Teras Kasi Archive

Thread: Teräs Käsi Poll: Combat Balance

Ryutek
Mon Sep 13, 2004 6:02 pm
#1

While we wait for information to be released, I wanted to get an overall feel for where everyone thought TKs should be after the Combat Balance.



Scale:

(Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)




  1. Offense (overall)

  2. Defense (overall)

  3. Skills

    • Meditation

    • Powerboost

    • Force of Will

    • Targeted Pool Attacks

    • Random Pool Attacks

    • Defenses versus States

    • Melee/Ranged Defenses and/or Toughness




THIS IS JUST FOR ME TO GET AN OVERALL FEEL FOR WHAT YOU THINK WE SHOULD BE LIKE POST-COMBAT BALANCE.





And then Comments if you have something you would like to add



Please keep responses in a similar format, but if you would like to break it down further or generalize more that is fine as well.





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Ryutek
Mon Sep 13, 2004 6:03 pm
#2

(Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)




  1. Offense (overall) - 6 - I think we should be strong enough to hold our own, but I think a lower overall offensive power more adequately represents a Martial Aartist watching for an opening and exploiting it to take down their opponent.



  2. Defense (overall) - 10 - We should be able to evade (block and counter) attacks without an equal. As unarmed combatants in a weapon dominant world we must learn to avoid damage in any way, watching for an opening, and then taking down our opponent.



  3. Skills

    • Meditation - 9

    • Powerboost - 5

    • Force of Will - 4

    • Targeted Pool Attacks - 8

    • Random Pool Attacks - 6

    • Defenses versus States - 7

    • Melee/Ranged Defenses and/or Toughness - 10




Comments:



A couple of things to note, this is MY OPINION AS A PLAYER and not my opinion as Correspondent. As Correspondent I represent the Community, not my personal objectives.



Now that that is out of the way, I'll explain my thoughts more. While trying to keep balance among the other professions in mind, and trying to figure out unique roles for each instead of each profession basically being a rehash of every other profession just with different weapons and one or two unique attributes, I felt a different type of change might give us even more of an unique role. Generally emphasis is placed on watching an opponent, evading damage, and exploiting a weakness to defeat them in traditional unarmed Martial Arts. Technically each Melee Profession would be considered a different type of Martial Style, and general practice is that an armed opponent uses the weapons to do more damage than the unarmed opponent. That is why I ranked Overall Offense lower than what you probably expected.



Defensively the same could be argued, but not from an aspect of evasion instead of blocking. Realistically I doubt we will ever be "the" defensive profession, but I think it would be a great niche for TKs to fill. An unarmed Martial Artist should be able to evade hits.



Skills are a tough call. Meditation definitely makes us unique, but you'll notice I ranked Powerboost fairly low. This is not because Powerboost is not useful, but because it is a skill I rarely use. Generally I'll use food or Doc buffs if I choose to be buffed, and otherwise just go unbuffed completely with food hotkeyed if I get in a pinch. Powerboost just is not something I use often.



I ranked all attacks fairly high because of the different styles of Martial Arts. Some attacks will be focused to end the fight, while others may be generally aimed to wear down an opponent over soem time if it is known that a single attack will not end the fight.



Force of Will is definitely a valuable skill to have, but in its current incarnation is not as useful as it could be, and thusly rarely used. Mainly that is why I ranked it lowest on the list.



Defenses I ranked highest due to the way I described the profession above.










Now, feel free to post yours and debate, but remember that this is friendly discussion while we wait for Official Information, and just something I wanted to get feedback on. If it gets out of hand I'll ask for the Thread to be locked. Also remember that this is strictly my personal opinion and will only be represented to the Developers if the Majority of the Community agrees, have no fear in me being just in that respect.

Message Edited by Ryutek on 09-14-2004 04:58 PM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Tathizar
Mon Sep 13, 2004 7:18 pm
#3

well, keep in mind that teras kasi is supposed to be a big martial arts profession and supposed to be strong... in my opinion the first thing that should be done is to make it so you need something else to get teras kasi... maybe master brawler? or like first aid IV ortrapping or survival IV? since teras kasi can heal themselves (meditation) the medic might be nice. or since teras kasi seem to be somewhat of an independent profession (one of the scout trees). I think that teras kasi should have the trapping IV requirement and be able to use some damage or state type traps.. as for the scales...




