Teras Kasi Archive

Thread: Some proposals for TKA

CarbonCopy
Wed Aug 20, 2003 8:02 am
#248

Alright, I rarely post but I just thought I had to. There are people complaining about the TKA class and there are some defending the changes. I am neither. It is too easy to jump on the bandwagon and natural to want to see a class that one has put time and effort into to not be a disappointment. I am going TKA and so this topic concerns me. Unfortunately, I don't have time to read all the above posts but I have skimmed quite a few and keep seeing the same arguments. The whole is deal here is concept. My take on what a TKA should be like is this:


A deadly close-range fighter with a somewhat supernatural side to give them abilities beyond the normal. I believe they should be similar to Jedi in some ways except they are hand to hand fighters and their powers not as finely tuned but still impressive.


My conceptual pros and cons for the class are as follows:


Pros


- deadly at close-range melee combat


- touch damage/maledictory abilities


- self-healing abilities


- physically superior to others


- other supernatural abilities that give them the "swiss army knife" feel to the class


Cons


- although protected against ranged attacks, the advantage leans towards ranged attackers until the distance is closed


- external powerups/weapons are limiting



So that's a quick and brief concept of how I think a TKA should be. So someone please tell me now if that's how the devs see them; otherwise, I might as well go Pistoleer instead.


- CC



Streetracer81
Wed Aug 20, 2003 8:04 am
#249

Timer is a bad thing. KD tends to fail often. That would totally kill us. We can barely stand fighting npc's. Giving a 5 second or so delay between this would mean we would get hit pretty hard.



Lowering costs for mind would be nice.

Holocron
Wed Aug 20, 2003 8:05 am
#250






Selwynn wrote:
We may not be drastically underpoweed - maybe -- but we are absolutely NOT OVERPOWERED by any stretch of the imagination. In PvP it is no contest - we're not only non overpowered, but we can hardly compete. In PvE - all I can say is, if you turn this into a game where I can't fight anything but stupid durnies to get 50 XP per kill and that's how I'm supposed to make the millions of XP it takes to be master -- then I guess I'm done here.



OK--don't measure against PvP. If you measure against other unabalanced professions, you're going to be lacking an objective baseline.


Here's the objective baseline we use: a maxxed out TKA should be an even match (meaning, 50/50 chance of life or death) versus any of the following:



  • abandoned rebel private
    aged lantern bird
    beguiling pubam scout
    blood razor pirate strong
    bloodseeker mite queen
    blooming jax
    blushing jax
    boar wolf
    bolma
    bordok foal
    cobral assassin
    competent jinda ritualist
    crazed gurreck
    crystal snake
    dantari raider
    disturbed bolma
    flail executioner
    general otto
    gifted jinda shaman
    grungy korga laborer
    gurk whelp
    imperial brigadier general
    imperial veermok
    infant graul
    kai tok prowler
    kliknik scout
    kunga soothsayer
    mantigrue night stalker
    mauler lord
    mawgax male
    mokk herbalist
    nightsister sentry
    nym brawler
    nym domesticated gurk
    proficient jinda worker
    rebel brigadier general
    rebel commando
    rebel specforce captain
    sand beetle
    sand trooper
    spooky donkuwah spiritmaster
    stormtrooper
    stormtrooper bombardier
    stormtrooper medic
    stormtrooper rifleman
    stormtrooper sniper
    swamp trooper
    swamp trooper anti gungan
    torton pygmy matriarch
    tortur bull
    tusken bantha
    tusken guard
    vesp hunter

These things are worth 2600xp or so apiece.





-Raph Koster
Chief Creative Officer,
Sony Online Entertainment


Also, ex-Creative Director of SWG


Tebryn
Wed Aug 20, 2003 8:09 am
#251

"Timer is a bad thing. KD tends to fail often. That would totally kill us. We can barely stand fighting npc's. Giving a 5 second or so delay between this would mean we would get hit pretty hard."



Okay then just have the timer apply when KD is successful. This would most likely require a check on behalf of the target. Something like an immunity timer. They can't be KD'd twice within a certain length of time. maybe 20-30 sec to account for lag and such.



Tebryn

Valeth
Wed Aug 20, 2003 8:13 am
#252

But Holo, if it's a maxed out TKA (Master?), what good does it do to gain 2600xp a piece, it's not needed anymore...



