Teras Kasi Archive

Thread: Why should we get an additional damage type? Dev's want to know.

Hypatian
Sat Dec 20, 2003 4:07 am
#14

I don't think this is as hugely important as some people have made it out to be--especially since most creatures have been changed to no longer have 100% resistances. The main reason I would like to see a second damage type available is that it increases the amount of situational dependence in fighting. Back when I was a commando, I prided myself on carrying one of just about every gun in existence, so that I would always be in a position to choose a damage type the enemy was especially weak to, or at least not especially tough against.


Having at least two damage types available to all professions (including TKA) makes the world a much more interesting place, and it makes using very high resists on some enemies "safer" for the devs. If we are limited to only kinetic damage and never anything else, itmight be unfair of the devs to create a creature that was almost entirely immune to kinetic damage--because those creatures would be almost entirely resistant to our normal damage, while every other profession (except CH) has available to it at least two damage types.


It also lets us in on the sub-game of "this creature is strong against kinetic, but weak against stun" (let's pretend that it's stun damage that we might get), "therefore I can change my tactics and use these other attacks which are *normally* less effective, but against this creature will do better than the standard attacks." This is like the fun I had switching to the striker pistol against an enemy which was extremely weak to kinetic damage: sure, the gun isn't nearly as good as an FWG5... in a normal situation. But in this situation, it works. Having to pay attention to the situation you're in is (to me, anyway) very fun.



Now--on the other side of the argument, if we *are* pushing for a position as the combat debuffers, it's reasonable to simply say that there are someenemies that we cannot do well against, and thoseenemies are the ones with high resists to kinetic. In a group situation, though, we're in okay shape even if we can't do much damage to those enemies and our group is hunting them. Why? Because our debuffs aid the entire party, not just ourselves. So now we have a different kind of situational difference: when we're solo, that creature is pretty much going to trash us. But get a few friends and we can all take it apart, and my debuffs help. So that's not so bad.


The other part of the counter-argument is that there *is* another profession with the same drawbacks, which is the Creature Handler profession. All creatures seem to do kinetic damage, so this is a drawback for them as well. Also, Jedi currently do kinetic damage. As a result, kinetic is in sort ofa "special" place when three professions rely on it so heavily, so resistances to kinetic might better end up lower across the board.



Finally: I've thought for a while that it's kind of unfortunate that creatures only seem to do kinetic damage. I'd love to have creatures that do acid damage with their attacks, or heat damage, or whatever--because that provides another situational thing. Right now, advanced ubese is the top of the line armor for hunting creatures, because it has reasonable encumbrance and huge kinetic resists. I'd much rather feel like it would be interesting to choose armor based on what you intend to hunt. (Oh, and for NPCs, well, there's a great variety of damage types coming in, but you can't predict it other than to say "energy and heat are probably most important, and the rest we can't plan for.")



In summary: the pro of multiple damage types for TKA is that it further levels the playing field on resistances, so that kinetic has less of a primary role. The con is that we are not in fact the only profession tied into kinetic, and that the wildlife also has only one damage type available. As a result, just fixing us wouldn't completely solve the problem.




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


Hypatian
Sat Dec 20, 2003 4:24 am
#15

Just read the top 5 response thread. I'd say that the argument that we have a lot of power at our disposal and that limiting us to kinetic is reasonable--but in the process of the major combat rebalance that's going on, there's an opportunity to maybe do things in a different way that allows us to be differently powerful instead of more powerful. If we're no longer "uber" but instead "different", that opens up more potential reason (and more potential need) to further increase the range of tactics available to us.


I think there's a reasonable amount of agreement on the what-do-we-want-to-be thread (aside from the people who unhelpfully say "change nothing, we're perfect!") that we'd be okay with some reduction in power if some other things worked better. This is just one example of that.



Also. *cough* Considering that bleeds still ignore all armor, I'd say we already have a really really big disadvantage compared to every other combat profession that can get damage through any armor type. I'm really hoping that hole with the bleeds gets fixed in the combat changes.




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


kiplique
Sat Dec 20, 2003 5:11 am
#16

I was in kempo for many years and we learned how to choke people( air or blood ). We also learned how to do moves that we can throw people around.


1. I bleed type move will be nice.


2. Give us ninja stars to throw with poison tip or ninja darts.


O well only my 2 cents

Dr4g0nf1y
Sat Dec 20, 2003 5:20 am
#17

I think the restraint idea is very good. I lean more towards the idea of making it a limited damage move for the TKA and more of a group assist move as described in a previous post.


