Teras Kasi Archive
Thread: TKM vs. JEDI, a new system for TKM
ValcynChiana wrote:
________________________________________________________________________
3.Allow medics to heal mind like they used to be able to. Mind is a major problem in pvp, and basically makes classes that can get mind Dots, or can attack mind directly, the only viable pvp classes.
Ah, but if we are eliminating (Or limiting) the amount and strength of DOT weapons, we already HAVE a class that fits the bill - Combat Medics, which makes perfect sense.
________________________________________________________________________
The thing is, combat medics cant heal their own mind.
Take the following scenario:
_SNIP_
I'm just tired of PvP being a match of whoever's got the rarest weapons or the best template. All i'm saying is that Every combat template should have an equal ability to fight in pvp, and it should rely more on skill to win. You get some guy who loots a 700 damage mindfire pike, or someone who has 90% armor, and they're nearly unbeatable, even if they know nothing about playing their profession.
I can't disagree - However, the fix is easier - Create something for each of the other classes that CAN attack that stat, to even it out. I'm just afraid that they are going to nerf the ONE fully developed class to make the others "appear" better. Nerfing should never be a solution.
As to the CM position - Remove the wounds healing Mind gives a CM, allow them to heal themselves (With an area effect cure, not an innate ability), and give them limited Rezzing - Maybe a state that keeps the player alive and un-attackable until a real doc shows up, but NOT the ability to have the player pop right up and fight fresh.
Mankind00 wrote:
The only refferences in the books include that the TK are from Bunduki & that there was another race who invaded them who also studied TK. & also that Prince Xizor studied the art & was considered a dangerous opponante by Vader. Also that Darth Maul was trained in the art.
Richai wrote:
Mankind00 wrote:
The only refferences in the books include that the TK are from Bunduki & that there was another race who invaded them who also studied TK. & also that Prince Xizor studied the art & was considered a dangerous opponante by Vader. Also that Darth Maul was trained in the art.
well if vader who has slain countless jedis, he was in fact THE destroyer of the jedi, who hunted countless of them down, considers Prince Xizor a dangerous opponent, then doesnt it show that TK does have some power over the Jedis, and should be able to fight on equal terms? i mean for **** sake, its Vader whos saying his a dangerous oppoenent!
This is awesome
ValcynChiana wrote:
well, one idea i've had in mind for a while for a combat profession change is similar to this, but not just for tka.
Currently, our combat professions generally have four trees representing speed, accuracy, offense, and defense.
Each of these trees could be enhanced to contain many more skill boxes than they currently do, and while this would increase the points required for a combat profession, i think the benefits would be worth it.
The different jedi 'professions' are healer, enhancer, powers, defender, and lightsaber. If we expanded the speed, accuracy, offense, and defense of a normal melee (or ranged) profession into more of a full profession in its own, this could work much better.
basically, you would have two main starting combat professions, brawler and marksman. Each of these would work sort of like the Force sensitive trees.
Novice brawler (novice box. At novice brawler you would be given an array of weapons to start with, and can use any of the weapons to get xp for any brawler box)
Melee defense 1-4 (add melee defense bonuses)
Melee Accuracy (add weapon accuracy bonuses)
Melee speed (add weapon speed bonuses)
Melee offense (add special attacks and damage bonuses that are not weapon specific)
Master Brawler (you've gotta get this before any advanced melee profession)
With marksman it would be similar:
Novice marksman (novice box, gives you an array of weapons you can work with)
Ranged Defense 1-4 (add ranged defense bonuses)
Ranged Accuracy 1-4 (add weapon accuracy bonuses)
Ranged Speed 1-4 (add weapon speed bonuses)
Ranged Offense (add special attacks and damage bonuses that are not weapon specific)
Master Marksman (required for any elite ranged professions)
Each of the skill boxes would cost only 1 skill point, similar to the FS system. Once you get either of them mastered, you can go into elite "professions" to specialize in specific weapons or gain other bonuses.
