Teras Kasi Archive
Thread: Why should we get an additional damage type? Dev's want to know.
I love this idea, Mister_Heavy.
Restraint is continuity also. What martial artist doens't have restraint moves. If they make it have a 10 second timer for mid range tree climbers, and 20 second for master, that would be great. It allows many other's get hits in on them annoying people that need to take hits from rounds of people. lol.
Look i've been a tka since beta and all through retail, i've been through every nerf you can think of, and if your asking me if we should get a different damage type, HELLO, that is what your other skill points are for, rofl. The reason for different damage types is so you have to be smart and choose your opponents wisely. You shouldn't be able to solo almost anything, this game is too easy already. You must understand there is onlya few thingson the whole game a master tka can't solo and its npc jedi's and that is only because your in there range too lol, and krayts, i will solo the gorax, night sister elders/spellweavers, basically everything but those 2, heck a commando with flame 4 can clear the whole force cave by themselves(i've seen it done, roommate had flame 4 at the time). The fact that i can do that is plain hilarious, if they keep refusing to make this game hard again, they are going to loose all the good players. The main thing missing is CORPES, turn them back on and it makes the game 100 times harder. It is no risk to me to go into the force cave or the nightsister cave, because i don't worry about having to retrieve my body with all my stuff from the bottom of the cave. For all you complaining about not being able to solo certain things, and them pushing you too group to kill things, well my friends that is called reality rofl. I don't want to be able to solo any kimo i see or force person i see, it's just not right, and all this without a bleed. Yes most things now days have a high kinetic protection, which they should considering we are more effective melee fighters than player jedi. So coming from one of the longest standing tka masters on any server, considering i have played from beta day one to now, as a tka that whole time, i tell you to make tka have another dmg would cause them to nerf our damage dramatically just like everyone has staited. I have seen every nerf there is, and the nerf that would come our way after a different damage type, would be the worse anyone has seen. If you can't solo every creature other than those 2 then your not using warcry and intimidate the correct way. I rarely post because i usually speak to them directly but i can't allow this thread to continue without having somone who has been a tka master from the beggining speak out for the rest, i have seen some of the best players on any server quit because of nerfs. They are just now coming to understand that all beta players experimented professions before retail started because that is the point of beta lol. So the people who knew what they wanted to be in retail came on that first day and worked towards that profession while all others were trying to figure the game out, i won't go into how many beta players quit because holo's forced them to master skills they had mastered in beta and realized they didn't like them then, so why would they do it when it matters roflmao. By adding an extra damage you will only push the last remaining original tka's out of the profession or at worst the game, because they understand like most beta players, that the game is easier now than it has ever been, and to only make it easier would leave no challenge in the game. As it is now the only challenge is to take on creatures with tremendous kinetic protections just for you too have to use some sort of tactical approach.
Sorry for the long drag out post, but i'm not sure i can take the game getting any easier, like i said the main thing is corpses, but don't think i forgot how much trouble corpes cause the dev's and the servers themselves. So there is certain trade offs, ppl were sick of loosing whole inventories, but i would much rather worry about that then, i wonder if i'll die this week lol
. The only thing left for the "Veteran Players" is pvp, and if they got into it early they are definitly tired of it by now lol, danger doesn't equal substance, but it does make the game worth while again.
Btw the reason pistoleer gets so many damage types is it attacks the health pool, which is almost always the highest ham pool, so it is needed, and the fact that most of the dmg's that all creatures are vulnerable too (stun,cold) have low damage and have no armor piercing, with the exception of rifleman and the jawa ion rifle, this is sound for all proffesions. Power hammer is blast yes, and next to stun and cold it is the next highest vulnerability, but the accuracy mods more than make up for it, and last but not least the only proffesion that gets no attention pikeman, they receive the lance with electricity damage, but don't receive the armor piercing like the lva, which balances all these weapons and having different dmg types. So if you think tka should get a new dmg type or types then all the new dmg types should have no armor piercing, or you have only made the most effective melee class more effective and only increased the distance between the other melee classes.
Well time to add my 2 cents.
Well I honestly feel that this is a double edged sword. TKA's are a very powerful profession right now, and one of the reasons we've used to justify our power to the developers and to other players is that we don't have DoT attacks, we do one kind of dammage, and we have limited range.It's going to be hard to justify our power if we get another dammage type which may do DoT. Which I feel will require us to give up some of the power we currently have in order to "balance us" out.
By limiting TKA's to only Kenetic dammage we become absolutely useless in certian situations. Lets look at 2 situations here:
1) "Hey your a TKM? Wow cool we could really use your help, we are going out to hunt a Giant Peko Peko Albatross and take it's feathers to this mysterious hermit on dantooine. Would you like to join our party?" "I'd love to but the Giant Peko Peko Albatross has 100% kenetic resists so I can't do anything to hurt it."
2) (Hunting huurtons on dantooine for their wooly hide with a small group of friends when one of your group members is attacked by an agressive Mokk Rock Shaper) "Help! I'm being attacked!" (Group runs over to assist) "Attack!"(10 seconds later you and all your group are dead because the Rock Shaper had 100% kenetic resists)
What good is a TKM that can't defend himself, his friends, and group members? In my opinion it's just a matter of being absolutely useless in battle when fighting certian enemies. Sure a TKA could probably get off a knockdown but with the timer that's been enforced you'll only get one KD off in a group before the enemy targets you and kills you. I don't have a problem with doing Kenetic only dammage for the most part, but if that's all the developers intend us to do then they need to go through the game and make sure any of the 100% kenetic resist enemies are at least reduced to 90%. Otherwise we needanother type of dammage. I don't want to have an easy time defeating these creatures but I do want to be able to be an effective group member on any hunt, as it stands anyone with just the NOVICE box of marksman is more effective on these types of mobs than a Master TKA and that's just wrong.