  1. Offense (overall) 8: We should be able to do significant damage (especially to get states on our enemy)
  2. Defense (overall) 7: Should be well balance profession with good defense and offense.



    1. Skills

    - Meditation 9: it is a very useful skill tka's have



    • Powerboost 8: also useful
    • Force of Will 5: although it is useful, i find it doesn't work quite right and don't see a huge need for it..thats IMHO
    • Targeted Pool Attacks 10 : Martial arts you know where you are attacking and target specific areas to weaken your enemy
    • Random Pool Attacks 1: Teras Kasi shouldn't have too much random pool attacks.
    • Defenses versus States 6: should be gooddefvs states because they have learned how to take advantage of these abilities andmake them work against the enemy
    • Melee/Ranged Defenses and/or Toughness 4: should have decent melee defense, but not a great amount of ranged defense (teras kasi shouldn't have the need. they keep their prey close when they attack)

  • unless i read the post wrong... i used the numbers to put each of these in order of importance.




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    Daserx
    Mon Sep 13, 2004 7:57 pm
    #4



    1. Offense (overall) - 7 Martial Artists should be offensive and have good dps

    2. Defense (overall) - 8 One of the first things martial artists learn is how to defend themselves



    1. Skills - 7 TKA should have more state skills .. such as stun 2 or Dizzy 2 .. Be able to apply states since we actually hit our opponents with our fists ... Being punched in the side of the head would stun and dizzy someone quite efficently

    2. Meditation - 9 One of the best TKA skills and one of the best in the game


    • Powerboost - 6 Nice if you don't want doc buffs and want to be more self efficent

    • Force of Will - 5 I dont find this very useful when fighting high end mobs since they DB you before you hit the ground

    • Targeted Pool Attacks - 7 Should be able to attack all pools with good accuracy ... Since we do have +210 Unarm Accuracy

    • Random Pool Attacks - 6 Random pool attacks are fine with just auto attacking ... but should not be completely random with high end attacks such as UH3

    • Defenses versus States - 8 TKA focus mind and body .. It should be difficult to dizzy blind or stun us

    • Melee/Ranged Defenses and/or Toughness - 7 Unarm toughness makes TKA able to tank higher end monsters without armor .. I suggest maybe making the effectiveness of unarm(melee) toughness halved if wearing armor or even not make it in effect ... TKA shouldnt be wearing heavy armor and being able to move quickly. Melee defenses should be raised a little more to go with our profession

    • About the ranged toughness , I say leave that to the dabblers of melee / range .. Giving TKA ranged toughness would make us overpowered .. With ranged defense I say we should gain a little bit since TKA are suppose to be quick on their feet.. I dont know about dodgin lasers but we should get a little more defense



  • Dase Teras Kasi - Swordsman - Fencer - T.A.N.K
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    ryukinku
    Mon Sep 13, 2004 8:20 pm
    #5

    1) Offense: 6 I put this at this low a number only because we are able to deal a good amount of damage for only having one dam. type. Would love to see another type!


    2) Defense: 10 As a TKM we are supposed to be incredibly hard to knock off our feet, yet I constantly find myself dizzy and laying on the ground. This just does not seem to go with what a TKM should be.


    3) Skills: Meditation: 1 I think that this seems to work fine as it is now


    Powerboast: 1


    Force of Will: 3 I would love to see this tweeked to were it worked a little better.


    Targeted Pool Attacks: 9 I have to agree with the above post. It would make sence that we would target specific areas if we are matial arts experts. Not just blindly flailing around inflicting damage.


    Random Pool Areas: 1


    Defense vs. States: 9 Once again would like to see it harder for us to get a state effect against us.


    Melee/Ranged Defenses/Toughness: 9


    I guess like everyone else I am just sitting and waiting for the revamp to see what they are going to do.



    ryukinku kasai ~ Master Chef/TKM ~ Bria

    Kasai's Kitchen

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    Atama
    Mon Sep 13, 2004 8:54 pm
    #6

    Offense and defense should be both average. That's kind of how we are now already. I like being the ones that can hold our own both offensively and defensively and still be balanced.

    As for skills...