For melee you would get:
Melee combat specialization
1st tree - One handed weapon techniques
2nd tree - two handed weapon techniques
3rd tree - polearm weapon techniques
--these first three trees give accuracy, speed, and damage bonuses for their respective weapons.
4th tree - general combat techniques
--the last tree gives generic, non weapon-specific attacks, as well as "unarmed" attacks and damage/speed/accuracy bonuses
Melee defense specialization
1st tree - Melee defense (gives the standard melee defense bonus)
2nd tree - State defense (gives state defenses. Defense vs Knockdown, dizzy, posture change, stun, intimidate, blind, etc.)
3rd tree - defensive techniques (gives defensive acuity, I.E. the ability to randomly block, dodge, and counter attacks)
4th tree - Melee Toughness (gives generic toughness, as well as resistances to poison/disease/fire etc.)
Meditation Specialization
-- this one will probably not be much loved by our current tka's, but i think everyone who puts the points into it should be able to meditate, as its an invaluable skill --
1st tree - Wound healing (as skill increases, you can heal wounds faster. at box one you can heal health wounds, box two can heal action wounds, box three can heal mind wounds, and box four simply increases speed)
2nd tree - poison healing (as skill increases, poisons heal faster. Also gives an innate resistance to poison)
3rd tree - disease healing (as skill increases, diseases heal faster. Also gives an innate resistance to disease)
4th tree - Meditation skills (first box gives powerboost 1, increasing all primary stats by half the player's average of stats (it takes all three primary stats, averages them, and boosts them by half that number. Second box gives powerboost 2, which increases the player's secondary stats by half the average of their three primary stats. Third box gives a skill similar to the zabrak's equilibrium, equalizing all three primary pools. Fourth box gives force of will, allowing them to recover from incap)
Armor Specialization
-- this would be available to both marksman type players as well as melee type players, but would involve more types of armor being added to the game --
1st tree - Melee armor types (each box allows the player to use armor that provides increasing resistances to kinetic, blast, and stundamage)
2nd tree - Energy armor types (each box allows the player to use armor that provides increasing resistances to energy and electric damage)
3rd tree - Special armor types (each box allows the player to use armor that provides increasing resistances to heat, cold, and acid type damage)
4th tree - Armor effectiveness (each box gives a decrease to the encumbrance of the player's equipped armor, as well as an increase in it's resistances)
(these are for marksman)
Firearms Specialization
1st tree - pistol specialization (gives special attacks for pistols, and bonuses to speed, accuracy, and damage)
2nd tree - carbine specialization (gives special attacks for carbines, and bonuses to speed, accuracy, and damage)
3rd tree - rifle specialization (gives special attacks for rifles, and bonuses to speed, accuracy, and damage)
4th tree - combat tactics (gives bonuses to melee/ranged defense as well as generic, non weapon-specific attacks for ranged weapons)
Marksmanship specialization
1st tree - Accuracy (gives further enhancements to accuracy)
2nd tree - Speed (gives further enhancements to speed)
3rd tree - Damage (gives further enhancements to damage)
4th tree - Defensive techniques (gives defensive acuity, I.E. the chance to randomly Dodge, block, or counterattack)
Bounty Hunter Specialization
1st tree - Hunting techniques (gives bonuses to a BH form of 'player tracking', as well as terrain negotiation)
2nd tree - droid usage (gives bonuses to the use and effectiveness of tracking droids)
3rd tree - Equipment usage (gives the ability to use, and bonuses to, specialized bounty hunter equipment such as wrist flamethrowers, jet packs, grappling hooks, stun bombs, etc.)
