Teras Kasi Archive
Thread: TKM+Defense Stacker and the combat upgrade/rebalance
Novock wrote:
Well i hope they are not listening to the nerf-heads but I do hope they are making all proffessions more viable in combat. I like the idea of going out and knowing there will be some I can beat and some that i cannot it makes for a more exilirating experience that why i believe they need a rock, paper, scissors mentality in the upgrade. But anyway I don't believe they are going to nerf stackers. My guess defense will be active mods that need to be activated and will cost in some fashion making battle more strategic but will just have to wait and see.
actually i think the mods will go the way of how saber toughness and jedi toughness stacks
when not weilding a saber you get only the jedi toughness
...but...
when weilding the saber you get saber toughness as primary stats (no duh)...but you get a % of the jedi toughness...so at master saber/defender...you get saber toughness and 45% of your jedi toughness...and it scales depending on how much toughness mods/skill boxes you have
...soooo...
if you use this template for ALL skill mods...yes you can still stack mods...but it wont be nearly as effective...and will be more costly...and wont be a complete nerf
cause you will have your primary mods (those given on whatever weapon you're using), and any secondary...and hey can make it even less effective by making a 3rd profs skills a lower % as well...so you would have primary, secondary, tertiary...
so maybe something like 50 (primary) + 25 (secondary= 50%) + 13 (tertiary = 25%) = 88
whereas now it would be 50+50+50=150
and that would work with all skill mods ...def and others
Schiller wrote:
stacked tkm can stand a jedi knight. its odd. jedi knight should be able to take out at least 2 tks at same time. absurd.
stacked tkm owns a jedi knight with ease..(the ease part may differ between diffrent jedi templates)
and for the thread starter: in the in development forumtheres a post about the combat upgrade.. in the first post it states that all players will be allowed to re-locate their skillpoints
when the update is out... if i didnt read that completely wrong. so no need to worry about grinding something else.. besides seem like its gonna be a long time until the CU goes live
Atama wrote:
Let's just say you'll be pleasantly surprised when the details of the Combat Upgrade are finally revealed.
I was supposed to have been pleasantly surprised 4 months ago ..... 2 words and a # , Half Life 2
Ill be back when SOE gets their Sh!t straight
- Takai
Im in no way insulting those who went with this template , Its your choice and its effective , and I cant blame you for doing it.
The problem is when one template is way to effective , the enrire server gets it so they can compete in PVP and stand a chance.
I dont wanna see a GCW fought with stun batons period.
Flatlinedmemory wrote:
I dont wanna see a GCW fought with stun batons period.
Message Edited by Lex-IILuthor on 12-09-2004 03:31 PM
GrafvonSoden wrote:
I think they should limit your defense to the actual weapon you are holding. If you are holding a sword, swordsman defenses are all you should get. Unarmed would not be active, until you picked up VK or had nothing in your hands, but then you'd only get the unarmed defenses, not swordsman too.
Well if u are very good at avoiding attacks and stuff, why should u loose the ability when u put a sword in ur hand?!?