Teras Kasi Archive
Thread: Teräs Käsi Discussion: Combat Balance
Onsa
Wed Aug 11, 2004 7:14 pm
#14
By all means post them..
I really think the attack cost should decrease... its not fun to spam a special and loose 33% of your HAM.... I did a PVP with a friend and yes i killed him with ease but when i saw my HAM all he had to do was hit me ONCE, the thing is i depleted my own ham
SKSniper
Wed Aug 11, 2004 10:04 pm
#15
Grrr, blasted I can't edit that post (I forgot, HTML doesn't work here.. blast it)
Anywho continueing:
Back on the case of armor
We all know that Trandoshan's are one of the race's that can't wear boot's or gloves
I've also noticed that they can't wear ANYTHING that's considered "Boots" or "gloves"
It put's them at a disadvantage
THAT disadvantage should lead to an advantage, which it does
The Trandoshan is one of only 2 race's(If I recall)that has a bonus to the Unarmed branch
Perhaps
There should be an elite class for each race when it come's to Tera Kasi
For example:
In reality each country has it's own different martial art's techniques
Japan - Shotokan
American - Ti Kwan Do
Korea - *same*
In this case, each race would have there own fighting style's. Own special attacks
Another example:
Trandoshan's are aggresive by nature, there for the BESERK abities should either be Rage or Aggrestion.. either way it would be more powerful than Beserk because the Trandoshan is an aggresive race
Now, on to weapons
Like I explained in my last post, we have VK's
Howeverm with VK's come's a slit disadvantage as well, our speed is locked to the VK's speed.
That being said, a lot of time's using a VK is useless if you want to take down a mob fast, but if you want damage over speed then use the VK all you want
Right now, VK's are of no use in Pvp from what I've observed. Due in part that since VK's are Kenetic damage, most players (that I've seen) where Kenetic 80% armor which reduce's the damage
In my opinion, we need different damage VK's
This isn't reality people, please remember that, this is a game ANYTHING is possible
In that since, VK's that do COLD damage are possible, same with Heat and Sonic damage. Although unrealistic try and think about it
Someone wearing a suit of armor that defend's against Kenetic would never except a TK to use a Cold or Heat damage type of VK..
In another lite, VK's are our only weapon. In my opinion we need another weapon, perhaps two or even three
AP1
AP2
AP3
Each one doing a different state of damage, each one working better against something than the other
AP1 - Work's best against armor
AP2 - Work's best against Cloth
AP3 - Work's best against mechanics (IE buildings)
Again though, where there come's an advantage in using there.. there also come's a disadvantage
AP1 would work best against armor, but would do NO damage against cloth
AP2 would work best against cloth, but not against armor
AP3 would be an all around good weapon, it work's best against both cloth and armor but doesn't deal the same damage. It's best attack is used against a buildings (IE Pvp)
Now, on to another factor
TK Buildings
I mean look, we ALL want them. I'm sure Marksman would LOVE to have there own little building to display there little trohpies(sp) from the battle's long past
but in the since of a TK, the building would includ the following
A meditation room
A living room
A bedroom
Entrance
Balcony
It would also have a room for practice
However, here's where another thing should come to pass
Since Tera Kasi Masters are MASTER'S OF MARTIAL ARTS, they should be given the abilitie to TEACH what they have learned to other TK's (Teaching in this case would be restricted to TKM's and only people who have TKN would be able to learn)
The building itself is restricted to TKM's only (that being said, unless you are a Tera Kasi Master you won't be able to place it)
It'll be like a Guild Hall, taking up 9 lot's although not exactly like a guild hall of course
Let's see
hmm that's about it for right now, will post the rest tomorrow.. it's 10 pm right now and I'd like to check the status of my harvs in game (being an Armor Smith is tough)
Please comment on my idea's, I can freely change them around and am alway's interested in something new =)
Will post the rest tomorrow
(has a 8 page text file full of changes that could benefit the TK, but the problem is it would also benefit every other profession since what the TK need's also spread's to the other professions)
Stisrabet
Thu Aug 12, 2004 12:13 am
#16
I like the content idea about Jedi balance. But I don't want to listen to Anyone about it. I think maybe have special player guild halls or just tk temples in towns and make the bonus for these
1) heal BF over time longer than would be in cantina nit so long as in hospital.
