Teras Kasi Archive
Thread: What do you want TKAs to be?
ROFL @ Sage. This is really funny and all but can we stay in topic.
Once everything works the way it is supposed to I think this will be the first class to be finished as designed. We are very close brothers and sisters.
Not trying to get into an argument with anyone
But some of the stuff found on TKA from those RPG's and such does have some credibility as our history
But again it is not a Jedi martial art. IT was allegdly created to watch Jedi
They draw from inner personal power like gnar said.
And the game masters of teras kasi also can back this up as mentioned before
Well thats all I have to say go ahead flame me if you will I dont give a **edit** anymore
By the way Sage is starting to become quite entertaining
Progen1 wrote:
I have looked at most of the other responses and see that 2 issues stand out, speed and defense. It is quite natural to assume that an unarmed man just swinging his fists will be fast. The same holds true in regard to agility and defense. Both of these items should be our profession focus. But at the cost of armor. A TK should be unable to wear any armor. As in reality its's weight and bulk would restrict speed and defensive mobility. I am not asking for HAM cost increases but for the TOTAL inability to even equip armor.
An interesting idea but what if you're a teras kasi/pistoleer? Can I not wear armor while i have my pistol eqiuped? I think this is a bit extreme. What should realistically happen is you get a penalty to your defensive stats while you have armor equiped. I think that would work as a better solution to the problem than straight up disallowing armor and provide for a bit more strategy.
For instance, when fighting an innaccurate opponent you would be better to go armor off since your ability to evade their attacks will help you more than resistance to those attacks. But if you're facing a highly accurate opponent you'd be better using armor since they will still get some good hits on you and without resistance to those hits you'll be dead quickly.
I think that TKA's should be tanks not too powerful but ultimately quick and agile able to avoid attacks and take a reasonable amount of damage from both ranged and melee damage, melee moreso.
We should deal good damage really quickly so that it is effective and we should be able to deal multiple types of damage. I read the suggestion of gauntlets with different damage types. (i.e. stun gauntlets blast gauntlets heat gauntlets etc.) we should stay balanced but the main thing is that through their mental disciplines they have become balanced in defense as well as offense from both types.(ranged and melee) to counter our lack of range.
I think TKA is perfect as is....damage should not be lowered...its an "art" and as such you attack specific places where you could do the most damage...you wouldnt just attack any random spot...Also for TKA they should add electro-knucklers and sometype of heat-knucklers or even numbing(poison or cold)-knucklers...
but what everyone is saying about the other professions is way off....
Ever think about why the pikeman would do so much damage...he shoves a giant pointy stick through you... not whacking you with the blunt side of it...they should NOT get a better AOE attack....it makes no sense... unless they got an AOE attack that caused knockdown but did nearly no damage...
Fencer should still deal good damage and be one of the most accurate....it uses light weapons that are pin-point weapons...hit them somewhere soft and poof they are dead...
TheSwordsman profession would have great damage just like pikeman(not as much but still good)...they should be the ones getting a better AOE attack....kind of like using a thresher(scythe, whatever)if u were farming...
Well...thats my 2 creds...
Mister_Heavy wrote:
OK, here's a draft of what I'm eventually planning on presenting to the developers regarding what we want the TKA profession to be. This is a work in progress, so have a look, and post any comments you might have.
For the record, I'd like to say that I'm pretty excited about this
Teras Kasi: The Mystic Warrior
DRAFT
The Teras Kasi community has taken the opportunity to gather and present its thoughts on the evolution of the TKA profession. Below are a number of key points and comparisons regarding how we see TKAs fitting in with the rest of the brawling community.
Offence
The main offensive strength of TKAs will be our ability to apply state changes to our enemies. We want to be the class that achieves victory by degrading our opponent's ability to fight back. We like our current assortment of debuffs like blind, dizzy, stun, intimidate, and knockdown. We would like to see improved and expanded versions of these skills. Improved versions of existing skills like Stun2 could dramatically reduce our opponent's to-hit rolls. Completely new skills like "hobble" could greatly reduce the firing of our opponent's defensive skills (dodge, evade) for a period of time. Skills like intimidate 2 and warcry 2 could be further augmented through the TKA tree.
In addition to a wide variety of state changes, we would need our state changes to be highly effective. If they're to be our main advantage, they need to be comparatively reliable. When we use Knockdown, it should generally stick. When we use dizzy, our opponents should generally become dizzy. Bonuses to causing stun, dizzy, knockdown, etc. should be a part of the TKA skill tree. Of course, this will have to be balanced, but as our primary offensive strength, we would need to be able to rely on these skills.
In terms of speed, we see ourselves as the fastest brawling profession. All other professions must swing a weighty weapon, we have no such encumbrances. If you're lowering the speed cap to .5 seconds, we see ourselves as the profession that fills that slot.
