fishnak surprise and that helps, I have also finally given in and started to use muon gold. From a RP point of view I have resisted using spice. I didn't want to as I saw my TK character as a clean in body, spirit, and mind kinda guy. But... since mind attacks are sooo common I have finally given in. (Can we take mind attacks out? geesh)
Basically I think the class is fine as it is. We dominate up close (that is bad?), and get owned at range. I do wish the kiting issue would be fixed. Maybe we shouldn't have a good chance to hit a moving opponent... but any amount of a chance would be nice. In other words... you don't like fighting TK? Kite us. Just move... we currently have a ZERO percent chance to hit you. I don't see what is difficult about that.
There is not much background info from official sources on TK, which is exactly why I wish Sony (SWG) would provided us something; I do like the RP part of the game too. Do TK have temples? Religious symbols? Are they a "spiritual" sect at all? Or are they just the SWG version of Kung-Fu masters? I think once we know the exact background they spring from (at least in the DEVS minds) then the in game mechanics should be easier to determine, and less apt to be debated. For instance... Power Boost doesn't make much sense if it is just SW Karate masters. But... if they are some kind of Sci Fi ish "spiritual" mumbo jumbo kinda something.. .then maybe some aspects might make more sense.
You know what I agree
who wants Jedi when you have your TKA
What unique abilities?
Probably a Jedi Sense, or maybe an added damage when fighting Jedi. Their primary purpose is to keep the Jedi in check after all, so it would make sense if the TK order was THE anti-Jedi profession. Im am of course forgetting the BH profession, but perhaps the TK should be more adept at engaging these foes. This would mean other disadvantages in other areas of combat, as well as other advantages. A TK should be able to take down any Melee profession, hands down. However, when you're fighting something like a Master Commando, or anotherranged foe the TK would have some problems.(Like some do now,while fighting Commando's and other such ranged combatants)
Should add what advantage or asset in group combat?
The TK should be crucial to any BH seeking Jedi. The two should work in conjunction with eachother. While the TK Master, most likely isnt as powerful as a Jedi Master, the TK should be able to hold his own, for that is the Teras Kasi's purpose.
How could/should they interact with other professions?
The Teras Kasi Profession should be very quieted, much like the Sith Order in the times of Darth Bane. They should be nothing more than a whisper, a growing shadow that you are aware of, but rarely say anything about.
What interaction / dependencies should exist with other combatants?
The TK, as I have stated before should work with Ranged players, acting as support for (primarily) BH's, and other ranged professions. Without a ranged player, the TK should be able to take on almost anything. (As well should the other professions be able to do the same) For support purposes, such as taking down Jedi, Rancor's, and Krayts the TK should be the premiere melee combatant, and an excellent tank.
What should be their unique role in the Galactic Civil War?
They should be Jedi killers, working with BH's and helping them complete their missions.
Added Feature: How about a Teras Kasi guild, or perhaps a Teras Kasi council? This would further add to the mystique of the martial arts way of life. As it stands now, TK means little to nothing, other than it being a great tank. I think by adding this "faction", it would further push the fact that each profession is unique. It also adds to the depth your character has, by joining this TK "faction". (This of course would work for any other profession, however, I see it is much easier for TK)
btw in the star wars enciclopedia (sp) its says even a master jedi fears a thm
so, if they start making jedi elite and uber, a tkm should always be a step ahead
of i know this doesnt happen because the game has to be "balenced"
but this is why we compare ourselves to the jedi
GalacticNoob I will agree with you once tk takes mastery of 4 other professions and a fifth random profession, or takes missions equal to or harder than the upcoming jedi missions.
Your tk fanboy admit it, a jedi can fear a skilled tk in a one on one unarmed duel but add a lightsaber and the ability to choke them from a distance and we'll see just how long a tk should REALLY last against a Jedi.