Teras Kasi Archive
Thread: Fun Poll: Defenses vs Offense vs Meditation
This kind of goes with my vision of what center of being should be in the first place. It should greatly increase your evasive skills at the cost of damage output. Of course it would have to be worth using (like Fencer) before the penalty goes into place, but you get my point.
SITHDUKE wrote:
Personally i'd like to see variation in what a Teras Kasi artists specalize in. So players are different and aren't all like Teras Kasi clones come off a shipping line. Here are my ideas...
Proposal (1)
A Teras Kasi canlearn specific trees/brances toSpecialize in the proposed ways. Either bybeing very evasive at cost to the damage. Some could training more into damage but take hits more often and harder.
Proposal (2)
Maybe damage and dodge/block/counter could be defined in a different way. Much like a person sets their title (Teras Kasi Student ect) or language.They could choose a fighting stance to use which will define their abilities. One would be a power stance increasign the damage output butmaking the player hit more often or take more damage. The other could be purely defencive and offer greater dodge/block/counter abilities at a cost to their damage output.
Just my ideas really feel free to throw your own back.
Sorry it took me so long to get my answers in here, been a rough week
The questions:
- Which aspect, Defense, Offense, or Meditation, defines TKs (if you had to choose one) and why?
Under the Current system Meditation is our defining attribute. It is what truly sets us apart from other professions, and is what represents our ability to focus our inner energy according to the Star Wars Galaxies Universe. Realistically, however, It still does not define the profession, it only allows others to recognize who we are aside from titles or watching us fight. It is an invaluable skill, but not a definition of who we are. One of the problems that I see with the game is that we, and pretty much all professions, have no defined role.
- Which aspect is most important (limited to one)?
This one is a very tough question, and I asked it for that reason. All of us will have a different answer based on our playstyle. One of the things we have to look at, however, is that with the Combat Balance we will most likely lose what we think of as a currently balanced profession. Whether we are ramped up on Offense and subsequently lose Defensive ability or vice versa, or even lose two abilities and are pushed into being "the" damage dealers or "the" tanks of the game (depending on what the Developers may decide), we should have some type of agreement on which direction the Teräs Käsi profession should head. Will we have a choice? I have no clue. Let's be ahead of the game and have an idea though.
I despise "blanket" statements as much as anyone else, but when you compare the professions (Unarmed versus Armed) I think by description and weapon use alone we should be "the" Defensive Class of the game. Being unarmed we do not have to worry about the encumberance of a weapon, therfore avoiding attacks easier than other professions. However, as a tradeoff we should not have as high of a damage output (especially against armored opponents) because of our lack of a weapon.
Basically, I choose Defense as the most important aspect of the profession.
- Do these abilities define us or should we define ourselves (i.e. role)?
As with any RPG, we define our role within the mechanics of the game. Our abilities should guide us and give us the skillset we need to fulfill a particular role, but with 250 Skillpoints to spend we obviously should be using templates to define our characters and create the type of character that we want to play. We define our role through those means, but on the same note, the opposite side of the coin if you will, we have to be given something with each profession that we choose to help define our role. Otherwise you encounter the same thing we have now. Multiple combative professions who vary only in offensive and defensive capabilities who lack any type of role aside from caombat or non-combat.
I would have to say that Meditation defines the TK. Everyone knows a TK by the Meditative stance they take. I would have to say that Meditation is the best thing for me. I find myself playing my 2nd toon, which doesn't have meditation yet, and having to always go to a doc to get healed up for the wounds. I sometimes can't see how the other profs get along without it.
As far as defining goes, as a profession, meditation defines the prof as a whole. Individually, we define ourselves. Vauge, isn't it ![]()
The questions:
- Which aspect, Defense, Offense, or Meditation, defines TKs (if you had to choose one) and why?
- Which aspect is most important (limited to one)?
- Do these abilities define us or should we define ourselves (i.e. role)?
3) We should be able to define ourselves. Expand the Meditation skill at Master, giving new abilities to make us more offensive, or more defensive for a short span. Of course these skills will probably come with a time, but hopefully it would not be like FoW. The idea of meditation is to cleanse one's mind and body, and seek an idea of "calmness." In this state, a true TKM should be able to temporarily alter themselves to fit the situation at hand. Adding a slight damage increase, or defense increase would not be gamebreaking or altering, but would add more panache to our profession.
Teras Kasi Dojos and uniforms *drools* ahem anyways What would you guys/gals choose to be our defining best ability? Offence/Defence/MindHits/KDs/States/Defences What would you guys choose to be the most important direction Teras Kasi can go?
(Sorry for thread-jacking just wanted to ask)
Ryutek wrote:
I wanted to start a discussion (keeping it generalized) about the different aspects of our profession and whether they truly define us, how important they really are, or whether we define those ourselves.
The questions:
- Which aspect, Defense, Offense, or Meditation, defines TKs (if you had to choose one) and why?
- Which aspect is most important (limited to one)?
- Do these abilities define us or should we define ourselves (i.e. role)?
Remember to keep flames to yourselves. If you want to debate a point that someone else made make certain it is a constructive debate. I'll post my responses in a bit (at work, so I can't take too long to post now)
1. Choosing 1 only, I'd say the Meditation. It is a unique and extremely useful skill, basically making you a scaled-down doc as part of a combat profession. I don't remember the last time someone (including me) used a wound pack on me.
2. Still gotta go with Meditation for the same reasons.
3. I strongly believe that all players in this game define themselves. Skills and abilities offered by the professions certainly create a finite set of combinations to choose from, but there is still a lot of variations to choose from. No two players are alike, even if they have the same skill templates. Variations come in the form of play styles, supplementary skills, complementary players in a group, and many other things. As an example, there have been as many threads entitled "TKA stinks at PvP" as there have been "TKA is too strong at PvP". It is largely how you play, what you want your character to be, and how you conduct yourself that makes a difference.