Teras Kasi Archive
Thread: Why should we get an additional damage type? Dev's want to know.
here we go...
bare handed = kinetic with no armour piercing ability.
VK = Electricity with light armour piercing ability.
acid gloves = Acid damage with no armour piercing ability.
ice gloves = Cold damage with no armour pircing ability.
fire gloves = Heat damage with no armour piercing ability.
this gives us four weapon options, but keeps the VK as the highest potential damage weapon. the one other note i would to make here is, why am i faster with VK equipped than i am barehanded? the bare handed attack mod should 1.0-1.5 with a special pnalty of 4.0 that decreases % wise to every speed point you pick up until it reaches a penalty of 1.0 x speed of weapon.
you guys nuts?
another damage type?
we'er powerful right now. VERY powerful.
I don't belive we'er unbalancingly overly powerful, but we'er close.
I don't think we need a nerf, and i'll sure as hell fight against any nerf coming our way, but, i'm not going to ask for something that'll push us over that line and force a nerf on us...
if we get different damage types. what's our down side? heck what's our down side now? the only one i can really come up with is range... which, is a down side for melees in general and not tka's alone... what's our down side to other melee classes? our lack of bleeds is about it... and our 1 damage type... that's what's in place to keep us balanced... dont mess with it... your opening up a very nasty can of worms asking for more juice... we don't need it... the other melees need it.. not us.
we work. we kick butt. we'er fine, let the dev's spend there time and energy on real problems..
if it isn't broke, don't fix it...
KingSnake...
I just want to take the time to give my thoughts again. I don't believe that we shouldget another type of damage, at least for constant use. The only time we need something is against high level MOB's like Krayts, but I think we can come up with something a lot better than different damage types.
Plain and simple: After the upcoming changes all the professions that require the same number of skillpoints will be roughly equal. So, if we ask for more damage types, it will be absolutely necessary for us to lose something else and that will most likely mean our overall damage output. I don't want to be like the other professions. We are an unarmed profession and thus we do not have much variety in what we use to hit our target (hmm... should I kick it or punch it.....). Currently we do the most overall damage but that is subject to the randomness of our best attacks. We can hit any pool but our damage is far less than any of the other three brawler elites that specialize in one - this is how it should be. We have the best defense against melee damge but very little defense against status (stun, intimidate, etc.) and posture changes and it remains to be seen if defensive acuity will provide the samechanceto avoid hitswhichis (or will be)our only real defense against ranged attacks (our ranged defense is half that of our melee defense and toughness does nothing against range). Now, I want to keep the best defense against damage and the most overall damage output and I know that at least 50% of those calling for more damage types want to keep that as well. However, to do so we'll need to keep our main drawbacks as well. Specifically, only kinetic damage (for constant use), no DoT's, and poor (very poor?) defense against status and posture changes.
If anyone disagrees with the basic fact that getting another damage type will mean we have to lose overall damage for BOTH our new damage type and kinetic, please post this revelation because that is the way I see it coming down.
*NOTE: when I say reduction in overall damage, I mean in relation to: (1) the strength of the MOB's we fight, (2) other melee classes MELEE damage (not DoT's), and (3) ranged professions (which we should outdamage by a great deal (in PvE) given the many inherent advantages of range).
Parasite.
antares
master pikeman
I've been considering this issue alot in the past few weeks, and was of the opinion that TKAs should not recieve additional damage types.Then I came across this exception:
In thumbing through my old copy of the d6 SW Role Playing Game, I came across "Stun Gauntlets." Simply put, heavy gloves with a wire mesh across the knuckles that deliver a stunning electrical charge to the target on a successfull attack.
Unless there is a solid example in the Star Wars Universe (like above), TKA should be left as it is. That being said, I think there is a precedent for TKAs to gain access to Stun damage at least, but only through a new weapon.
Interesting... a single star vote in the last 30 min. Of course they dont have an opinion of their own to voice, just an attitude.
I Imagine this has been covered but here goes anyway...
At first I thought this was a great idea. Being a MCH and MTK, I really only did one type of damage. Then I realized all the benefits we get as TK's. I'm not gonna list them but you guys know what they are.
Knowing SOE they will nerf the crap out of something else if they do give us another damage type.
I'm against it. We are very powerfull as is.
Here is what i am thinking.
Add the ability in the meditation aspect of the tree to change the type of damage you inflict .. i.e you meditate and your fists do fire damage or acid damage for as long as your boost lasts.
OR-
Each attack we do does a diffent type of damage. Fist of flame, acid kick, energy pummel, stunning knee back side groin kick.. well you get the point.