Teras Kasi Archive
Thread: Teräs Käsi Poll: Combat Balance
- Offense (overall) - 4/5 C'mon people we're fighting with fists do you really think we should be able to punch down rancors in a matter of seconds... at the moment we are grossly over powered damage to speed wise.
- Defense (overall)-9 Like someone stated earlier we have no weapons holding us down and so should be able to evade attacks quicker than other melee professions.
Skills
- Meditation 9 This should stay as our class defining skill, this makes TK, TK.
- Powerboost 8 Very useful skill, another thing that makes us what we are.
- Force of Will 6 Handy skil to have, but not a be all or end all.
- Targeted Pool Attacks8 Currently these overpower us (headhit at capped speeds) if our damage was decreased these should be our main attacks.
- Random Pool Attacks 5 We will allways have these, currently they do not need modifying.
- Defenses versus States 9 Here we should excel, no weapons to cause encumberance, trained in martial arts to avoid hits that would affect us (being KD'ed, Dizzied, Blinded e.t.c.)
- Melee/Ranged Defenses and/or Toughness 8 We should have good melee defence and average toughness, but ranged defense... dodging bullets isn't easy.
- Offense (overall) 7
- Defense (overall) 5
- Skills
- Meditation 10 (amen brova)
- Powerboost 9 (who DOSENT use it?)
- Force of Will 6 (it was a lot better prenerf)
- Targeted Pool Attacks 3 (not very good at all)
- Random Pool Attacks8 (quite nice)
- Defenses versus States 5 (really good when stacked)
- Melee/Ranged Defenses and/or Toughness 6 (ok, but needs other professions)
Message Edited by Taidashan on 09-15-2004 04:40 PM
Message Edited by Taidashan on 09-15-2004 04:42 PM I seem to be doing this alot now...
Message Edited by Taidashan on 09-15-2004 04:43 PM
JEAUX_ZUF wrote:
- Offense (overall) 7
- Defense (overall) 5
- Skills
- Meditation 10 (amen brova)
- Powerboost 9 (who DOSENT use it?)
- Force of Will 6 (it was a lot better prenerf)
- Targeted Pool Attacks 3 (not very good at all)
- Random Pool Attacks8 (quite nice)
- Defenses versus States 5 (really good when stacked)
- Melee/Ranged Defenses and/or Toughness 6 (ok, but needs other professions)
Message Edited by Taidashan on 09-15-2004 04:48 PM
- Offense (overall) 5-6- We should not be a damage machine but we need to be able to hold our own.
- Defense (overall) 10: TK's should be the tanks of SWG.
- Skills
- Meditation 10: I personally love these skills
- Powerboost 10: As tanks we need to be able to toughen ourselves up. I think we should be able to poost our secondaries as well. Maybe not a double boost but at least 50%
- Force of Will: 6- Useful but finicky
- Targeted Pool Attacks 7: The martial artists know where to hit to do the most damage. Though I would be willing to sacrifice this if we became the tanks we are suppose to be.
- Random Pool Attacks 5: Attacks are good
- Defenses versus States: 8- Goes along with the tank option.
- Melee/Ranged Defenses and/or Toughness: 9 Goes along with the tank option. Plus if we lose the ability to use armor like many suspect this will be critical.
Ryutek wrote:
While we wait for information to be released, I wanted to get an overall feel for where everyone thought TKs should be after the Combat Balance.
Scale:
(Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)
- Offense (overall) 8
- Defense (overall)8
- Skills
- Meditation 10
- Powerboost 9
- Force of Will 8
- Targeted Pool Attacks 7
- Random Pool Attacks 8
- Defenses versus States 8
- Melee/Ranged Defenses and/or Toughness 9
THIS IS JUST FOR ME TO GET AN OVERALL FEEL FOR WHAT YOU THINK WE SHOULD BE LIKE POST-COMBAT BALANCE.
And then Comments if you have something you would like to add
Please keep responses in a similar format, but if you would like to break it down further or generalize more that is fine as well.
(Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)
- Offense (overall) 5-6. As a master unarmed fighter it would make sense that a TK master should hit very hard, but not as hard as a sword or pike. I do think we should get a default AP1 attack at Master level. There are existing martial arts from Japan that teach techniques for overcoming the weak spots in armor, and armor in Star Wars is very similar in design. Hard style striking martial arts have a strong focus on attacking weak spots on the body. Even opponents in composite armor have a weak spot at the joints. I can see a scenario where a TK would break the arm or knee of a stormtrooper, or grab those hoses on the composite armor helmet and break the neck.
- Defense (overall) I agree with Ryutek on this one, we should be the hardest melee fighters to hit. Unarmed arts rely heavily on circular and offline movement and evasion, waiting for the opening in the opponent's defense to strike hard and fast. 10 all the way.
- Skills
- Meditation Really no need to rate it as we are the only profession that has it. It is fine as is, although I think a Master TK should be able to heal BF. 8
- Powerboost I like this skill the way it is. 8
- Force of Will 8 - Timer needs to be reduced on this.
