Teras Kasi Archive
Thread: Thoughts for discussion...
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Ryutek
Mon Aug 23, 2004 1:34 pm
#1
Taidashan posted this in the TK Discussion: Combat Balance Thread, and I would like more feedback on whether the Community in general likes the idea or not (thus devoting a thread to it).
There have been many great ideas on changes for the Teras Kasi profession. I confess to not having read the long thread, so I apologize in advanceif I repeatany previous suggestions. Feel free to criticize my ideas or concepts as you see fit, I am only portraying my thoughts on the Teras Kasi profession and am willing to alter them as needed. I realize that their are some aspects of the Teras Kasi profession that should have higher priorities than my suggestions, such as defense acuity, but my ideas should still not be thrown in the dirt 'cause of it!
My first belief is that vibro knucklers should be removed. Before someone jumps down my throat, let me explain! I feel that Teras Kasi Novices should be given a natural armor piercing of one. Then, at master level, our armor piercing should be raised to two. I feel that this would not be all that unbalancing since we would not receive the damage bonuses from the weapons. This would also quell the talk that since we are unarmed combatants, we should not use a weapon. Also, because of the master requirement for ap2, dabblers would only receive the ap1 ability.
My next thought is onthe issueof a different damage type. I believe that we should get an ability, again at master, to receive quests in order to change our damage type. Once you complete the quest, we would be able to slowly change back and forth from the original ap2/kinetic style, to the new style. Perhaps we should have to meditate for ten minuites or so before we are able to change types after the quest. This would add some content to the Teras Kasi profession without making the profession "uber." As you can see, I was not very specific on many of the details, leaving them up to anyone who wants to broaden my ideas.
So, what do you think of removing the Knucklers alltogether versus implementing the RKs?
Knocky
Mon Aug 23, 2004 1:38 pm
#2
If there is a reasonable way to change damage types via Quests, I say dump the VKs.
However make sure we getkeep some kind of armor piercing. I do like the idea of AP2 at Master. 
The only time I even use my VKs in when I need that AP1. Usally I have a Bandfill equiped. Something about beating someone to death with a musical instrament makes me giggle. 
Message Edited by Knocky on 08-23-2004 01:40 PM
McFlyGuy
Mon Aug 23, 2004 1:50 pm
#3
Granted alot of the reason people want a different damage type is because of composite armor atm. They really need to fix that and people will be happier. Still I think we need another type of damage since alot of NPC's have high or are invulnerable to kinetic damage. Which in the first place I think is dumb. If you crash a starship into them they aren't going to be hurt? Kinetic energy is involved with many things and I don't think they should be invulnerable to any type of damage. High resist can be instituted, but why I can't kill a 13k ham Kunga Rockshaper confuses me.
So I think they need to add a new type of damage. Something like electricity would be fine. Or add some component you could add while crafting VK's that'd add a poison dot or something. We shouldn't have a huge variety of damage types to switch between, but more than one option would be nice.
Ryutek
Mon Aug 23, 2004 1:58 pm
#4
Personally, I say no to Electricity, Stun, or Blast because the other Melee professions use those as their identifying damage types. Cold would be my preference, but Heat would work as well. Just my thoughts... 
Mankind00
Mon Aug 23, 2004 1:59 pm
#5
It's deffinaly a very intresting idea & I do like it very much. The only thing that really causes concern to me here is the fact we wouldn't have the damage modifier from the VK any more & we would need at least a small boost in how much damage we gain naturaly, but if given both AP2& the multiple damage types then it would not need to be as much as we are given from a VK.
My other concern is how tight is our damage range with out a VK? I admit here I havn't looked fully in to how the mod works, but would it make our damage range too tight? With the removal of mitigation aprently coming in the Combat Revamp it wouldn't be such an issue there but at the moment it would be very important. Unarmed damge might then have to be made in two skills insted of just the one.
With no VK required I could see alot of Weapon Smiths been a bit anoyed at loosing some trade as there are many TK around.
Personly I do very much like the idea & it would be great as it would adress possibly one of the main issues with TK at the moment. Maybe the devs (or maybe even us TK) could think up some good quests for us as this would give some very intresting content for us, maybe even mix in some of the idea for a Teras Kasi Order which keeps croping up now & again like you mentioned in the Issues/Bugs thread.
