Teras Kasi Archive

Thread: What do you want TKAs to be?

SoonToBeBountyHunter
Fri Jan 02, 2004 8:33 pm
#183

+1 AP at master is overpowering


-just slice unarmedhit3's HAM cost in half and you've got my love.




Don't Ask Why I Chose The Name.
I decided Not To Go BH...lol...
-Theterminator
VikaLine
Fri Jan 02, 2004 8:43 pm
#184

TK - AP1 on VK only


Fencer - AP1 on all weapons


Pikeman- Med AP on all weapons


Hvy Swords - Med ap and Hvy AP on Blast Hammer



would that be balance enough i mean if you take into effect kinetic resist and armor we are not the major damage dealers in pvp. In certain cases in pve we are but not all , were alot more hyped than what we are in truth. I play a fencer to and I can dish out as much damage if not more with bleeds as fast and with less hamcost.




Vikaline
-Master Doctor
-Tera Kasi Master
ThorBattlehammer
Fri Jan 02, 2004 10:55 pm
#185

i really like the idea of TKAs being the BHs of the melee class. I think a good way of implimenting it would be that you master TKA just like it is now. However once you Master Teras Kasi, you are now elegable to become a Novice in Teras Kasi Grand Master. at this point you start to develop your force sensitiveness, have access to better attacks, jedi tracking ect.. Id like to see the Teras Kasi Grand Masters be Jedi Hunters. if your alligned with the Rebelion, you hunt down Dark Jedi, if your a member of the Empire, you hunt Jedi. they dont have to mess around with any of the current TKA stuff, just add the class of Teras Kasi Grand Master. i dont know if thats feasable or not, just an idea.



*Thorbacca* Wookiee Master Doctor Master Swordsman-Sunrunner
*Valoric*Zabrak Aspiring Pistol Master-Intrepid

Behold, a Pale Bantha, and the Wookiee who rode on It was Death, and Hell followed with Him.
Sage1
Sat Jan 03, 2004 5:30 am
#186

Mr-Heavy i just heard that our damage is going to be reduced is this true, because if it is, then those devs r **edit** to me and its major BS.


Also, our HAM pools go down way to much for hitting on special moves.


I Also heard that some of ur Statements on helping the TK profession would actually ruin it, if i read it correctly. If so then step the hell down a nd let some1 better take over that will help us.


I think u said we should do less damg, if so then a lot of players r gonna want u hanged.

Hypatian
Sat Jan 03, 2004 10:18 am
#187

Sage1: This discussion is not about nerfs or other small tweaks, it's about what the focus of the Teras Kasi profession should be in the context of the upcoming *global* changes to the entire combat system. Imagine if you will that absolutely every professions except Teras Kasi were going to change, but Teras Kasi remained the same. The same questions would apply--how should the unchanged Teras Kasi profession compare to all of the other combat professions which actually do change.

In reality, everything's changing, but we still need this benchmark idea of "what does it mean to be a teras kasi artist rather than, say, a swordsman?" and the bigger question of "what does it mean to be a melee fighter as opposed to using guns?" If we don't put forward a good effort and say "*This* is what makes us unique, and *this* is what we're willing to sacrifice for true greatness in that other category," well, we're just going to end up as the vanilla middle-of-the-road melee fighter. Or, considering that our meditation abilities are really rather powerful, more like just-below-middle-of-the-road. I'd rather be really good at one thing than be less than mediocre at everything except that I can heal wounds, bleeding, poison, disease, buff myself, and occasionally get up from incap without needing a doctor. (To be honest, I personally think that some of those abilities are too powerful and that we should be willing to accept a reduction in their power to get other perks. The wound healing isn't really necessary. The rest isn't really necesary either, but has nice flavor and doesn't discount any other profession nearly as much.)

Anyway, we have to approach this in a mood to compromise. And we can't refuse to accept that things are changing. If we all sit here and say "we're just fine the way we are", that's nice and all--except they won't leave us the way we are. If we say that we want to be good at everything, we're not going to be listened to. So--what do we want to be better at than other professions, and what are we willing to be worse at than other professions?

It's not about our current power compared to everybody else. It's about what we realistically want to be compared to everybody else, after everything changes.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
Mayor of Reunion Radioactive Power Broker


Schwartzwind
Sat Jan 03, 2004 4:37 pm
#188

Well put Hypatian.



