Teras Kasi Archive

Thread: What TK are and what they are NOT.

Xenothrope
Tue Sep 23, 2003 6:03 pm
#1

I've seen alot of "wanting" on these forums lately. Perhaps before you say "TKA SHOULD HAVE _____" maybe think a little.


We are not ninjas.



We are not EQ monks (if you want to be an eq monk, play eq)


We are not

Xenothrope
Tue Sep 23, 2003 6:27 pm
#2

Grr.... Apparently TAB = post is done..... as I was saying.


We are not Ninjas


We dont get throwing stars, or other funky weapons from the east (or whereever else)


We are not EQ monks


If you want to be an EQ monk then you bought the wrong game, go play EQ


We are not the one and only UBERCLASS


There are 3 other melee professions, let the poor guys get SOMETHING



What we are is Teras Kasi.


The greatest martial arts known in the GALAXY. The only weapons we (should) need is our fists and our close connection to the force.


We study daily the practices of a clean body and mind. Focus is our ally.


With that all said, these are the changes I would LIKE to see (hey I can dream right?)


1. Get rid of VK, name one TK in the starwars universe that used em?


1a. Give TK another skill or item that replace TK. Call them "steel hands" or whatever, they wont display as anything on your character (we should be unarmed IMO) Allow this item to be modified to have 3 types, (1 for novice, 1 for a 3rd lvl skill cert, 1 for master) each one is a bit better than the last, the last having good armor peircing (med-hvy)


2. make ALL melee classes able to run faster. We train ALL day doing physical stuff (not just pulling a trigger) we should be more physically fit than a rifleman who lays on the ground sniping most of the time.


3. Lets set up the 4 different melee classes so that they are truely different. TK seem to be a "special type" class that is closely tied to the force, so make them tied to the force. Fencers should be akin to how pistoleers are, Swordsman akin to carboneers, and pikemen akin to snipers. I could post ideas on how to sort of do that but I will leave that up to the wonderful creative minds at Lucas.


4. Fix how position change works (and add in stances too please)



Lets make this game back to what it was MEANT to be STAR WARS: THE GAME.


my $0.02


-xenothrope


Starsider server.

InocS
Tue Sep 23, 2003 6:41 pm
#3

Great Post Xeno. One last thing Id like to add is that TKA should be better tankers than pets, after all, how come the only thing that is able to tank is a pet, while a true combat class made for the sole purpose of meleefighting in battle and having ENORMOUS defense have to wear 50% kinetic resistadv composite, be on master doc enhances, and on a crate of muon gold just to last one minute in a high level battle. A teras kasi master (or any high level TKA) should be able to have at least some percentage of kinetic defense because of their extensive training. Maybe we don't need the defense, but a very high dodge rate would be nice. It even says it in the SWG guide somewhere (dunno pg. #) that the teras kasi artist is able to EVADE enemy blaster fire while running to them and knocking them down with there fists.


Lastly, for the knockdown issue. why should a novice pistoleer with only pistol melee defence 1 and a master teras kasi with knockdown 2 should have the same 30 second timer imposed on them. I propose that teras kasi (and other melee classes) have a smaller timer than ranged proffesions, because we have a whole skill set devoted to equilibrium.


Just my 2 cents.




- Inoc Starrunner Starsider Imperial Sergeant, Future Master Commando, and Teras Kasi Master...




Inoc Starrunner Sergeant of the Imperial Army
Ex-Master Creature Handler and Commando,
Teras Kasi Master -- WOOHOO
Future master commando (holo)

Always and never are two words you should always remember never to use.
MrKracs
Tue Sep 23, 2003 7:58 pm
#4

Sorry InocS, can't agree with you there. Theres no way we should be able to "tank" a large aggresive creature better than another large creature. I don't mind having the ability for dodging or evading blows, since we're fairly small and nimble. Thats what the proposed /tank command will give us as it will make the defensives abilities fire allot more often. I'll wait to see how the /tank command will actually flesh-out in game though as I'm a bit skeptical about how they're going to implement it.


SWG just doesn't suit the EQ style of tank, we should never be able to take massive amounts of punishment like an EQ warrior, we should be trying to avoid the blows instead.




---------------------------------------
Kracs Knuckles - TKM / Pistoleer Master / Scout / Medic - Corbantis
"Facing an opponent armed with ranged weapons, high-level abilities
enable him or her to intercept blaster fire unerringly with their head,
bringing his or her self swiftly to the ground."
-Page 267, SOE Class Balancing Strategy
InocS
Tue Sep 23, 2003 8:02 pm
#5

Ya MrKracs, I guess tanking wasnt the right word to use, I just think we need a way of holding our own against a strong creature, whether it be high defense, dodge/evade w/e, just something so we have some better advantages. Creatures should tank, while we gracefully evade like we were meant to u, does that sound better?



Inoc Starrunner Sergeant of the Imperial Army
Ex-Master Creature Handler and Commando,
Teras Kasi Master -- WOOHOO
Future master commando (holo)

Always and never are two words you should always remember never to use.
Cralius
Tue Sep 23, 2003 8:04 pm
#6

definitions get in the way of what something really is.