    Meditation - 10. This should be what sets us apart from other professions, the one really cool thing that TKAs do. I think that if we get any new abilities after the revamp that they should be part of meditation.

    Powerboost - 7. I love powerboost but we have to be careful not to let it be too powerful. I've heard rumors that buffs in general will be nerfed during the revamp (and I hope that's true) and that might make powerboost look too strong. At the same time, don't weaken it too much if it's needed or it won't even be worth using.

    Force of Will - 5. It's a cool ability and can save your life, but like powerboost it's one of those things that can become overbalancing easily. Even more than powerboost. I pretty much like how it works now.

    Targeted Pool Attacks - 6. The flexibility we have now is good, where we can target any pool we want. Actually, if they do make mind healable in the revamp, that will be even more important than before since PvP won't be all about who can attack the mind pool the best. We don't need those pool attacks to be really powerful either, I think it's good enough that we can team up with a specialist (someone who's really good at hitting only one pool).

    Random Pool Attacks - 3. I simply don't like them much. Well, random attacks like Unarmed Hit X are ok, I guess what I dislike more are the combo attacks. They don't target a single pool *or* do a lot of damage. I'd like to see the combo attacks get replaced, honestly, maybe with more defenses.

    Defenses versus States - 6. Our defenses aren't awful but I'd like to have more if possible. I think more stun defense and some intimidation defense would be cool.

    Melee/Ranged Defenses and/or Toughness - 8. Actually I think these are fine for the most part. What I'd like is to get Defense Acuity working better. DA should be equivalent to other evasion... Like +50 DA should work as well as +50 Dodge. The fact that we're limited to +96 is enough to limit us, and we can't stack it with any other profession either.



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    SkeeterWhateley
    Tue Sep 14, 2004 4:13 am
    #7



    1. Offense (overall) -6 - We should be able to hold our own, but not be a high damage hitter. fists can only take so much.

    2. Defense (overall) - 8 - again as posts said above, martial artist feel, hard to knockdown, or hit really.

    3. Skills


      • Meditation - 10 - one of my favorite skills i dunno how i lived without it! it sets TK apart from other proffessions

      • Powerboost -7 - its a pretty good skill as it is now, but if buff nerfs come, then it would need to be toned down just a bit

      • Force of Will - 5 - its pretty good for PVP but eh for PVE. I do alot of both.

      • Targeted Pool Attacks - 9 - YES! we should be able to target parts of the body, we after all, as stated above martial artists.

      • Random Pool Attacks - 3 - not very big on Random pool attacks. but i do tend to use them alot.. lol

      • Defenses versus States -7 - about what they are now is good

      • Melee/Ranged Defenses and/or Toughness - 7 - same with this.



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    Mankind00
    Tue Sep 14, 2004 6:32 am
    #8


    Offense (overall)
    10 - I belive this is where TK should be very strong, fast, accurate & damaging, at the moment I feel we are set well with the exception that we don't do much damage to the high level mobs at only Ap1 especialy when Kinetic is so commonly deffended againest. In PvP We have about the right damage output in my opinion.


    Defense (overall)
    8 - I belive we should be able to take a beating & still keep going but obviously there is a fine line between balencing Offence with Deffence so we do not get over powered. Our deffences should be very strong but there should be ways around them.


    Skills



    Meditation

    9 - This to me is what makes a TK a TK, our meditation abilities should open up all sorts of enhancements to us but only one at a time, the ability to have an extension to skills such as Center of Being for a short time maybe, just generaly ways to enhance our selves & give us our own play styles between all the TK that are around at the moment.


    Powerboost

    5 - It's a skill which I love but as I have said in Meditation there should probably be more types, differnt enhancements which we can run one of at a time.


    Force of Will

    7 - It is another of the skills which sets TK apart from other proffesions in my opinion, but it is commonly dabled in, I belive as it works now is fine but it needs more of a boost at master.


    Targeted Pool Attacks

    7 - I belive them to be important but a couple of months ago were we not told that Target Pool attacks would now only have more of a chance of hiting that part of the body? I'd quite like to see the ability to hit certain points of the body, say aim for the right arm as maybe they are not wearing armour there, things like that. I belive this is how Combo hits were supposed to work, to pick up holes in armour like that but there does seem to be a bug where having only some bits of armour acts like you are wearing a full set.