- Targeted Pool Attacks These should be our main attacks. An unarmed fighter's main strategy should be wearing down a strong opponent until the opportunity presents itself for the kill shot. 10
- Random Pool Attacks 7. Unarmed Hit 3 or Combo 2 should be the finishing blow. If I've gotten one of the HAM bars down to 1/4, I should be able to take a gamble on UA3 or Combo 2 to finish him off at the expense of a huge cost to my own HAM.
- Defenses versus States 7. We should be VERY hard to knockdown ordizzy due to combat equilibrium, but we should be vulnerable to stun and blind. We are unarmed, if we take a hit from a sword, pike, or gun it makes sense that we could get stunned or blinded by the force of the blow. I would also think that a master TK would be hard to intimidate due to high mental development through meditation. You could argue that masters of any combat profession should get some defense vs. intimidate.
- Melee/Ranged Defenses and/or Toughness I like our toughness the way it is, and extra Ranged/Melee defense can be obtained through FS skills. Fix defensive acuity and I'm happy with this. 4
It's hard to comment without seeing the Revamp docs, but as of now I think very few changes are necessary. I would gladly give up some overall damage output for defense vs. dizzy and knockdown as well as a default AP1 attack at master. I would like to make both VKs AP2, but increase the HAM cost and lower the damage on them to maintain balance. Fix defensive acuity, and I'm a happy camper.
Offense (overall)
6
– We are offensive forces, with a defensive mind. We can hit any pool, land most states and can fight, I don’t see a major change for the CB in the offense category. Short of adding new special attacks, a new weapon, a variant on Armor Piercing, new damage types to add to the supposed versatility of a "martial arts" profession…Defense (overall)
9
– Defenses for TKA should be enhanced so that the TKA can close with its target, and at least be able to engage the target. However, a fine line must be kept so that things are not skewered and thrown out of balance.Skills
Meditation 10 – Meditation is what truly separates TKA from any other profession in the game. Any profession can knockdown, most can land status effects, bleeds, good damage, nice specials…but Meditation is truly a TKA skill. I’m an advocate of even moving it to Master, and adding more abilities to Meditate than what it currently is.
Powerboost 5 – Power Boost is fine as it is, it adds some statistics, but nothing game breaking. It is nice for a unique value of Teras Kasi, and in its current format it is neither inadequate, or game breaking.
Force of Will 9 – This is a major TKA skill, but the timer is far to long to actually make it a skill. Given when the skill is reached (Meditation IV) and it’s exceptionally long timer the timer could be lowered, and it could remain balanced.
Random Pool Attacks 4 – Given the concept of "precision striking," and our very high accuracy, random pool attacks also known as Vanilla hits such as UnarmedHit3 are only good for certain mobs. Most of the time in PvP people find the target hits much more effective, or even using hits like Combo1 which hit health/mind much more often than UnarmedHit3 does.
Defenses versus States 7 – Defense vs. States is what helps us combat kiters. Often people land dizzy/blind/stun/intimidate on us without really even needing to try to. They fire or use one special, and usually it will land. It’s been said that unless you get these defenses to nigh 100 point levels they are only so effective…
Melee/Ranged Defenses and/or Toughness 10 – Toughness is Teras Kasi. It is a design concept to shrug off and absorb damage so that they can close with their target, and take them out. Ranged/Melee Defenses seems to be fine as they are, for unless you starting hitting 80 + ranged/melee defense you won’t notice a major difference. Unarmed Toughness however gives TKA a great tanking ability, and further adds to the appeal of the class.
Overall feel for where everyone thought TKs should be after the Combat Balance.
Scale:
(Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)
- Offense (overall) In close combat we should be second to none.9 - 10
- Defense (overall) Our toughness is pretty good as it is, we should have more Dodge skills though. 8 - 9
- Skills
- Meditation Only Teras Kasi and Jedi have this skill. Ours should remain as is I believe.
- Powerboost Maybe increase boost at Master and make it last longer at Master.
- Force of Will I use it often in PvP. Under appreciated and under used skill
- Targeted Pool Attacks This is our bread and butter. Although, besides mind pool whats the point?
- Random Pool Attacks Meh... No opinion on random pool attacks, I do enjoy Combo though.
- Defenses versus States We should have good defense vs states due to the nature of our Profession. TK should be Dodging this stuff better.
- Melee/Ranged Defenses and/or Toughness Our Toughness should remain high but our vulnerability to ranged attacks just makes sense. At range in PvP we should be in trouble. In close combat PvP we should be very difficult to deal with.
My only thoughts are that we need a few fixes at the moment...
Teras Kasi is more or less working. We need to be able to do an additional damage type hands down. Why? Because we're the only profession that can only do 1 type of damage. I don't care what additional type. Also it should be easily acquired. We don't need another loot drop weapon in this game. How about giving a new schematic to weaponsmith that they don't have to quest for.
By itself, TKM is not the best PvP profession. That I can accept. Every Dabbler and his brother has it though. I wouldn't want to change the PvP aspects so much as some of the PvE aspects.
