Teras Kasi Archive
Thread: Teräs Käsi and the Combat Upgrade
CTM1
Wed Mar 30, 2005 9:58 am
#14
"Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own." ( taken from the announcement forum )
From this it would seem that we are in fact getting nerf'd NOT balanced. The only way we are gonna be able to fight effectivly is in a group and for me that is not acceptable. I like the option of being in a group or not. I really don't want to be bothered sometimes and prefer to just go exploring on my own. I am gonna give the CURB a chance but I think that chance will likely be 1 month.
"Professions and Variety
These changes to the combat professions provide a much better role definition for each of the combat professions. Group and solo play are both enhanced by enriching the professions with these new ability assignments and most importantly, these changes make "profession stacking" a strong game challenge. Profession mixing is an exciting choice that players can use to personalize their characters and make them more unique and effective in combat."
These changes to the combat professions provide a much better role definition for each of the combat professions. Group and solo play are both enhanced by enriching the professions with these new ability assignments and most importantly, these changes make "profession stacking" a strong game challenge. Profession mixing is an exciting choice that players can use to personalize their characters and make them more unique and effective in combat."
Gimmie a break this is for groupers only. They even referenced the smugglers to mezzers. This is gonna be EQ in a Star Wars wrapper.
Ijeheu
Ryutek
Wed Mar 30, 2005 10:13 am
#15
CTM1 wrote:*SNIP*Ijeheu
(I didn't want the post to get long, I just wanted you to know I was replying to you in general
Look at it from this perspective: If you increase our defenses to be the defensive profession you have to remove something to balance it. In this case damage output was lowered. If you look at the numbers posted, though, we still have an offensive rating of 3 out of 5. We will have to wait until we can actually playtest it to see how that works out, but I hardly think it calls for a "OMGWTF NERF!" mentality. It simply means that our overall role is different than it was before, and that our defenses will be increased to compensate.
CTM1
Wed Mar 30, 2005 10:19 am
#16
Look at it from this perspective: If you increase our defenses to be the defensive profession you have to remove something to balance it. In this case damage output was lowered. If you look at the numbers posted, though, we still have an offensive rating of 3 out of 5. We will have to wait until we can actually playtest it to see how that works out, but I hardly think it calls for a "OMGWTF NERF!" mentality. It simply means that our overall role is different than it was before, and that our defenses will be increased to compensate.
Yes but the fact is unless there will be also a fatigue meter you cannot simply avoid somethingand kill it.
Ijeheu
Kresh_Azzo
Wed Mar 30, 2005 10:21 am
#17
Kasamatsu wrote:20M is the distance for LUNGE not normal attacks. Get your facts striaght ALL OF YOU!
We do have our facts straight, /lunge makes the range of attack 20M. Hence our attack range is 20M!? I would like to see you lunge 20M, or anyone for that matter. I would like to see you spin-ninja kick someone at 16M. The realistic range and the range the servers (more likely the software) can handle are different issues here. I would assume they know from the past what created that issue and how to make it work now.
Ryutek
Wed Mar 30, 2005 10:23 am
#18
I agree, but I think it really is not as bad as it sounds. I just wanted to make certain the other perspective is known, and when you couple those thoughts with the changes to the HAM system it really, at least on paper, looks as though everything will be fine.
I do want to add that it has been consistently stated that all professions will end up having something they view/feel as a nerf. Let's try to make sure we look at the entire picture and not simply one aspect. I'm not saying your concern is not valid, just that from what I have seen I do not believe it to be an issue.
I do want to add that it has been consistently stated that all professions will end up having something they view/feel as a nerf. Let's try to make sure we look at the entire picture and not simply one aspect. I'm not saying your concern is not valid, just that from what I have seen I do not believe it to be an issue.
Ryutek
Wed Mar 30, 2005 10:24 am
#19
Ryutek wrote:
I agree, but I think it really is not as bad as it sounds. I just wanted to make certain the other perspective is known, and when you couple those thoughts with the changes to the HAM system it really, at least on paper, looks as though everything will be fine.
