Teras Kasi Archive
Thread: The future of TKA under the new combat pass
every prof is about spamming specials not simply tka it would seem to me.
Indeed, thats why the devs are changing things so that spamming is no longer the only solution to combta 90% of the time. I remember quite vividly them saying the new system means that alternating specials that strike the target gain a damage multiplying. For melee professions this is great since we have so many combat moves. So we can string together blind, dizzy, knockdown, stun attacks with the damage multiplier rising after each special successfully works, soon as you miss though the damage multipler is reset. Also the new HAM system will mean spamming isn't as easy since you cannot heal the cost that the special had on you.
secondly your idea about being a more defensive than offensiveis that fencer is the defensive melee class. that have more defences and their dps is less then tka.
Currently Fencer is defensive yes. However I feel that weapon professions should be inherantly more powering in damage terms than unarmed for the simple fact they are using a weapon. However I do recognise Fencer as being little more than TKA with weapon in one hand which is why I suggested that it work like a balance between offence and defence that every group needs at its heart so it can adapt. It makes so much more sense for someone with a double handed sword to cause more damage per blow than someone using their fists. However to keep the balance you need to ensure that both have a weakness, in the case of TKA it would be low damage, high defence.
third is why waste your time applying stats affects on a mob when its just a 1 out of the 100s of pikets u have to kill.
Because some of us aren't grinding the profession and fight things other than pickets. Also think about masters, they aren't going to waste their time fighting pickets so they'll be after the bigger game and the harder fights. A good 70% of the mobs in this game have social Ai and group aggro. Hit one of them and you have a whole group to deal with, making TKA the heart of dealing with groups and it becomes a very enjoyable profession to fight with. Pickets are a prime example where you hit one and the whole herd it onto you, rather than needing to spam specials to stay alive if your normal attacks have the side effect of weaking the enemy and your specials allow you to hit multiple opponents with status effects then you can deal with them alot easier. That way you can focus on one enemy while you know that the others are already debuffed. It's about playing smarter, not playing harder in the end. TK is supposed to be about mind over matter, not raw power.
In america yes, however in the UK the Police are taught self defence and how to defend themselves. Just because american cops have the option to shoot someone in self defence doesn't mean that is how it's done all over the world. Disarming someone and usingtechniques to put the aggressor as a disatvantage is a civilized way than shooting them or whatever. Teras Kasi was the orders way to allow them to moniter the Jedi, they didn't go into war with them however they needed to be able to defend themselves. If someone is force resistant and able to disarm a Jedi then you're left with a normal person who simply has good reflexes. A TK isn't going to last long against a Jedi with brute force, however if they take away the things that make the Jedi powerful (namely the Force and the lightsabre) then you are perfectly safe from them. The TK dislike the concept of power without control, thats why they exist. Remember, it's possible to have power without control, however with control there is always power.
Tal-N wrote:
as you miss though the damage multipler is reset. Also the new HAM system will mean spamming isn't as easy since you cannot heal the cost that the special had on you.
more good news for swordsmen and pikeman
Tal-N
let me first open by saying this is a great idea I think playing a TKA liek you suggest would be amazing fun. Im kinda new to the game (ok kinda old but i dont play all that much) and dont know of any class thats a Debuffer and as you have the "new tka" thought out would be an excellent addition to the game.
now that being said: I have to agree with alot of people here TKA IS one of the most ballanced classes in the game and if this change was put into effect then we would be one of the most bugged and FUBARed classes in the game.
your ideas are excellent and pretty well thought out keepem comeing please.
and for those trolls that think that hes trying to think of SWG as a mellee game hes not. mellee profs are the tanks of the game in most hunts from what ive seen. they get up close and personal while the ranged profs stand back semi safely and let loose. if you want we could possible apply this template to ranged profs too. let have the pistoller apply the status effects and debuffs, the carbinercan be used as a group/area damage dealer and the rifleman the "hybrid" that can put on some effects and deals decent damage as well. the cammado would be the tank of the ranged profs that does massive amouts of damage to one target at close range and perhaps a few AoE attacks as well. the bounty hunter would stay were is stands as the "elite" ranged prof that has a pretty good mix of everything.
this IS a good idea Tal even if its not the best time to implement it
Baccadinio
Control just like power is never absolute, someone canalways take it away. However the greater control you have over your power the harder it is for that to happen. Just like it's easy to seperate a leader from his army, but try to seperate a man defending his only child when he is standing right there beside them. The power to destroy is easy to come by, it takes no courage, no force of will and no commitment. The power to control a situation requires so much more... knowledge and wisdow being at the very heart of what is needed to control anything. Iggnorance can still destroy which is why it is weaker and TK is built to have better values than the Jedi code.