Knocky
Mon Aug 23, 2004 2:01 pm
#6
One of our state attacks is stun...so I see Stun damage is very reasonable.
Utess
Mon Aug 23, 2004 2:03 pm
#7
Honestly, as much as I dislike having to use a VK, I don't think it would be fair for us to create a profession that didn't have to rely on some form of decayable weapon. If this were to happen I can see our damage ability being made even worse than it is now to compensate.
That said, I think this brings up a good point. VKs have always been a strange weapon. They don't behave like other weapons. They are an enhancement to our damage, not a replacement like all other weapons.
So, I propose the following instead:
- Remove the damage, range, and speed mods off of VKs, RKs, whatever, entirely. We have a set damage and speed based on our ability alone. All weapons will have a set, unexperimentable, ham cost.
This will make our weapons serve a new and unique purpose.
At the cost of increased HAM costs(or special bar costs under the new combat balance system), we can gain armor piercing or change our damage types.
In other words, make our VKs and other future weapons into long lasting power ups and add a ton of strategy into the profession.
Do I go unarmed? Do I add AP1 but pay higher special costs? Do I change my damage type by equipping this RK but pay even more special costs.
Not only would this make it easier for the devs to balance us in the future, it would still be fair and keep our reliance on weaponsmiths like all other combat professions, and give us a new way to be unique.
I think this would be an excellent idea and strike a good and fair balance between being totally weaponless, or relying on weapons all together. Make it so our weapons only adjust our damage type and AP at the cost of set special cost increases and give TKAs a set and defacto damage, range,and speed level based purely off your skill level.
Ryutek
Mon Aug 23, 2004 2:04 pm
#8
Knocky wrote:One of our state attacks is stun...so I see Stun damage is very reasonable.
However, that is a Fencer's claim to fame (so-to-speak), and I am fairly sure that after the Combat Balance Stun will not be the end-all of damage types like it currently is (no official information, just my thoughts).
Knocky
Mon Aug 23, 2004 2:04 pm
#9
McFlyGuy wrote:
High resist can be instituted, but why I can't kill a 13k ham Kunga Rockshaper confuses me.
LOL I have cleared the Janta cave three times with the Rockshaper pounding on me almost the entire time. 
That guy totally erks me.
Utess
Mon Aug 23, 2004 2:05 pm
#10
Oh, and I agree with Ryutek. If we ever get any additionally damage types, we should stick with Heat, Acid, and Cold to avoid stepping on the toes of other professions. Part of what makes melee professions unique is the uniqueness of our damage types for each profession. Stun isn't going to be a big deal after the combat balance, and I think Cold would be a neat add since, as far as I am aware, there is only one cold damage weapon in the game as is right now.
Ryutek
Mon Aug 23, 2004 2:06 pm
#11
Hrrmmmm..... interesting ideas Utess....
I like the thought of doing it that way as well...
I like the thought of doing it that way as well...
CarissaLeigh
Mon Aug 23, 2004 2:06 pm
#12
This is something I've suggested before.
Think of the Special Edition Goggles and how you have those. (Can't trade them or whatever)
As you advance through TK you acquire a non-tradable item that can be equipped just like a weapon. The catch is the item that you equip represents the damage type you want to apply.
These new damage types can be acquired through simply gaining TK levels or like a schematic that gives you access to the new damage. The schematics could come from quests or loot drops.
Basically, you get pictures of Fists that you equip and let you dictate damage types. Can't be traded and are treated like weapons.
- Fists on Fire = Heat
- Fist of Ice = Cold
- Fist of Iron = Kinetic
- Etc, etc
Knocky
Mon Aug 23, 2004 2:07 pm
#13
Ryutek wrote:
Knocky wrote:
One of our state attacks is stun...so I see Stun damage is very reasonable.
However, that is a Fencer's claim to fame (so-to-speak), and I am fairly sure that after the Combat Balance Stun will not be the end-all of damage types like it currently is (no official information, just my thoughts).
I am not thinking about FoMs or any currently favored damage types. I am trying to think of damage types that we can reasonably cause with our bare hands.
Stun is defintely a damage type that can be done. No other damage type makes sense. I am certainly open to cold and heat damage...but what can cause such damage except a modified VK?
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