2) Either system generated message with Jedi gone Nutty or a fire pit with messages activated if and when a group of tk go in.
or hell just a term for tkm but must be used in group no solo hero crap!
lammergeier
Thu Aug 12, 2004 2:41 am
#17
all I want for august is my two front professions.
rifle and TKA won't be at the correspondent summit for the combat revamp (TM).
rifle and TKA won't be at the correspondent summit for the combat revamp (TM).
Onsa
Thu Aug 12, 2004 12:51 pm
#18
What i would ultimately want on the combat balance is that your character GAINS HAM. If you die you loose your bonus, but you can gain HAM would be a great way to balance combat for all professions.
A master, through conditioning and training should have more of HAM always...
SLK
Fri Aug 13, 2004 4:11 pm
#19
I have some suggestions on my own..
For the upcomming armor nerf.. I see more people only going the tk meditate line to get the powerboost.. Make it distrubute like this: 0%-20%-20%-20% then 40% at master, so master pays of in this. The total ammount on master would of course be the same as it is now.
Also FOW at master would be preferable.
That being said, I would like to see the accuracy mods the meditate line description promises..
A master does not need this, but the novices does.
For the upcomming armor nerf.. I see more people only going the tk meditate line to get the powerboost.. Make it distrubute like this: 0%-20%-20%-20% then 40% at master, so master pays of in this. The total ammount on master would of course be the same as it is now.
Also FOW at master would be preferable.
That being said, I would like to see the accuracy mods the meditate line description promises..
A master does not need this, but the novices does.
SKSniper
Fri Aug 13, 2004 7:43 pm
#20
Agree'd
Power Boost is a good skill but a lot of people go the TKM line because of that
You're right, I agree with you're suggestion
Atama
Fri Aug 13, 2004 8:05 pm
#21
"Grrr, blasted I can't edit that post (I forgot, HTML doesn't work here.. blast it)"
HTML works, you just don't know HTML and are trying to use non-HTML bulletin board tags. Next time replace a [ with a <.
Ryutek, I like your ideas, all of them, but I'm more than a bit wary about the "anti-Jedi" aspect of TKA. There are no EU sources that document that, other than an odd Encyclopedia entry not corroborated by any other source.
So instead what you'd be doing is inventing the idea that TKA is supposed to be a Jedi fighting profession. Assuming that Lucasarts approves that idea, what changes would be needed to encourage it?
Ryutek
Fri Aug 13, 2004 10:50 pm
#22
Atama, the "anti-Jedi" idea is only incorporated into my ideas because it is so prevalent on these boards. Personally, I find the idea intriguing, but not something that I really would choose to pursue. However, if it is something that a majority (or at least a large portion) of the Community wants to pursue it I have no problems continuing the ideas in a discussion.
That being said, there really is no documented source for any TK information that provides us with any definitive answers. Regardless of what role we are given, we truly are inventing it anyway.
As to how to pursue that idea, well, I have yet to figure out a way within the current game mechanics to do so, but then again I am not that familiar with the Jedi system as of yet (which is why I hopped on over to TC2 with the character builder terms
), so at this time I really do not have an answer.
The way I would look at pursuing it now, however, would be to try to incorporate a "Force Resistance" modifier that would give us some defenses against Force Powers, or some type of ability that would allow us to "get close enough" to disarm a Jedi, forcing the advantage of UA combat (which we are supposed to be the masters of).
Again, I have not fleshed out any details there yet, as I have not been able to really see how the Jedi system works...
That being said, there really is no documented source for any TK information that provides us with any definitive answers. Regardless of what role we are given, we truly are inventing it anyway.
As to how to pursue that idea, well, I have yet to figure out a way within the current game mechanics to do so, but then again I am not that familiar with the Jedi system as of yet (which is why I hopped on over to TC2 with the character builder terms
The way I would look at pursuing it now, however, would be to try to incorporate a "Force Resistance" modifier that would give us some defenses against Force Powers, or some type of ability that would allow us to "get close enough" to disarm a Jedi, forcing the advantage of UA combat (which we are supposed to be the masters of).
Again, I have not fleshed out any details there yet, as I have not been able to really see how the Jedi system works...
Onsa
Fri Aug 13, 2004 11:49 pm
#23
Hey i tried to log at tc2 but i didn't see any character builder...
although i did log to tc1 not tc2.. can anyone explain that?
