Teras Kasi Archive

Thread: Why should we get an additional damage type? Dev's want to know.

MrChow_Sai
Sun Mar 21, 2004 7:16 pm
#248

we don't get another dmg type because we can Heal wounds, buff ourself and get up from incap
Gearek
Sun Mar 21, 2004 7:55 pm
#249

yeah, we can but every other melee class has really godo area moves, we dont, they all have WORKING 2ndary defenses, they all have better HAMS, we need 2 damage types like EVERy other class, seriously, we can buff ourselves yay! that 500 extra matters so much when i do 0 damage





Osskiborxi--chilastra--- surrendered:: 1434 BH, MCH, MHS, MB, master commando, master carbineer, master scout, master maks(twice ), pistoleer, 0340 smuggler, doc, medic, TKM, fencer, rifleman:: FS
iloverei
Mon Mar 22, 2004 4:39 am
#250

hi, kinda new to these boards and the tka profession. been a master for a couple of days and am loving it. i never partake in pvp as i am neutral and prefer pve so the only thing i fear is 100% kinetic resists on ns elders or something. i think its good that we only have one damage type and hope we dont get another. this profession seems good enough allready, and i think the only people who want a new damage type just want to own everything which isnt good. no-one should be able to solo everything in the game using one profession and if they do give us a new damage type or new weapon or whatever the nerf cries will be relentless. and as to the new damage type being stun? no way, seems good from a realistic point of view but that really would make us too powerful. if you're that desperate and afraid of 80% comp get master pistoleer and a sonic blaster
BooMeRLiNSKi
Mon Mar 22, 2004 6:20 am
#251

We do not really need a new damage type, one of the things that make TKA so balanced and working is the restriction in damage type.


I'm not saying that we don't need other stuff to increase our power or usefulness in certain situations, but an extra damage type isn't it.


For me there are a couple of solutions, but before that we need to show the problem, I will explain the problem as I see it.


In PvE we are fine, we have no issue at all, Sure we can't solo nightsister elders, but nor should we be able to, what we can do is tank them and hold the agro from people who can't just fine.


I am a Master Brawler, Teras Kasi Master, Master Fencer and scout 3/0/0/0 and medic 2/1/0/0 and I was doing this last night and it worked a treat (felt like EQ tanking), NS Elder comes in, bang I hit it with intimidate II and taunt, hit CoB and keep on taunting, everybody else stand back and whips out the damage and I barely even need heals (obviously I'm running the equipment needed for doing this job and the food, drink and buffs etyc), sure I can't damage her hardly until shes real low on health, but I AM doing my job.


In PvP we have a problem, with only light armor pearcing and armors being to effective.


The problem lies in comp armor being to good across the board, it is not to much of a problem to come out with a suit of armor with 80% resists across the board after slicing and this kills us, but alot of other classes to.


Now there is a couple of logical things I see to be done about this, first off I'm not sure why they didn't have a cert system for armor, comp for instance would require Master Commando and possibly Master BH to wear a full set, and these classes should have the lower natural defenses to combat thier advantage (I.E. a TKA moves about in light armor and avoids damage but takes heavy damage when hit by the right weapon and a commando takes the hits but has the armor to deal with it), but the way the game is set up now this would be a massive change, alot more armor would have to be introduced for a start.


The trouble lies in the fact that there is no real trade off for wearing comp, Ubese for instance is fine, high kinetic, but medicore to poor in everything else.


A solution to this would be to chagne the layering somewhat, every time a kinetic layer is added, it would lower all the other resists.


A good suit of unsliced, unlayered standard comp looks like this


Elec 68%

All rest except stun 54%


Add a good resist slice to that and it becomes strong to everything but stun (and we haven't included stun layered comp in our equation yet).


Kinetic layered Comp looks like this


Elec 68%

Kinetic 80%

All rest except stun 54%


Then add a good resist slice to that...


Suddenly it's all about armor pearcing for pretty much everybody.


So, my suggestion is make people make a trade off (though there is a flaw in my plan, a top end resist slice makes unlayered comp amazing), you have kinetic layered comp, for every 10% you add to kinetic it lowers all the other resists by 5% or something.


So if you can't take down that badboy who has centred his armor defense against kinetic damage dealers, your carbine wileding mate can.