Some people will always want more power, however in doing so it means less thinking and thus less involvement in the fight. That ultimately leads to a detatchment from what happens which ends in less enjoyable gameplay. It would be so much better if TK was given more options in a fight which were all valuable in different situations, it's gotten to a point now where I have one combo for all situations against animals and one against NPCs. It would be so better to actually have to think about the fight at every step like when I'm fighting against a group of tough mobs at the same time.
Tal-N quoth:
In america yes, however in the UK the Police are taught self defence and how to defend themselves. Just because american cops have the option to shoot someone in self defence doesn't mean that is how it's done all over the world. Disarming someone and usingtechniques to put the aggressor as a disatvantage is a civilized way than shooting them or whatever. Teras Kasi was the orders way to allow them to moniter the Jedi, they didn't go into war with them however they needed to be able to defend themselves. If someone is force resistant and able to disarm a Jedi then you're left with a normal person who simply has good reflexes. A TK isn't going to last long against a Jedi with brute force, however if they take away the things that make the Jedi powerful (namely the Force and the lightsabre) then you are perfectly safe from them. The TK dislike the concept of power without control, thats why they exist. Remember, it's possible to have power without control, however with control there is always power.
AlthoughI moved toCanada in 96, I am in fact English, so I do know something about the English Police. The truth is that the 'Armed Response' teams are some of the best trained andmost lethal instrument available to any Police Force, American S.W.A.T. teams included. Police in the UK may not be routinely armed (They are, however, in Northern Ireland, airports and nuclear facilities) but any station can call on an AR team if there is a need for firearms.
I was living in Barnes when an AR team took out a guy on Stepney Bridge (I think it was Stepney). They didn't challenge him in any way, they just ran to the front of the car and shot him through the windscreen. Unfortunately, it was a case of mistaken identity.
I think it is easy to fall into the trap of believing what the media hype tells us, when we live in a Country. The view of the British Bobby walking tall and proud and giving directions to old ladies, protected only by a truncheon is total BS. There were 31 deaths due to Police Shootings between 1990 and 2003. Nothing like America but significant nontheless.
In fact, I think the statistics support the view I laid out that 'lethal capability' is readily available when the situation arises. Similarly, I believe a TK should be primarily defensive BUT unquestionably devastating if the need arises. The problem of course is that you can't programme that choice in. It would have to be a conscious choice by the player, and that is where it fails. You will always get some players who see this game in terms of uberness. The actual role or history of TKs is about as important to them as the EULA, i.e. something to be circumvented, exploited or just plain ignored. With that kind of mindset, it is almost impossible to implement TKs as the literature describes. It is a shame and a missed opportunity. The idea that TKs could have a role in 'policing' Dark Jedi is awesome but, once again, the deviant minority dictate the play style of the majority. It isn't SoE's fault nor is it the fault of the majority of players.
This minorityscrewed up CH, they screwed up the use of AT STs, they screwed up player cities and they will screw up Commandos and TKs. It is as inevitable as it is tragic.
Message Edited by KnapweedD on 02-27-2004 04:57 PM
Thats the beauty of this idea, it's aimed at tanking still but the concept is to make the enemy so weak that you can solo them. That is contrast to at the moment because the profession is all about raw power, it's not a case of wearing the enemy down it's a case of hitting them harder than they hit you which simply isn't in the theme of what Teras Kasi is about at it's core. At the moment for example a master TK is able to kill a lone Rancor in somewhere around 20 seconds. That is from spamming damaging specials more than anything else, under this idea you'd actually not need to use specials much as your passive abilities will slowly be wearing their HAM down but they'd be suffering massive (and I do mean massive) debuffs to accuracy, damage and speed meaning they literally aren't hurting you anymore. You'd only use specials to apply a few additional status effects and target specific HAM pools to bring the fight to a close faster.
Think of it as someone using precision strikes to parts of the body to cause specific reactions, something similar to how martial arts based on Praying Mantis styles where it's about knowing where to hit with the right amount of force. Rather than bluddoning the enemy, if you left the power to the weapon melee professions then TKA has a chance to be really creative. In the case of the Rancor fight you'd take around 2 minutes to kill them rather than 20 seconds at master, you can still solo but it will take longer.
One alternative that just occoured to me is that Teras Kasi probably has various styles, since it's basically a form of unarmed combat that is ancient no doubt other styles evolved from it just like Karate was the original form of unarmed combat in the east which lead to various styles that expanding upon it. What if Teras Kasi in this game allowed you to switch between 3 forms. One aimed at raw defence where you have low damage but high defence, the second form is a balance between power and defence like we have now and the third style would be all about power but with very little defence. Someone could switch between the three styles to suit the situation.