THanks
Spuzzed
Sat Aug 14, 2004 12:25 am
#24
Everyone thinks that we should be tanks for some reason. I disagree with this point of view. Every martial art in existence teaches you to avoid or counterattack blows. The only exception I can think of are boxers, they most certainly can take a beating. But why should TKA becomea tank? Sure building up a finely toned body would account for some ability to take a punch. but thats why I like the concept of DA. It allows us to block an incoming attack, counterattack it, or even dodge it altogether.
In terms of speed martial artists are beyond comparison. Lightning quick reflexes are widely known martail artist traits. A hard punch is also a tell tale sign of martial artists, and the TKA is no different. Sure its going to hurt someone a lot to hit them, but in the end your using your bare fists. A VK should and does give you a great damage boost.
As for a group role its kind of hard to stay true to what a martial artist really is. Traditionally you dont see martial artists running around in groups. When I think of TKAI dont think of someone who seeks out the company of others. I see someone meditating with the lights off and going out by themselves to hone their skills. If a TKA is in a group I would imagine his finely rounded abilities and speed to be the greatest assests. What I mean by that is the TKA's ability to hit each of the 3 pools. The TKA is able to aid any group of combatants in a group when attacking a target.
TKA should however need help when fighting higher end mobs. A martial artist is fine and all when fighting an NPC, but when it comes to say Rancors, or droids, or other things of the like a TKA will most definately need the aid of many other people.
Meditation and the abilities that lie within that tree is what make the TKA really stand out, and I would love to see some changes for the better made to this. The ability to heal states would be one of them. Very useful in PvE and not unbalanced at all in PvP. Force of will needs to be tweaked, but I think Power Boost should stay where its at. The coming buff changes will make Power Boost a very valuable skill.
In terms of speed martial artists are beyond comparison. Lightning quick reflexes are widely known martail artist traits. A hard punch is also a tell tale sign of martial artists, and the TKA is no different. Sure its going to hurt someone a lot to hit them, but in the end your using your bare fists. A VK should and does give you a great damage boost.
As for a group role its kind of hard to stay true to what a martial artist really is. Traditionally you dont see martial artists running around in groups. When I think of TKAI dont think of someone who seeks out the company of others. I see someone meditating with the lights off and going out by themselves to hone their skills. If a TKA is in a group I would imagine his finely rounded abilities and speed to be the greatest assests. What I mean by that is the TKA's ability to hit each of the 3 pools. The TKA is able to aid any group of combatants in a group when attacking a target.
TKA should however need help when fighting higher end mobs. A martial artist is fine and all when fighting an NPC, but when it comes to say Rancors, or droids, or other things of the like a TKA will most definately need the aid of many other people.
Meditation and the abilities that lie within that tree is what make the TKA really stand out, and I would love to see some changes for the better made to this. The ability to heal states would be one of them. Very useful in PvE and not unbalanced at all in PvP. Force of will needs to be tweaked, but I think Power Boost should stay where its at. The coming buff changes will make Power Boost a very valuable skill.
Ryutek
Sat Aug 14, 2004 12:49 am
#25
The thought of "tanking" in relation to the Martial Arts comes from Full-Contact Tournaments. Yes, in a self-defense nature and / or traditional teaching and sparring you are going to try to evade consistently. However, in a tournament you are going to get hit, and hit hard. That is why so many fighters condition themselves to take blows (mind you they attempt to direct the blow to a particular part of teh body to absorb as much damage as possible).
This is why so many competitors who move from a Traditional Sparring Tournament to a Full Contact Tournament end up getting beaten badly at first, they are unprepared to take the assault from their opponent.
Other than that, I agree with you Spuzzed.
This is why so many competitors who move from a Traditional Sparring Tournament to a Full Contact Tournament end up getting beaten badly at first, they are unprepared to take the assault from their opponent.
Other than that, I agree with you Spuzzed.
Spuzzed
Sat Aug 14, 2004 9:05 am
#26
TC1 and TC2 are different places. TC2 is active for the sole purpose of testing the FS quests. If you want to go on TC2 just to test out TKA then I would have to ask you to stop. There is a cap on the amount of people that can play on TC2 right now and we need that population to be filled with actual testers, not just people looking to goof around.
TC1 on the other hand would be perfectly acceptable for you to play around with a TKA, however on TC1 there arent any character builders.
TC1 on the other hand would be perfectly acceptable for you to play around with a TKA, however on TC1 there arent any character builders.