-------------------------------------------------------------------------------------------------
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Elanae
Wed Aug 20, 2003 8:15 am
#253

From looking at that list I see tons of those that are BAF, which needs to be taken into consideration. Its kinda irrelevant if I can take out just one. It only really matters if I can take out one and be able to run away or kill the adds. So you have that 50% chance of killing the 1st, 50% on the 2nd, 50% on the 3rd, etc or the ??% of running away like a baby and living. And good luck running away from jax's....they're cute but like to gang up on you.

So you might say take a group...ok I take a group of people there. More than likely I'm going to be the only melee person so I'm still taking the damage from all the adds and my mind is dropping from being hit, specials, etc. I drop and the problem escalates.

So I don't think this list is a fair comparison of what we can do.




Elanae Curvacious -- Master Tera Kasi / Master Doctor on Lowca -- "Fear the wrath of the Cinnabuns!"
Med Supplies -- 6968, 6845 E of Kaadara

"Teras Kasi are lethal, nearly impossible to knock down or unbalance...Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing him or her enemy swiftly to the ground. " - Page 267, SWG Strategy Guild on Teras Kasi


Where's the beef?! Buying Herb/Avian meat!
Feardreamer
Wed Aug 20, 2003 8:16 am
#254

what can a master unarmed handle?



"I dont believe in Jedi"
The Malevolent XiNLOOM
Retired Master Bounty Hunter -
DEATHBLOW -
"If you stand in the light, you are bound to cast shadows"
-I LOVE YOU ALL AND HATE THE REST OF YOU-

Grimror
Wed Aug 20, 2003 8:18 am
#255

Holo, fact of the matter is, alot if not all (haven't encountered them all) of those beasts you will hardly if ever encounter in a 1 vs 1 situation. It would be great if I could find a camp or spot to single pull those all day, but the reality of it is the way you designed missions and aggro in this game, its pretty much impossible to find those guys in a viable solo situation. Thus you see things that are yellow (meaning non aggressive) and do not assist eachother as the primary xp grind targets. Think pre-nerf baz's (though in your con system they might have been not the ideal targets, simply the social characteristics placed on them made it as such).
Streetracer81
Wed Aug 20, 2003 8:18 am
#256

Hollocron those things you measuring up to that give 2600 exp are not a big dea. At the master level I doubt anyone cares what kind of exp they are getting.


Exp is there to get to master, not to get after. Right now I can fight weak things and get about 500 exp or so. To get 250,000 exp for the next level I would have to kill 500 monsters, thats pretty time consuming, and numbers at later levels just go up. Lowering health costs was a good idea, but increasing mind was a bad idea. We can't heal that, noone can.



I thought this game was built to be fast paced action with little if no downtime (because downtime is what is annoying in such games). But with increased mind costs you are pushing extreme amount of downtime as well as fights that are going to be a lot harder. Just think man, with a gun I can kill things without losing that much ham as I do as a melee because I am at range. Npc's that are worth the fights will eventually get to me no matter how skilled I am at a gun, but I will lose less ham then a melee because melee gets constantly beat up. Last night some thing hit me for 400 mind in combat, thats quiet a lot. Factoring in that I will be using mind in a fight this will lead me to kill myself. (At my level npc's seem to just kill and not incap).



How about lowering mind costs or at least leaving them the way they were instead of upping them. We get hit pretty hard in combat.

Reachwind
Wed Aug 20, 2003 8:19 am
#257

A maxxed out TKA doesn't need XP. Have you tried rolling a new character and playing as a novice brawler trying to get TKM under the current system Raph? I was a Twi'Lek TK with all of my advanced boxes done... After you made the HAM changes I started dying to green cons. The game went from fun to frustrating. Then I dropped all of my TK skills and took up pistol. Pistol is not as fun as TK was before... I can kill creatures without incapping myself with this skillbut it lacks the danger element I had when standing next to a creature and actually taking damage.

Buddhist
Wed Aug 20, 2003 8:20 am
#258

Why don't you guys stop being so short sighted (No offense holo) but really; how do you expect there to be tank classes if all the tank classes have the same HAM as everyone else, and take more damage than anyone else? Once a TKA makes master he should get 200 HAM points he can spent in Health / Action / Mind (200 to be used around all 3, not 200 for each) that would at least give us an edge and allow us to tank for groups; you keep saying you want this game group oriented but you are crippling the tanks by making their moves cost double of that of a pistoleer; when in fact they do the same damage; except a pistoleer can run around while attacking, and also has 1/2 the HAM costs; FOR THE SAME DAMAGE: TKA is the red headed step child who gets raped and then beaten every night out of all the combat classes;


700 HAM for a knockdown, its now the average of 300 HAM for all our specials. Q once said specials weren't meant to be chained; TWO POINTS HERE!