As for the type of dammage we should have access to? I think restraint would be absolutely perfect.
instead of just Vibro Knucklers, have Frost knucklers, Stun knuklers or the obvious Electro knucklers. These knew types should have about 50-75% effectivness compared to standard knucklers. when your are fighting a creature with 60%, 70% (or even the nighmareish 90%+) kenetic resists a 75-180 dam electric attack would be more reasonable.
plus+ some interesting animations based on the weapon type would be cool, like electric sparks when the Electric Knucklers are used. the animations exist for the other weapons, why not tka?
There are only 2 ways we are getting another damage type:
1) It happens in the revamp after teras kasi gets retooled and they account for the new damage type. I'd like to see stun or restraint given to us in this situation because then I can throw away those stupid vibroknucklers.
2) We get it now but we get a relatively weak damage type. I say the only fair damage type would be cold. It doesn't impact one of the other melee's second damage types (blast, stun or elec) so no bad blood (well no more than there is now). It'll also not make us overpowered just give us that second damage type for the really high resist kinetic mobs.
In my opinion, the first thing we need to ascertain is what is exactly is the mythos of Teras Kasi in the SW universe. As far as I can ascertain, there is nothing on the Star Wars Databank on the TK organisation/belief - it seems to have been created solely for the game "Masters of Teras Kasi" and then resurrected for SWG. What is the 'canon' background to this art? Only then, when we have a true indication of our place in the galaxy (the whos, the whys and the hows), can we begin to speculate what new types of damage we get? Perhaps one of the Devs could create some history for the artform?
I HAD heard that TKAs were watchers of the Jedi Order, monitoring them in case they absused their powers; and if need be eliminate them. I had also heard that they were attuned to the Force to enhance their bodies.
Both these ideas where dismissed by other posters, and so the whole concept still seems to be in the air.
If I am wrong, and there are references to TK outside these two sources (comics et al), I'd be forever thankful if they were pointed out to me. I'd love to get my Character Story right. ![]()
- Siid Vicious
I wouldn't mind another damage type. Since I don't I'm picking up fencer for the stun baton and defenses.
If you don't like armored buffed drug addict pvp opponents, do the same to yourself and bring your stats to their level...Plain and simple.
HOWEVER. Wookiees are at an extreme disadvantage in any fight vs a drugged, buffed, armored combatant. If we aren't going to get armor, we should get a wookiee VK with an alt damage type.
what if your damage type depended on your range?
-80 @ 0-3mRestraint (you have +200 accuracy so it is to counter thatits okay....sucsesfully restraining shouldn't be TOO easy, at master you should hit it a good 70% of the time)
+7 @ 3-12 Kinetic (same old, same old)
ok, too many posts here for me to read, so if this has been said, then sorry.
to all you nay sayers out there, restraint is a damage type. nightsisters are one of the few mobs that are vulnerable to it. i believe the spraystick rifle is even a restraint damage weapon.
that being said, i wouldn't mind tka's getting another damage type. especially one that won't really get others mad. giving us stun would really tip the scales towards our sides, as most all armor (unless layered) is vulnerable to stun. you wanna see the fencers in an uproar, do that.
electricity would seem fair, as just about every non-wookiee pvp'er out there has a set of composite armor, and pretty much negates electric damage, but that belongs to the pikemen.
i say go with cold or restraint. its not going to make tka's any more "uber" than any other class. so, we can actually do a little more damage to nightsisters (they only have 15% to kinetic i believe). who is that hurting? so quenkers are now falling faster than they normally do (vulnerable to cold). again, who is that hurting?
with only 1 restraint weapon (spraystick) and 2 cold weapons (cryoban grenades and SG82 rifle) we wouldn't be stepping on anyones toes by getting these damage types. and to those that say, "well, how can a set of vk's or gloves do that kind of damage?" my answer to that is the same way a hammer does blast damage, or another vibro weapon (vibro lance) does electric. this is star wars, not real life. how do they do a lot of things in their universe, we'll never know. but its there, so lets use it.
I'd want skills (attacks or abilities) that enhance my usefulness in a group. I like the ideaof some sort of chokehold that could fill our missing DOT slot. Make it mostly low powered so as not to do more than 100 points of damage a round, allow us to hold a mob immobile while using it, and make it useable for maybe 15-20 seconds. I would use something like that over KD + Warcry because a lot of times when I'm helping my guildmates in the time it takes to get KD on and a warcry to stick, I've almost beat the mob to death.
I like the idea of alternate damage knucklers. Electrified knucklers probably make the most sense, although knucklers that work based on blast might have merit also (ala the power hammer). There are enough flame weapons and acid and frostmakes no sense at all to me for these. This is asci-fi game not afantasy one.
I'd like to see some sort of skill that levels the playing field for wookies...and others(yes, I'm a wookie and this is my shameless plug). A skill that eliminates the need for armor for TKA's would be nice. For instance, give us a skill that grows over time that allows us to tap into this "inner force power" that we are supposed to have to make our skin more resilent to damage. In effect, this would grant us armor-like resists without the armor. Make it so that by master we could have enough skill in this that our skin would be comparable to a reasonable set of compositearmor. Ensure that the skill would not stack with armor of course. That way people that have access to armor that is better than the skill could provide have the option of still wearing armor, but wookies are no longer left out in the cold with a shield generator that isn't clear if it even does anything.
actually there is supposed to be material on the teras kasi and their relationship to the sw universe and the EU. have got a trhead going on this and am compiling as much info as i can. Have also got wind of info about the class in the official SW encyclopaedia. will be checking on this tonight.
If we can assertain our history, maybe it can help direct our future