I do want to add that it has been consistently stated that all professions will end up having something they view/feel as a nerf. Let's try to make sure we look at the entire picture and not simply one aspect. I'm not saying your concern is not valid, just that from what I have seen I do not believe it to be an issue.
This in response to CTM1 btw
LordBranamar
Wed Mar 30, 2005 10:38 am
#20
My original gripe has always been with the content behind TK and not the abilities.
A TKM should be one of the most proficient killers in the entire host of melee professions we have. Solo'ing or tanking krayts is "retarded" since sheer size alone leaves us at a disadvantage. But almost anything that stands on two feet and isn't wild should be fair game. The dmg output was never a big deal since TK has always been excellent for laying down states. These states should just give professions able to land them the ability to do more dmg.
If anything you should up the pre-req for TK to master brawler/0004 scout. From there TK should get terrain negotiation and boost to category 4 for dmg output. My philosophy for fighting unarmed comes from my background in martial arts. My Si-gung taught us that "you learn to fight with weapons, so that you don't have to fight with weapons". The essential theory behind that was students of unarmed combat could enhance their ability to fight by taking the techniques employed with weapons and altering them to fit an unarmed style. Thats just my take on TKM.
No on my always sensitive topic. WHERE IS MY ROBE AND DOJO?!!!!!!!!!!
A TKM should be one of the most proficient killers in the entire host of melee professions we have. Solo'ing or tanking krayts is "retarded" since sheer size alone leaves us at a disadvantage. But almost anything that stands on two feet and isn't wild should be fair game. The dmg output was never a big deal since TK has always been excellent for laying down states. These states should just give professions able to land them the ability to do more dmg.
If anything you should up the pre-req for TK to master brawler/0004 scout. From there TK should get terrain negotiation and boost to category 4 for dmg output. My philosophy for fighting unarmed comes from my background in martial arts. My Si-gung taught us that "you learn to fight with weapons, so that you don't have to fight with weapons". The essential theory behind that was students of unarmed combat could enhance their ability to fight by taking the techniques employed with weapons and altering them to fit an unarmed style. Thats just my take on TKM.
No on my always sensitive topic. WHERE IS MY ROBE AND DOJO?!!!!!!!!!!
DEADCROW27
Wed Mar 30, 2005 10:38 am
#21
Its really hard to judge this because I haven't been wearing armor or buffs.
Its hard soloing a tusken warlord with out them and if i get even weaker bye bye.
I just hope damage output is around the same 400-500 per second at TKA master without knucklers.
Its hard soloing a tusken warlord with out them and if i get even weaker bye bye.
I just hope damage output is around the same 400-500 per second at TKA master without knucklers.
Zodiac-B
Wed Mar 30, 2005 11:49 am
#22
This is at least my 3rd time saying this on multiple forums, but I'll say it again:
The ONLY way I see this CUworking is if we no longer surrender xp along with surrendering a skill point for COMBAT professions only. This statementexcludesall Jedi FS XP andCombat profs that require you to master a prof to master that prof (Commando, Ranger, and BH). This surrendering of xp is ridiculous. I would quite my job and play this game 24/7 if we didn't have to surrender xp. I say, onceyou achieve xp for a skill andlearn it, the xp is locked on that skill forever. I'm TKM / Master Pistoleer / Smuggler 0420 and I don't plan on changing ever. Why? Because it takes too long to master another profession just to find out I may not like it, so I end up "re"-mastering my previous profession. That's the nightmare I keep thinking about when I think about changing profs, so I won't do it. I still remember training a guy, when Apprenticeship Points meant something, and he told me this is his 4th time Mastering TKM. It brings my blood to a boil that we have to do such things.
Benefits: 1) We get variety!!! I'm not a meat and potatoes type of guy. I like change. If we did this, we wouldn't need these downgrades every 6 months (I'm calling the CU a downgrade due to skills that I'm going to losejust to keep my 2 masters, not 3). 2) SOE wants us to group together, this will help. What's the biggest problem when trying to take down a base or uber creature? Not the amount of people, but making sure you have the "right" people. If we can change profs, we can group just like SOE wants us to do, and do it much easier...