I'm a Master Doc so buffs are never a problem, but why should I need to buff to take out a medium level spawn? If our PowerBoost was a bit more "Power"ful then buffs would not be so neccesary in my opinion.
Just a thought. My 2 creds....
)
- Offense (overall) -5 . Yeah I think we shouldn't do very good damage. A Sword should hurt more than your fists. I only gave it a 5 because of the speed of the attacks. The per hit damage should be low.
- Defense (overall) - 10. Its a lot easier to dodge and evade when you're not carrying a massive Pike. We should be one of the toughest professions in the game.
- Skills
- Meditation - Well, 9. I think leave it as it is.
- Powerboost - 3. Only for that small kick. I hope this becomes a lot more useful, due to the possibility of Buff and Armour nerfs, a extra 500 HAM could be a very big addition post CB.
- Force of Will - 7. I say keep it as it is. Its a nice skill.
- Targeted Pool Attacks - 5. I like it how we can hit any pool, but lack the bleeds that Fencer, Pike and Sword have for their pools. I think the focused pool attacks should be weaker per second than Fencer, Pike and Sword, as they specialise. We should give up power for variety,
- Random Pool Attacks - I dunno.
- Defenses versus States - 8. Good, but not bad. Above average.
- Melee/Ranged Defenses and/or Toughness - 10! We should be a tank.
I see mainly as a tank, but can do a moderate amount of damage. TKA should soak up pure damage like no one else in the entire game, but lack of real offensive power, and AoE states (such as other professions) should put us in the back seat for the offense.
I want more defence, with less attack.
- Meditation - Well, 9. I think leave it as it is.
- Offense (overall) 7 - Our main focus in combat isn't pure damage dealing - that is for the swordsmen and pikemen. Our power lies in landing states attacks, fast and accurate hitting with our fists & feet. All of that makes us strong enough in the offense to do good damage and always be able to protect ourself then.
- Defense (overall)9 - As characters in the universe whoare unarmed fighterswe should learn all arts in evading and defending enemy attacks.
Skills
- Meditation 10 - Well,meditation is a ability that only Teräs Käsi can do. It is our nature to meditate and get rid off the things that our enemies apply to us and get a clear and focused mind.

- Powerboost 5 - Powerboost is a good skill, but I think it isn't so strong as it should be. Maybe in connection with asmall offense bonus it would do fine. And if the offense bonus is too unbalanced then wecan implementa minimum timer to meditate and powerboost ourself.
- Force of Will 8 - An important skill and can be an useful turning point in certain combat situations. Unfortunatly it works only all 60 minutes and so we can only use it rarely. Better would be to use it all 30 minutes.
- Targeted Pool Attacks9 - Our role as TK say that we can easily hit certain areas of our enemy. So that is a key offense ability.
- Random Pool Attacks 4 - "Random Pool Attacks" sound like "we don't know where to hit". A TK should always hit their enemy with sharpened eyes and accuratemoves.
- Defenses versus States 9 - When we have the know-how to do attacks against states, we should also have a good knowledgebase to defend or at least resist better these attacks or can handle better with states attacks so that it doesn't influence us so much as it would do to other profession.
- Melee Defense 9 - Against other melee combatants we have toevade their strikes or at least counterstrike/block them.
- Ranged Defense8 - In combination with our focused mind we have a sharp sense to dodge the attacks from range attacks.
- Toughness10 - The role of the TK says that we can ignore pain and so it isobvious that we are very tough in taking damage.
Our Skills are primary for defending ourself and in 2nd line for offense. So it should be after the combat-patch (whenever that comes).
2. Defense (overall) - 10 - A weaponless fighter in a Sci-Fi world. We should be very good defensively, mostly in evasion type abilities. Otherwise, we should get an URN at novice to put our ashes in.
3. Skills
* Meditation - 10 - Like others have said this is one of the most unique abilities in the game, which in large part helps differentiate our profession. I'd like to see the ability to meditate to a different damage type added, but even as is, it's a awesome ability from the perspective of utility, coolness, and roleplay.
* Powerboost - 5 - A nice skill, that may become more inportant if they nerf primary buffs to ineffectiveness. But otherwise, I hardly ever use it.
* Force of Will - 3 - A cool ability, but again I rairly use it. For mobs that give you a chance to use it, you can usually just let the incap timer expire. For the mobs that are gaureenteed to deathblow, they do it so fast it can't be used. Those two facts, make it something that can be done without.
* Targeted Pool Attacks - 7 - I think any targeted type attacks should be to bypass armor levels. So instead of a headhit, leghit, bodyhit, we'd have a light pierce, medium pierce, heavy pierce attack. The balance to these would be no damage multiplier so that you can only do damage based on unarmed damage and random pool hit.
* Random Pool Attacks - 6 - Bread and butter of every proffesion. Being so, these should be built to match what the overall offensive ability you desire of the prof.
* Defenses versus States - 7 - Very good defenses for intimidate (we go after people with guns barehanded), the rest should be about the same as they are now.
* Melee/Ranged Defenses and/or Toughness - 9 - Again, we should be the best of best at defense.
Message Edited by ReelaK on 09-16-2004 11:55 PM