    Random Pool Attacks

    6 - not as important as Targeted Pool but this is where we should be very strong, the ability to land states should be with these as well (as it is now) & these should be the deciding hits, although I prefer doing my damage with targeted pool hits I also like to make sure my opponant has as many states on them as I can land, these states should come from our powerful random pool hits.


    Defenses versus States

    4 - I belive this is where we should be quite low with possible exception of Stun & Intim (ones that are normaly low on other proffesions should be a bit higher for us at Master). Also Deffence vs KD should possibly be raised from what it is now, not by much but enough so we can take a couple of hits, maybe tie it in more with DA.


    Melee/Ranged Defenses

    2 - I belive this is where we should be at our worst, nearly all hits should stand a very high chance of been on target for us, then our DA & Toughness should come in to play.


    Toughness

    9 - Our ability to take hits should be second to none, the ability to absorb much of the damage from a hit is another thing that is more TK then anything else in my opinion but of course this should come with down sides as well, for example the lack of Ranged & Melee Deffence I have mentioned already but also maybe lower it with the encumbernce of the armour which is worn so we cannot become as we do now & be able to take near any hit.


    Deffence Accuity

    8 - I know you didn't ask for this one but I thought I'd add it anyway as it plays an important roll in my view of a TK's deffence. I belive that this is where what happens with the hits comes in to play more then anything, either we Dodge it, causing no hit, no state. We may Counter Attack so we take some damage but we turn it around a bit & inflict a hit on the opponant. We may Block, further reducing the damage we take on the final outcome but still causing damge, then of course we could do nothing & the toughness takes it. Which of course is how it works now how ever it needs some fixing, there simply should be more chance of this working, as with the exception of evading the attack all together we still take the damage but how it effects us changes. I belive this to be a strong part of been a TK yet, like on all other proffesions, there should be ways around it which lower it happening, it should be a strong deffence but a breakable one.

    I admit reading this much of it sounds to me to be heading in the direction of been overpowered, it needs tweaking but I'm more looking at it from the view of someone who prefers to compliment one proffesion with another, as opposed to taking bits here & there, so belive much of the bigger bonuses to things working should come from the Master box to prevent too much of it been dabled in, but not removing the ability to dable if thats your play style.



    I belive all proffesions in PvP should be on par with each other in been strong in what they do but in PvE there should be enough to put people in to differnt rolls but without going as far as to make one proffesion be restricted to one roll (like it often feels we are restricted to tanking in the high level places like the DWB & on Nightsister hunts.)


    Sorry for the awful spelling throughout my long post, as you have probably noticed by now spelling is not my strong point in life.



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    RoninGaiden
    Tue Sep 14, 2004 11:14 am
    #9

    This is just a quick brush by and is only my opinion. I think TK is working like it should. It is a high powered profession, but has the limitations when someone is using composite armor. The defense is terrible on the TK, regardless of what ppl say. It compliments quite nicely though because you can't have a high offense and high defense, that's unbalanced.


    As for skills, mediitation and force of will are invaluable to me. I love being able to heal wounds by myself and avoiding the db's when i'm incapped when something suddenly makes it past the armor. The power boost i think can be done away with. It is a temporary "buff", but like some ppl have stated on the forums, it almost makes the tk too self sufficient.


    As for Pool attacks, nice to have andshould bepart of the offensive area of the TK.


    Defense against states, Tk's have that? Again, one of the weaknesses for having the good offense and the ability to meditate, force of will, and power boost.


    Closing: Again, i think TK is working like it should. The only complaint i have is not being able to do any other damage besides kinetic. I've seen some post relate to Martial Arts and defending themselves and what have you. We can't go off of real life, otherwise things would beall sorts of retarded. Ranged profs would kill all melee in a single head shot before the melee could get within range, a real master swordsman (one who studies Iaido, kendo, etc.) would be able to kill someone is one slice of the sword, etc.... We must not related to real life but rather what would balance the profession in relation to the other professions.






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    Ryutek
    Tue Sep 14, 2004 1:58 pm
    #10

    Added my responses above



    Ryutek

    Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

    No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



    [email protected]
    Evelas
    Tue Sep 14, 2004 2:27 pm
    #11






    Ryutek wrote:
    While we wait for information to be released, I wanted to get an overall feel for where everyone thought TKs should be after the Combat Balance.