Why not Commando, Ranger, and BH: These are highly specialized fields that these people like to feel they are in a class by themselves. Personally, I believe only BH belongs in the exclusion due to some exploiting possibilities. Commando are Ranger are debatable. Another debate would be Master Smuggler. This could hurt the slicing community, so Smuggler would probably have to be excluded somehow.
How to make this work: If we can change at the spare of the moment, it would make fighting completely unfair. Therefore, why don't we give back to the Image Designers. This whole downgrade is to balance things out. Image Designers have already been one of the weakest profs and now the devs are taking more away from them. Well, we can give something back. You want to change your template? It can only be done in an Image Designer hut by an Image Designer. This is called balancing.
Why not non-Combat profs: pretty obvious, it will destroy the economy.
Should this include Jedi skill points: You bet! I'm not a Jedi, but I know what it takes to be a Jedi and it is ridiculous to ask them to surrender their experience points along with the skill point.
Darter
Wed Mar 30, 2005 12:24 pm
#23
I've been sitting and scratching my head as to why the Two-Handed line is required for TKA in the CU, too. I can imagine there's a reasoning behind it, but I have yet to see what it is. Perhaps they will one day allow us to dual-wield VK's, and at that point the two-handed pre-req makes a bit of sense, but since it's two hands on one weapons and not two hands on two weapons, I'm still lost.
It would make far more sense if it were Unarmed + One-handed, since we DO use a weapon that fits in one hand, even though it's not a sword.
It would make far more sense if it were Unarmed + One-handed, since we DO use a weapon that fits in one hand, even though it's not a sword.
--Qilue-UCW--
Wed Mar 30, 2005 2:20 pm
#24
Zodiac-B wrote:
This is at least my 3rd time saying this on multiple forums, but I'll say it again:
The ONLY way I see this CUworking is if we no longer surrender xp along with surrendering a skill point for COMBAT professions only.
I would like this alot.. With this CU, I'm going to have to rething my whole character.. that might include going back to a template i had a while ago.. its such a pain....
If they can't do that.. at least give us a BIG (like 5 time normal)bonus when gainig xp in a profession we have already mastered...
Please! *begs*
KyeAshke
Wed Mar 30, 2005 2:46 pm
#25
I'm sorry, but where does it actually state that The TKO is an unarmed only order? I keep saying this over and over agian, whenever I hear people say 'it doesn't make sense for the art'. Ju jitsu uses many many weapons, and that is a martial art.
Also, there are 4 melee branches, and only 3 ranged branches. There isn't the option to have anything that can apply to us the same as ranged support, for the same skill points. Yes it would be useful to have a similar range support line for melee players, but there isn't enough room in the tree.
So, it's does make sense, and there isn't any alternative short of cutting out brawler and marksman class and having weapon-specific classes from the beginning, which is ridiculous.
Can we drop it now?
-Kye
Also, there are 4 melee branches, and only 3 ranged branches. There isn't the option to have anything that can apply to us the same as ranged support, for the same skill points. Yes it would be useful to have a similar range support line for melee players, but there isn't enough room in the tree.
So, it's does make sense, and there isn't any alternative short of cutting out brawler and marksman class and having weapon-specific classes from the beginning, which is ridiculous.
Can we drop it now?
-Kye
Zodiac-B
Wed Mar 30, 2005 3:03 pm
#26
KyeAshke wrote:
"Ju jitsu uses many many weapons, and that is a martial art."
I agree with you on this except one thing, TKM is an Unarmed Combat profession (a VK has no projection to it like a 1 or 2Handed blade). However, if they want to make it armed, that's fine with me, but that means we need to be able to useall of our TKM skills (UA3, KD2, etc)with a 2H Sword. We have not been given any implication to the fact that our characters will get to use 2Handed weapons with TKM skills. This is the reason why we don't understand the purpose of 2Handed skills.