We do no see ourselves as "the damage dealers". Weapons were invented and used because they are more damaging than bare-handed strikes. Weapons trade versatility for damage. Therefore, we see ourselves as having the lowest damage per hit, and the lowest overall damage per second of the brawling professions. Our debuffs and state changes will allow us to compete, but in terms of raw damage output, we see the weapon-using brawlers doing more than we do.
We would like to get rid of Vibroknukclers. We are an unarmed profession and we dislike having to rely on weaponry. As an alternative, we would like some of the benefits of VKs worked into our skill tree. For example, the attacks in the "Precision Striking" tree could be so precise that we are able to find the inevitable chinks in our enemies armor. Therefore, when using head hit, body hit or leg hit, we would be granted AP1. We do not need AP2 or AP3 as those ratings are reserved for vehicles and tanks, and we would not have trained to fight these things with our hands.
We would like the ability to do restraint damage. A major aspect of martial arts focuses on holds, chokes and joint locks, and these moves are lacking from our skill tree. Furthermore, restraint damage seems to be a natural part of unarmed training in a galaxy where many of your enemies may be highly resistant to regular, kinetic damage. Since we will have no weapons, restraint damage would have to be achieved by the use of new "grappling" skills. These could be called "Wrist Lock", "Arm Bar", or any number of other suitable names.
We do not see ourselves as having the ability to apply any DoTs. We will leave bleeds, poisons and the like to the other professions.
Area attacks seem more suited to the broad strokes of a weapon, and we are willing to give up all area attacks in pursuit of the various advantages described above.
Offensive Summary:
- The most debuffs & state changes
- The most effective state changes and debuffs
- No weaponry of any kind
- The ability to do AP1 with the precision striking skills
- The ability to do kinetic damage with new, "grappling" skills
- No bleeds
- No area attacks
- Fastest attack speed
- Lowest damage per hit
- Lowest overall raw damage per second
Defense
As the profession that can cause state changes, we would like to be the profession that avoids state changes. A Teras Kasi Master should beextremely difficult to trip up, knock down, stun or dizzy. Our training in applying these states to our enemies teaches us how to avoid them ourselves. Our inner focus would make us exceptionally difficult to intimidate, or terrify with cover fire or a battle cry.
Furthermore, rather than our current status as the "toughest" profession, we'd rather be the quickest. We see our defense being centered around dodge and evade, rather than in simply being able to soak up more hits.
In keeping with our reliance on evasion, we would like bonuses to our defenses while not wearing armor. Ideally, a TKM would be more effective when unarmored than when encumbered with the bulky confines of a protective suit. Perhaps our passive defenses would only be exceptionally high while we're unarmored. Clearly this would be a difficult thing to balance, but we're interested in at least exploring this opportunity.
Finally, the meditation line provides self buffing and augmented recovery. We love the meditation line, and although we have a couple of small things we'd like changed, we would like for it to remain basically as it is.
Defensive Summary:
- High/Highest passive defense mods
- Highest resists to state changes/debuffs
- lowest "toughness" score
- Self buffing and recovery through meditation
Message Edited by Mister_Heavy on 12-19-2003 08:34 AM
I guess I'll add my voice to the (hundreds) so far who've posted . . .
I don't think any changes to our damage output should be made. We hit very quickly, and for a decent amount of damage. We don't get bleeds, or good AP, or different damage types, and that's fine. If we did, then we would be unbalanced. I know a lot of people really want to see another damage type, but I don't. I strongly believe that, at 92 SP used for master, we can afford to take on an additional profession that can help to bridge the gap in our offense.
Our defenses . . . I think that, once CoB is fixed, they should be fine as well. I've heard the idea of TKA being a "no-armor" profession, but I think that would be unfair to the other profs (especially Commando, BH and Carbineer, to name a few) that get defense mods so poor that they require heavy armor to survive. There's really no way to justify having no encumberance AND decent defenses while others have neither advantage.
Our skills . . . these seem to work well, with the exception of the Spin Attacks--they just don't hit hard enough to make much of a difference at all (unless you're fighting babies, LOL). I would gladly give these up entirely for more 1-on-1 damage.
Our balance . . . There is really no profession more balanced. We have great pros: good damage, great speed, decent defence, toughness, meditation. We have serious cons: short range, no bleeds, one damage type, heavy HAM costs using any specials with the VKs, maximum AP of 1.
Mister_Heavy wrote:
We would like to get rid of Vibroknukclers. We are an unarmed profession and we dislike having to rely on weaponry. As an alternative, we would like some of the benefits of VKs worked into our skill tree. For example, the attacks in the "Precision Striking" tree could be so precise that we are able to find the inevitable chinks in our enemies armor. Therefore, when using head hit, body hit or leg hit, we would be granted AP1. We do not need AP2 or AP3 as those ratings are reserved for vehicles and tanks, and we would not have trained to fight these things with our hands.