    Scale:

    (Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)




    1. Offense (overall) 6
    2. Defense (overall) 9
    3. Skills


      • Meditation 10
      • Powerboost 6
      • Force of Will 8
      • Targeted Pool Attacks 4
      • Random Pool Attacks 10
      • Defenses versus States 8
      • Melee/Ranged Defenses and/or Toughness 9








    Evelas - Jedi, Magnan - template pending
    "I'm just dying for them to give Jedi that neat power that allows them to yank weapons out of your hand, so I can pull out a Grenade just as he's doing it." -Merc93
    Jenky
    Tue Sep 14, 2004 3:27 pm
    #12

    Here is how i see it;

    Teras Kasi - We should have the lowest damage output in the game.


    Any logic would say that a dagger or sword or polearm would hurt more, if we imagine that an unarmed person and an person with a weapon where fighting had equal skills.


    But... Totally the best speed, and nice defenses.


    I would love to see us dodge... With no weapons besides small fist weapons like knucklers(we need different ones too) we are extremely fast, agile and got good defenses.


    I love our specials.. i hope they wont change that.. i love our titles too, and i love our proffesion.


    Our meditation tree is making up for our lack of dots, bleeds and so on..


    I think dizzy + KD needs to be nerfed..


    I would love to see us be using much more different specials instead of a selected few.


    It would be cool to have more than one style of meditation... it gets a bit repetitve with all the TKAs and jedis sharing the same.. though it looks very cool!



    in PvP we should be some of the last people on the battlefield standing...


    I hope that they will make TKA require master brawler... and really put us as a good class.. a special melee class for the melee psycho!

    we just need more fist weapons and better different specials... and maybe expand the good / evil tka concept a bit... sharing the same proffesion but with slightly different animations like different colored ribbons, or maybe different meditation animations.


    I would also like to see our proffesion giving some more background info... and i hope they will rename our specials to something more cool... unarmedhit3 is a bit stupid... "kryats fury" would be a much more cool name ^^



    ______________________________________
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    Cinergy
    Wed Sep 15, 2004 1:18 am
    #13


    Offense (overall) - 7- I don't want to turn TKM into a fencer esque profession where it is nigh impossible to have a duel that last less than 20 minutes. For more insight into TKs offensive abilities I suggest everyone read the recent SW novel: Medstar 1: Battle Surgeons. One of the characters in there is basically a TK and it has some interesting info about them (and as an entertaining book anyways).




    Defense (overall)- 9- I have always thought that TKs should be the best defensiveprofession in the game bar none. They aren't weighed down by any sort of weapon and have incerdible agility and balance.


    Meditation- 9- This is a class defnining ability that I think is almost perfect as is. I would like to see us be able to heal BF at master though.


    Powerboost- 6- Not overly concerned with this right now but if buffs are nerfed then this will become a VERY desirable skill.


    Force of Will- 4- I rarely use this and find it to be worthless in most situations. It is not usable in duels or tournies, is almost never needed in PvE and only rarely in PvP do you have enough time between incap and DB to use it. Not important to me at all.


    Targeted Pool Attacks- 7- Once mind is balanced against the other pools it will be nice to use an attack other than headhit1 as a main damage dealing attack. Pool attacks are essential for every profession, however, TKs, being more precise and in closer quarters to other combatants should have a better targetted attack than headhit1, leghit1 and bodyhit1.


    Random Pool Attacks- 4- Vanilla HAM attacks are teh suck....thats about all that needs to be said. The only time I find them usefull are on creatures that I can one hit with them. Other than that its just better to use targetted attacks.


    Defenses versus States- 8- TKs should have very high state resists. Their balance and focus is second to none which should translate directly to high defenses vs KD, dizzy, stun and posture down. Blind and intimidate could be a weakness.


    Melee/Ranged Defenses and/or Toughness- 10- Evasion, evasion, evasion and.....more evasion. We're light on our feet and can dodge like none other. As far as toughness goes, probably not our strong suit, if we do get hit it's going to hurt. The focus should be on ranged/melee def IMHO.




    Corran H.- Master Smuggler

    Ittsa Trap- Haven't Respec'ed Yet...


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