Bartle: EKS (Explorer 73% Killer 53% Socializer 46% Achiever 26%)
atone48732
Sat Jan 03, 2004 7:15 pm
#189

How about just implement the 217 skill point idea


I think that would be the best route




Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
Sage1
Sat Jan 03, 2004 11:55 pm
#190

Hyapatian, u dont speak for most TK's on this issue of being to powerfullespecially since u guys dont know as much about it as i do.


Reduction is BS and only makes ppl leave the game again, like another 10k ppl.


TK, is ok, the way it is now, it could be better to, against long-range ppl.

SoonToBeBountyHunter
Sun Jan 04, 2004 2:41 pm
#191

able to bleed at least 1 stat like all other combat classes.aren't VKs sharp enough to bleed?



Don't Ask Why I Chose The Name.
I decided Not To Go BH...lol...
-Theterminator
Hypatian
Sun Jan 04, 2004 7:32 pm
#192



Sage1 wrote:

Hyapatian, u dont speak for most TK's on this issue of being to powerfullespecially since u guys dont know as much about it as i do.

Reduction is BS and only makes ppl leave the game again, like another 10k ppl.

TK, is ok, the way it is now, it could be better to, against long-range ppl.





Um.

I've said nothing here that has to do with us being "too powerful". I'm saying that the devs have already told us that they are revamping the entire combat system. *shrug* If you don't want to deal with that, then start a thread somewhere complaining that they're revamping the entire combat system. I'd prefer to say something about how we should fit into that new system, because I'll be very surprised if they decide not to change things.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
Mayor of Reunion Radioactive Power Broker


Hypatian
Sun Jan 04, 2004 7:35 pm
#193



atone48732 wrote:

How about just implement the 217 skill point idea

I think that would be the best route





This would probably make a lot of sense as far as fitting the pre-existing model of what teras kasi is into the game. But... I'm pretty sure they're not going to do it. Ignoring the question of "okay, so what do you do with people who are already Teras Kasi masters but don't have enough skill points to be masters in the new scheme of things?", I believe that we've been told they *won't* be re-working professions to that extent. And Mister Heavy did ask us to talk in terms of the profession with this same number of skill points at the start of this thread.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
Mayor of Reunion Radioactive Power Broker


lordkinjo
Sun Jan 04, 2004 11:11 pm
#194

for the most part I think you all have good ideas to improve our class, but the reality of it isthis...and I don't mean to offend anyone....our ONLY short comming is the ham cost we encur when we do special moves. the only fix we need is to have our ham cost for special moves reduced. I am a master brawler/master tka, with a few other melee skills thrown in. I'm also 1 box away from master marksman. there is almost no npc in the game that can handle me and buffed....lol forget about it, I don't know about pvp because before I got master tk I got my butt handed to me but I doubt there is much out there that can handle me 1 on 1(I have a little trick not an exploit for the buster marksman guys). what I'm getting at guys is we are fine as we are, especially if we throw in the def and strenght bounuses from master brawler and the other melee classes and the marksman class....our worst enemy is the ham cost for specials....I still sometimes accidently spam myself to death. If they fix(lower) the ham cost for us then we will truely be complete and they can do what ever it is that needs to be done with the other classes. we do enough dmg, and set up right we are tough as hell to kill, we're perfect not to powerful but still to be feared, and not too weak but still possable to deal with.....as long as we don't have to worry about spamming ourselfs to death.



Fear...Fear attracts the fearful. The strong, the weak, the innocent, the corrupt. Fear...Fear is my ally.....

Let's stop pointing fingers and just fix the problem.

IGN Kin'jo

JediTimbo
Mon Jan 05, 2004 5:29 am
#195






Sage1 wrote:

Hyapatian, u dont speak for most TK's on this issue of being to powerfullespecially since u guys dont know as much about it as i do.


Reduction is BS and only makes ppl leave the game again, like another 10k ppl.


TK, is ok, the way it is now, it could be better to, against long-range ppl.






Hmm I've had a look at your other posts Sage1, and to be frank you are misnamed. Could you help this very interesting debate by providing constructive points which would further your claim "u guys dont know as much about it as i do" ? If not I suggest you let those more capable of clear articulation continue this debate with the maturity they have thus far shown.



buh buh, ooo and Tarq > all
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