4th tree - Trained reflexes (gives more bonuses to defensive acuity, melee defense, ranged defense, and increases the equipped weapon's speed, damage, and accuracy, and a decrease in theweapon switching delay)
Now, because of the increased number of skill points a combat profession would take, i propose that they remove the current form of skillpoints. Combat professions should have seperate skillpoints from crafting, healing, and other generally non combat professions. a 250 point, maybe down to 200 point limit would be given for combat professions, allowing you to get master brawler or marksman, and maybe two full professions and a half profession similar to jedi. Other professions would be given enough skillpoints to master and then some for other things.
Anyways, that'd give us a bit more of an ability to customize how our player fights, and would make for a much welcome change to the same, boring combat templates that everyone uses now.
Mopdalton wrote:
Tk's were great warriors for a reason, the used their body to the full, they used stratagy in their fights, and attacked at the right moments. These facts are the same in SWG, most TKM's who are beating high level Jedi are the ones who do use the powers given to them, who stratagise during the battle, and who do attack your vulnerable spots and the right times. They should not be made to do a longer grind for these things, and by posting this on the forums just makes it look like your a jedi who is mad because a TKA beat you.
Actually, I am a pure TKM - No enhancements from any other profession, so I think I have a unique perspective vs someone with defense stacks from other professions. The TKM who are beating Jedi (in game) are NOT pure TKM, but hybrids with additional stats from OTHER professions.IF TK were to be a longer PURE grind, it would be about the same as grinding TK, plus Brawler, plus some fencer, etcthrown in for their bonuses. We'd merely be getting them from study of a single art, instead of creating a Template.
Now on the story side of the TKA's not requiring a longer grind.The Jedi need to learn to use the force to their advantage, TKA's dont. They rely on their bodies strength for their powers unlike the Jedi who rely on the force. We know our bodies better than we know the force thus no need to spend time studying something we already knoow about and there for less time is spent becoming a TKM. But the Jedi need to learn of the force and how to use it, thusrequiring more time to fully learn.
Umm - Ever been in any Martial art? It takes YEARS to master yourself to do perfect Kata, and learn the ways of your discipline. One of the FIRST things you are told is that you must learn yourself - And it isn't at ALL instant to know what you are supremely capable of. Same SHOULD apply to TKM, even moreso if their inner Chi is what's giving them powers close to (but not equal to) the Force. I'm comparing Apples to Apples here - TK is obviously based on Eastern Martial Arts, as is the mythical Force. Both would take years to master.
Message Edited by Novock on 01-05-2005 07:57 AM
imhigh2 wrote:
A bad idea based on misconception. hhmmm. Misconceptions? If swg was based solely on the movies there wouldn't be any tkm's in the game. This game revolves around the star wars universe that not only mr lucas contributes but a bunch of other authors as well. TKM's are suppossed to be very stong and I dont like the fact that a proffession that takes a few days to master can kill a mid level jedi wich might of taken him months to get there. I do like the fact that they can take a mid level jedi I just wish they had a longer grind to do it, Of couse I do not believe they should be able to take out jedi knight or jedi's finished w/ there template, thats obsurred. But you have to understand even after the CU a TKM will be able to take on a low level jedi easy, and that is wrong because of the TKA ridiculassy short grind. again I respect everyone's opinion, if you think it's a bad idea thats cool, just let me know why.
so.........
We should have to invest more skill points to remain less powerful than Jedi?
According to what you're saying, we "should not be able to take out a jedi knight or a jedi with a finished template," but we should have to spend more skill points to reach that level?
Not to mention that you said you "don't like the fact that a profession that takes a few days to master can kill a mid level jedi which might have taken him (the jedi) months to reach. Then you say "I do like the fact that they can take a mid level jedi, I just wish they (Teras Kasi practitioners) had a longer grind to do it."
Which is it?
kypster wrote:Are you basically saying that you want say a FRS system for TKM whereas, the more you kill in PvP, they better you get, level wise?Or somewhat like pilot with prestige points?Message Edited by kypster on 01-04-2005 11:51 AM
that is a f##king great idea and i have always wanted a its to be like jedi were after you master the prof you PvP and get even better
you get a five star nice idea