- Pistoleers can chain together battles comprised of nothing but specials;
- And the fact that our specials do more damage to us than the enemy; is that right? Is that your vision holo? If it is I'll pack my bags and go to another game because i'm sick of my profession being treated like dirt while pistoleers get dual wielding guns, holstering animations; TKA's get all viable specials nerfed, our weapons that triple the HAM costs now do less damage than our fists, and all our specials got an increase in HAM cost while they reduced in damage; We receive double he amount of hits and damage while berserk for an extra +75? Please, that is the most retarded concept ever; Also, body hit is like okay ill take 300 of my health for 300 of your health, deal? Same for all the precision attacks; its a joke. I dont know much about the other brawler / tank professions but I know they are all receiving the same treatment, take commandos for example, none more needs to be said on that.


All in all holo, solo'ing currently is the only way to get XP; all of the so called high level content is off limits to the tank classes (Ex. TKA runs up with a group of 500 TKAs to a dark jedi knight and they all hit lunge at the same time, the dark jedi slashes them all in one hit) We cant get a single hit off on any high end content before we get auto slain; was your vision of this game that brawlers were meant to be RP only? We can roleplay some kreetles are really dark jedis because thats all we can handle? blah screw that, now on top of the fact that we already get killed by dark blue cons, you are upping the damage? Thats pathetic; and im disappointed in you for putting making the game harder at top priority instead of fixing the professions first.


All tank classes in any MMORPG I have played got extra benefits like extra health so they could sustain more hits; instead you are blowing out our kneecaps with shotguns and asking us to bite the enemy to death (litteraly, with a vibro our ideal range is zero); You should reconsider every single tank class before forcing groups onto this game, You have one thing right as far as high level mobs for TKA's, we cant even hit them; heres how Krayts / Kimos / Dark Jedis / Nightsister Elder / Nightsister Spell Weaver / Singing Clan Arch Witch works for any brawler class i've seen try and take them on:


*Walks up while a pet is chomping away at it in a group of 20, 3 BH's firing underhand shots at it and setting it on fire, pistoleers firing overcharge shot, hits attack/knockdown/lunge; the enemy in a split second hits the brawler for 6,000 damage and auto slays him*


Some tank class; cant even get a single hit in, I hope you are aware of your so called 'high end content' being un-experiencable by brawler classes.


Grouping for an entire profession is broke, so as ive noted several times in my post; fix the classes (especially brawler) so they can actually be a part of a group (because as it is now you are forcing us to solo) and fight and attack instead of sitting on the sidelines cheering, or having to use a gun when we shouldnt have to, or even better; being a one time use meat shield; *NOW HIRING TKAs SPEND 92 POINTS TO BECOME A ONE HIT MEAT SHIELD WHO HAS THE SPECIAL ABILITY TO INCAP ITSELF IN A SINGLE HIT!*


yeah.... your concept of grouping is going to end up screwing you over in the long run holo, and if you dont wanna see brawlers as a real profession that deserves to be taken care of; remove it from the game or post here that you dont care so I can cancel my account, im tired of waiting on you to fix my classes, on a white con I end up using 20 uses off a STIM D, thats pathetic; the idea of making the game harder for us is making me sick, thanks holo.


-----------------------------------------


Responding to all the recent changes you are making to SWG, and TKA alike. (Everything youve posted about what you want to do holo).






BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA
BUDDHABUDDHABUD
DHABUDDHABUDDHA


SonGouki
Wed Aug 20, 2003 8:21 am
#259

Interesting...


Maybe it would help if you could "enlighten" us on how you come up with the cons? Cause right now they seem extremely out of whack!


BTW, a full bestiary (with all stats) would be really nice to have as well (in-game)...


Wouldn't mind having a special move stats table(damage multipliers, time multipliers, HAM costs) either!



All of these would help to allow us to better educate ourselves to what we are fighting and how we can fight it! Maybe then we would be less likely to complain about not being "powerful enough" to beat anything... 'cause a red con is just not enough info!




- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


Grimror
Wed Aug 20, 2003 8:21 am
#260

Not to mention that the skills I primarily use to kill anything in this game come from the brawler tree nowadays vs the tka tree (tho I could still use knockdown, its not the most efficient tool atm due to high ham costs...).
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