Combine that with very hard and rare to obtain VK's (better damage, better armor peacing, a DoT etc and combinations of, differant graphics on em too, make themquested status sybols like the NS lance), and I think we'll be sitting pretty.


High Kinetic resist and AR rating is our Kryptonite and every superman needs his kryptonite, or the story just becomes boring

KnightHawk420
Mon Mar 22, 2004 8:15 pm
#252

If nothing EVER AGAIN, gets tweaked, changed, nerfed, fixed, improved, or anything otherwise as it relates to the TKA professions. I'll be happy.


I dont want new damage types, no new specials, no new modifieres, no new fixes, no more advantages against kiters, NOTHING. not 1 damn thing I want for this professions except that it be left alone. period.


Lock this one down SOE you got a winner here in TKA. Now "move along...".






Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
WookieOgre
Tue Mar 23, 2004 6:42 am
#253

Since I've been MTK, PvE is very simple.....get buff, brandy, and some vibro powerups and I'm good to go. However, as good as the profession is I ran into a Janta two days ago that had 100% kinetic resists. I couldnt figure out why I did no damage after 10 seconds (and he was yellow con to me?) until I looked at the resists. In this case, MTK are screwed against mobs like that. It was a weaknpc but it still would have beat me if I didnt have Master Pistoleer to smack him around.


So as good as we are, and I admit we are better off then almost all combat professions, we still have a fundamental weakness....only one type of damage. I guess that alright but I hate when combat professions are created and only work good if you master another to compliment it. I dont want to be as uber as Rifleman, but I would like another option other than running form a 100% kinetic mob (which I would have to do if I end up dropping Pistoleer). Something like an energy based attack would be ok, everyone has very good resists for that too but it gives us another option. I would never ask for stun damage because if you give us stun damage we are going to get nerfed, plain and simple. Stun damage for my pistol is awesome.....I dont want to think what stun damage could do in the hands of a MTK.
Kwassaak
Tue Mar 23, 2004 10:46 am
#254


I'd like to see break or bleeding damage. I'm sorry, but one of the major ideas behind many martial arts is t take down your opponent in as quick a time as possible. This is often done by breaking bones/blood vessels. Why not allow TKs to bleed an opponent? Is it so hard to imagine a TK breaking a rib & thereby slowing an opponent down & causing DOT?


What bout an ability to reduce the effectiveness of armour? An armour strike would be great... especially against high kinetic resistance. I could see it in a master/expert TK tree. Ability to reduce effectiveness by 10 - 50% (once only/mob|player). Or what about precision strikes.. every armour is supposed to have w weakness (or so they say), so why not include a precision strike that in effect does moderate/medium damage and has a change of doing a break/stun?




Sgt. Quarr of the Empire ( Radiant )
Member of Galactic Enforcers
Teras Kasi (0/0/1/1)
Creature Handler (0/0/1/0)
Scout (4/3/3/4)
Medic (0/0/0/3)


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"Rebel", the other red meat...
Rebelinformant
Tue Mar 23, 2004 4:58 pm
#255

DONT GIVE US ANYTHING MORE



Shrike Nomine -Starsider
Carbineer Coolcat





Zell Dincht-Scylla
TKM
The_Swain
Wed Mar 24, 2004 10:50 am
#256


We shouldn't get additional damage types because we are an unarmed class. My hands don't shoot fireballs or spray acid from between my webbed fingers.

Message Edited by The_Swain on 03-24-2004 12:50 PM



-"Sergi, King of Naboo"
Heltain
Fri Mar 26, 2004 12:34 am
#257

There are tons of Mobs that have extremly high kinetic resists that's why it would be nice to get another damage type.
Unichop
Fri Mar 26, 2004 6:19 am
#258

yes leave it alone no change no nerf
PhoenixOrion
Fri Mar 26, 2004 7:41 am
#259

I think we should get Stun and Kinetic.


A fist or a foot can stun an opponent.



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Sirisandir
Fri Mar 26, 2004 3:58 pm
#260






PhoenixOrion wrote:

I think we should get Stun and Kinetic.


A fist or a foot can stun an opponent.







Lol stun....stun on comp...that would never happen



All I want is lots of more moves, such as unarmed blind 2, or stuff along that line




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