Fencer Archive

Thread: Consider this...

Khalor
Sat Aug 30, 2003 11:18 pm
#1

Khalor
Sat Aug 30, 2003 11:22 pm
#2

I'm as pissed about TKA nerfs as the next guy.. about all nerfs. But think of things this way. There should be two kinds of balance. Inter-profession balance, and work - payoff balance. We -should- according to the books and whatnot be powerful. But is our argument that we should be able to kill powerful things any more valid than the pistoleers claiming they should equal bounty hunters? =P We don't have to do any more work than them! Why shouldn't commandos be more powerful? They have all the prerequisites of Teras Kasi, plus mastering Marksman and reaching Engineering IV. We do considerably less work to reach Novice Teras Kasi than some professions, so we cannot expect to be as powerful as them. Teras Kasi is one of the lesser elite professions, and far below a hybrid.

atone48732
Sun Aug 31, 2003 3:12 pm
#3

Oh now come on we work just as hard as every other profession yet we get screwed over more.I am sick and tired of having to chase down some cowardly marksmen whose only chance of winning is running away like a girlyman and shooting at me.So dont give me that crap!!!!!!!!!!!!



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
Acidic
Sun Aug 31, 2003 3:31 pm
#4

Engineering IV, **edit**?



WE GOT DEATHSTAR, WE GOT DEATHSTAR....Negative I am a meat popsicle. Leeloo dallas multipass.
ZechsMarquise
Sun Aug 31, 2003 8:53 pm
#5

Khalor,



I've said this to my friends in game countless times before. I would love to see the DEVs make our experience grind at least 10x more than any other profession except Jedi. This would end the entire debate about comparing how "hard" one profession must work to get to a certain profession. People could stop their complaining about how TKA can do this and that. If they make us true to what most people know about TKA (which is a very minimum knowledge) I'd be happy to take an xp hike that was more than any normal combat profession in this game. Sure, a lot of people would be angry with the increase in xp you'd have to get to reach Teras Kasi Master, but once you got there no one could ever tell you that you're too powerful again because you'd have earned it by getting 1000000000000000000000000000000000000 more xp than them.


I'm sorry if this sounds too extreme to a lot of people, but thats just how I feel at this point.



Zechs

Dioxin
Mon Sep 01, 2003 3:00 am
#6

Very Tao. Even in the appropriate Forum!


*meditates over the post*


-Dio

atone48732
Mon Sep 01, 2003 8:44 am
#7

I agree we have it the hardest of all



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
ZechsMarquise
Mon Sep 01, 2003 9:33 am
#8

Heh,



Yes, I agree we as a class are forced to take the power skill tree just to be able to have greater power and that is just one more flaw with the profession and how they designed it. Being that we are unarmed we don't use weapons to augment our strength (unless you count vibro knucklers which I think they put in as an after thought when they realized the flaw in the profession design themselves).



The question is, would you take an xp hike that would shut peoples mouths about the TKA issue once and for all?? Especially if it will make the profession what it is supposed to be according to the information we have managed to gather?


I'm sure this might upset some Master Teras Kasi Artists out there because their titles would most likely be revoked until they got the rest of the xp needed to reach the new TKM level, but hey, what are they doing now anyway besides reading the forums LOL. A little more xp gathering won't hurt them too much and plus they'll have a TRUELY fixed profession at master level to look forward to once they reach it again.


I know this might seem strange, but I don't see why they didn't seriously consider giving this game a leveling system. I don't see what the harm would have been in doing thissince we already have a CAP placed on every profession at master level anyway. This way people would have more to look forward to along the way as far as stat mods and abilites etc. The additional stat mods we could gain would of course only be minor, but it would go a long way to helping people solo things if that was their play style once they got better stat mods. Perhaps I'm just used to rpgs where you gain new abilities as you get higher levels. Don't get me wrong, I love the skill tree idea, I just think maybe they could have fleshed TKA's out a bit more than they did. But then again, we can't seem to get an equilibrium on the skills we have now so I guess there is no point in envisioning something like this LOL



Zechs

Macknzie
Mon Sep 01, 2003 12:21 pm
#9

You know, I can dig that idea. We're talking about people complaining because they can't reach master in, like, a week? A couple of weeks? when I first started playing, I was amazed at how quickly advancement. It took 2-3 days to go from master unarmed to novice TK, and this is after the VK Nerf. That's really no time at all when you think about it. Let's be reasonable here, there's nothing wrong with taking a long time to level up.