We are what we are, giving us a name or designation is just a systemized idea of what we should be conceptualized as.



what does need work is how to balance us into the rest of the game. Now that takes some doing.

TerasKasiShal
Tue Sep 23, 2003 8:08 pm
#7

Some people might get tying the Force up with TKA to a different level. We are already tied to the Force... more than any other proffession. Meditation is that tie.




vFovi Cirev
::Bounty Hunting Jedi:: Starsider

v
Gantsu Ana v


::Artist from Moenia::

StrychnineRictus
Tue Sep 23, 2003 9:32 pm
#8

Well, if they want to tie us to the force, they should make an Exceptional Profession for TKA (AKA Elite Elite Profession.) that would be something i'd like to see. I'd probably be willing to drop CH just to become a Teras Kasi master x2....



______________________________
Jabrakk
Creature Handling Teras Kasi Medic
______________________________
Baelin_Radiant
Tue Sep 23, 2003 10:17 pm
#9

I like what I'm seeing in this post, but let's not confuse something here. The special property that singles out an individual is a high midichlorian count. Meaning, one that has a high personal midichlorian count is sensitive to the force. Just being TKA does not mean your midichlorian is higher than the next persons.


However, a TKA is more focused and in control of their mind than another player class. This comes from conditioning and dedication. This type of mental control does afford the TKA advantages over other classes, but... ...it does not mean you are force sensitive.


Let's not confuse mental temperance with innate Jedi ability (as according to Star Wars lore).





Truisms are true, hold on to that! The solid world exists, its laws do not change. Stones are hard, water is wet, objects unsupported fall towards the earth's centre. With the feeling that he was speaking to O'Brien, and also that he was setting forth an important axiom, he wrote: Freedom is the freedom to say that two plus two make four. If that is granted, all else follows.

DarklorDraNaxl
Tue Sep 23, 2003 10:32 pm
#10

I would be happy if we got a good attack that would target one specific ham bar. Also some bleed attack would be nice.



I am always envious of the 2h sword class with their mind damage, mind bleeds, and ae knockdown.




Darklor Dra'Naxl
Master TK, Master CH, 4/4/3/0 Medic
Bloodfin
Xenothrope
Wed Sep 24, 2003 7:29 am
#11

wow cobok, glad you actually read the post (/sarcasm) i said remove VK, add in something else that isnt a displayable weapon.


and PLEASE dont fall back on that lame argument (its a trade off) there is NO trade off, its just UNballanced. we have no snare, our kd doesnt work properly (whereas i count about 3 different ways to stop/slowin ranged) for the last time.


THERE IS NO TRADE OFF.


and as for the whole TK is tied to the force, kmon if it isnt PAINFULLY obvious that we are (we use unarmed attacks that can do as much damage as gunfire) then perhaps you should stick your head further into the sand and ignore everything else in this game that makes it starwarsy.


-x

LoBai
Wed Sep 24, 2003 8:34 am
#12

Personally,


I like the idea and always have of an elite-elite class for us. Gives us major melee/ranged defenses...more than we have now...however...as is...if we play right. We are, honestly VERY strong. I don't want anymore power really, I want certain bugs fixed (out of range when not really out of range, etc) fixed, as it will be as stated in that large combat update Sept 19. We are, honestly, almost "done". We just need the general game bugs fixed...


Some say we have no balance. I believe this is wrong. Our balance is that we get kited if we let ourselves and if the ranged let themselves get into a close area with us...they're dead...just as surely as they can infinately kite us. That IS balance.


Once the game bugs are fixed and things updated, we're in like flint people. Learn to play your profession, THAN post "truth" threads. The people with the most success are the people that know the truth...anyone can suck.

TRS-80
Wed Sep 24, 2003 9:49 am
#13






Xenothrope wrote:

and PLEASE dont fall back on that lame argument (its a trade off) there is NO trade off, its just UNballanced. we have no snare, our kd doesnt work properly (whereas i count about 3 different ways to stop/slowin ranged) for the last time.


THERE IS NO TRADE OFF.


and as for the whole TK is tied to the force, kmon if it isnt PAINFULLY obvious that we are (we use unarmed attacks that can do as much damage as gunfire) then perhaps you should stick your head further into the sand and ignore everything else in this game that makes it starwarsy.


-x






Xen - couple points...


1) If SWG does implement what you want with either a faster run speed for meleers or a snare, etc. to slow ranged users down... what % of the time will ranged users win that battle? 0-10% maybe (given a lucky couple BH eyeshots, or a really really bad TK PvPer)? At least the way it is now, we as meleers have the option of running away and picking our own battles. For what you propose, ranged users will have no option as we will hunt them down and win every time. You are calling for balance padawan, but is that what you truly seek?


2) I am not sure how you logically correlate powerful and deadly punches/kicks with being tied to the Force. In 2002, 9 boxers were killed in the ring (not to mention the countless number of people who die each year in street fights). Does this mean that those 9 boxers were killed by jedi? I would refute this theory as I just spoke to the last remaining jedi earlier today. His name is StanleyBubkiss, and he is a 44 year old overweight and balding insurance salesman that lives next door to me. Quite sad really, letting himself go like that... but that is a story for another day kids...

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