As far as pure damage types, how about stun damage? I see a lot of mobs that are weak to stun damage and I think that stun would be a realistic damage type that could be delt from a TKA.



Dragonfly


Master TKA / Master Ranger

DOTMaister
Sat Dec 20, 2003 5:55 am
#18

I dont see how a restraint attack would help us at all since I've seen some say here that it should do no damage at all. I'd think the best it would do would make the target more vulnarable to damage, but dont we have KD for that? Or it could delay them, but dont we have Warcry for that too?


The only thing that I could see helping BALANCE the professions out would be at the very least one more type of damage. Also I dont think Stun Damage would be a good idea for TKMs to have. We deal considerable amounts of damage at fast speeds, so imagine me going up to anyone in PVP and landing KD (considering they arent Ranged and running away) then proceed to equip my Stun Damage VKs... he would be dead in a matter of seconds, maybe a bit more if he was Buffed but he would still have no chance.


But as I said, I dont see Restraint attacks helping us in the least. One more damage type would be a better in my opinion.




Jonneh
BobbyJack
Sat Dec 20, 2003 6:06 am
#19

A simple already in game way to give TKA a different damage type for those 70+ kinetic resist mobs would be stun. It makes sense imo since stun is also a part of melee combat and it's already in game and it's one of the rare vulnerabilities. When I was a pistoleer there were a number of mobs I had to use the stun damage gun(forget it's name, but it looks like it's got 2 COs canisters attached to it.
TorvusMessorius
Sat Dec 20, 2003 6:16 am
#20

Id like to see the 'restraint damage' ideaimplemented





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IGN = Scar'
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vaderbaiter
Sat Dec 20, 2003 6:46 am
#21

Restraint and/or stun damage would be the best damage types for the devs to implement, as it makes the most sense for new damage types for a class that fights with its fists.I would prefer stun over restraint myself but i could see devs considering that as overpowered as most sets of composite armor are stun vulnerable.


As for the reasons why we should get additional damage types, that's easy.#1 just one damage type is not enough and way too limiting and #2 if all combat classes are truely going to be balanced by the combat reworks they have announced then we should get at least one more additional type of damage, all other classes have at least 2 types of damage, and if we are truely all going to be balanced then us having a second type of damage should not be considered overpowering.

Daserx
Sat Dec 20, 2003 8:48 am
#22

TKA should get electrical or stun gloves ( or any other type of damage type) that uses fist speed and DPS, but with the gloves equiped deals that certain type of damage with 0 AP ( Leaving Kinetic VK for 1 AP)



Still makes VK our main weapon but gives us chance to lose AP for different types of damage..




Dase Teras Kasi - Swordsman - Fencer - T.A.N.K
~Foundation Stone~
Goldy's Guardian and Brother
Dynastar
Sat Dec 20, 2003 9:46 am
#23

Electric or stun are the only realistic forms of damage that could be added.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
TwoGuns
Sat Dec 20, 2003 10:11 am
#24

How about instead of stun gloves, since transdoshans can't wear them, the dev's made stun bracers that could be made to fit all races. Every hit would send a shock wave out doing stun damage.


It would be the same amount of damage as fists alone, AR0, but possibly slower to use than fists alone, to balance the rarity of stun defense. Also, VK's could not be equiped while wearing the bracers.


With the use of gloves or bracers you would not be able to use armor in that slot, however.

Kaejz
Sat Dec 20, 2003 11:41 am
#25

I don't think Stun/Electricity/Blast should be added for TKAs. Those damage types are the domains of the other melee classes, and we'd be stepping on their toes (as if most of them don't already envy us).


What I suggest, if it's even possible, is give us a move or two that can do different types of damage. For example, a new move at TKM that does Cold damage instead of standard Kinetic. Make these moves only usable when not wielding VKs, and you have your balance.




Erenax
VikaLine
Sat Dec 20, 2003 11:58 am
#26

Id like stun damage over restraint, I think this grappling Idea would be best suited for Elite Elite class or an expansion. Id drop em both if the devs would see fit to let Masters ofMelee combat classes add poisons to there weapons, Sarlac bile and the sorts. Of course Sarlac would be on the weak side since its so easy to obtain, but you see what im saying.



Vikaline
-Master Doctor
-Tera Kasi Master
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