MW

Nenjah
Mon Sep 01, 2003 12:29 pm
#10

Actaully if you look at it our class is the hardest to get xp in, disreguarding hybrids. When anyother class hits novice (inster elite class), they get the best weapon that does the damage. They only get improvements on speed and accuracy, while being teras kasi we need to take a tree to get more damage, meaning at novice we ARE the weakest novice class and we have to WORK MORE to get more damage and it forces us to take the power skill tree first when other classes have choices, not counting we have to take most of the hits while novice ect.... We cant go in large groups and smoke big enemys, we targeted first and killed first. So dont give me this crap that our class is as easy as the next.
ManesX
Thu Oct 16, 2003 9:07 am
#11

Recently there has been much debate over the validity of proffession changes as a means to aquire FS. After reviewing much of the available information something occured to me.


So far here's what we know,


1. Holocrons give clues to getting FS.


2. The Sith Holocrons found on test center do not match the screenshots given by Holo


3. The Sith Holocrons were given out in large amounts on low level thugs in test center


4. The purpose of Test Center is to do just that, Test.


Consider the possibilitly that the requirments for FS might differ on test center from live servers. What better way to encourage players to try out and test different proffesions than to reward them with a jedi char.


The requirments for FS may well be very different on live servers. Of course we will only know whether or not this is true when more people find holocrons on live servers.



Just my 2 cents.






__





____________________________________________
Lucides Poe: Rifleman, Ranger and general pain in the a$$

"Thats Loo Sid Us not Loo Sides"
MrHyde
Tue Oct 19, 2004 2:22 pm
#12


The Swordsmen in Star Wars use long, wide, slow, yetpowerful cutsor bashes to deliver crushing blows. The role of fencer, while afoe is attacking, is to locate a particularly weak point in armor or the muscle structure and stab as many places as they can before a blow falls or they can dodge away. As well, fencers find it much easier to block melee attacks because their moves require so much less energy! Our bleed attacks are a good example of that. We locate a weak area, and stab causing wound damage and a drain. Armor is more or less ourshortcoming, as kinetic resistantarmor is very common. However a fencershould profess in finding gaps in the armor and using that to our advantage. If one were to stab an opponentin the back of the kneewho is wearinga set of Composite, you would hit some tendons and cause some serious damage (ie add modifiers to the opponent, plus some wounding). This would constitute one of several specials.This would alsocure some of the tensionfor AP weapons. We don'tneed APweapons, when the armor itselfhas its own weaknesses!We also have an extra hand free when we fight. Let's use that hand! Grab an opponent's weapon, twist them about, cut them off at the knee (or hit the weapon/arm holding it)knocking them flat on their back!

In combat, we need to use agility and cunning over brute strength. Our specials should constitute more precise attacks to subvert armor, whilethrows and knockdowns can hinder an opponent's combat prowess. There has to be a catch, though. Our attacks would effect enemies on an almost individual level. We could not runinto a mob and go straight for their tendons. To defeat an opponent, itwould require some individual attention. Swordsmen cleave, simple as that. We take time, and useour knowledge as well as our weaponsto defeat an opponent.

-Tenerbis




Peace is a lie, there is only Passion
Through Passion, I gain Strength
Through Strength, I gain Power
Through Power, I gain Victory
Through Victory, my chains are broken
The Force shall free me!
Bry5
Tue Oct 19, 2004 6:02 pm
#13

Sounds like a good idea, but the devs probably wont spring for it. It would mean a lot of work for them, too much if you ask me. Also, if this happened everyone would become a fencer, and we don't want that.
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