Teras Kasi Archive
Thread: Some proposals for TKA
Btw Holo I know I posted before, but really would like a reply to this. What kind of vision do you guys have for TKA. Do you see us fighting several npc's in a row for exp before downtime, or fighting one with life on the line and having downtime after? What do you see us doing, going to do, and how do you see us getting to the master level? Whats our role in this game?
And if possible can you explain why do you want to increase mind costs. We cant heal that, and with npc's being able to target specific pools we will get incapped even faster. I think it would be wiser to lower this cost as well.
Ok Holo,
Maybe Pvp is unbalanced, Butlooking at the list of mobs you have there I can confidently say that as a ranged player as well as a tka, I can easily take out most if not all of the kinetic mobs on your list with only marksman carbine skill lvl 4. Now maybe Carbineers are unbalanced or broken Im not sure. However, If I as a marksman carbine skill lvl 4 (not even novice carbineer) can take out a tortus bull or two at a time without taking a hit or very few hits and a Master TKA is only gonna have a 50/50 chance when I would say my chances are 90/10 in my favor as a MARKSMAN SKILL LVL 4 CARBINEER something just doesnt seem right about this, and I would love for you to tell me what it is.
Holo, admit the defensive bonuses in your game are not a factor.
Was it not in Beta certainpeople chose all the defensive skilltrees and was virtually untouchable? So you guys nerfed *cough* removed that bonus altogether although we have imaginaryfake numbers to show for it.
Any Melee class without these defensive numbers being a factor cannot kite, cannot shoot from afar, we are asked to hit the enemy up close and personal and thus will and usually take full damage.
Since you are so good with numbers in your Rifleman thread, why are you hiding how the Defensive bonuses work? Could it be there is none?
- Across the board action cost reduction (Not changing knockdowns)
Fine. This should be the case if you actually want us to use special moves other than KD.
- Improved chance of a defensive move firing (General Combat change)
Fine. Sounds cool.
- Vibroknucklers
- Increasing max range on vibroknucklers to 5 meters (Bad. Should be the same range as unarmed)
- Changing Health Cost from 32..59 to 18..36 (better) (Fine. Sounds good.)
- Changing Action Cost from 29..46 to 30..54 (different) (Fine. Sounds good.)
- Changing Mind Cost from 15..29 to 18..36 (different) (Bad.Brawlers use Health and Action)
- These values are modified to be slightly higher than the default unarmed move costs as this is a damage increasing weapon. Because the move costs are being decreased significantly, this should be a much smoother transition. (Fine. Sounds good.)
- Increasing max range on vibroknucklers to 5 meters (Bad. Should be the same range as unarmed)
TK is a brawler profession... Hence we use Health and Action as our main pools. Thus, moves shouldn't cost intense Mind when our profession doesn't use Mind. However, if you made Meditate heal Mind health faster then you COULD get away with this as we can heal our Mind pool with intense Meditation. However you don't get any good Meditation abilities until Tier 4.
As mentioned over and over again within this thread, VKs should have normal unarmed range. Plain and simple and easy to prove. (Already done by other members)
Aside from this... it appears you are going into the right direction... however your over-taxation of Mind is not correct. If you want us to use Mind, allow Mind pool bonuses for the Brawler class... otherwise leave Mind alone.
No offense peeps but Holo wasn't talking about getting XP.
He was giving us an idea what the curve is supposed to be like in this game. The 2600xp type mobs are supposed to be the 50/50 point for elite combat masters. Yes that means that it should take MUCH longer to reach master TKA, but I have NO problem with that. Once everyone gets over the fact that some masters got their the easy way and we can't, then the game will slow down and we can start smelling the coffee, so to speak.
All this talk of 'but I don't need the xp once I'm a master' is moot and misleading.
Given his assertion that is their goal to have monsters of that caliber provide a 50/50 type battle for us, I'd have to say that we are at least that good, more likely a bit overpowered. Mind you there are other classes MUCH more out of balance than TKA masters at the moment.
The real problem I see with TKA isn't a problem with TKA, its a problem with melee combat. IMO, Melee combattants should deal out less (yes you heard me) damage but also take considerably less damage in a fight. That would enable brawlers as a whole to find a tank-like niche to live in.
One other thought ... I concur with the people who wonder at the unequal reduction in HAM costs. Trandoshans arethe TKA race. They have the worst Action pool of all the races. Why then are TKA weapons/moves slanted to take more Action than H or M?
Holocron,
Is every maxed out combat proffession measured against that same list? Seems to me a master anything should be 50/50 against the exact same list. I've been with solo Critter Handlers that solo Kimo's so, what gives?
Comment?
Also, there are many things on that list that I can solo already (with only Int. Power Techniques.) Is that to say I will become relatively less powerful moving forward?
I gotta admit, I'm losing confidence rapidly in SW:G being able to provide an equitable playing field for all classes. You have critter handlers with building sized pets (off topic, but WHY?) that can solo far greater than your list, yet we are overpowered? BHs with 1000+ point dmg moves with a recent boost to their specials... I'm very confused at the rationale here.
Horizons is 3 months away... Hurry.
Holo, one thing you seem to be forgetting is that all the majority of these are in groups at all times. As a result we never get to have a 1v1 match because they always have friends with them. In the old days, my main use for KD was to keep one stormtrooper out of the fight while I worked on his friend. Then, once he was out, I could go back to the first ST and it was business as usual as a 1v1 fight. Now I have to have a group with me at all times to fight any STs, thus making the XP drop significantly as the gun-toters steal all the XP away from me. It also kills the idea of soloing, which was one of the main methods of game-play that I wanted to do since I first heard of this game. Also note that if I buy faction pets to help (SpecForce Heavy Weapons Specialists for example) are no match for a stormtrooper. Imperial stormtroopers were always meant to be elite troops but should it really take 3 heavy weapons specialists to take out ONE stormtrooper, and then force the owner to hang around healing them forever and a day.
Also, sorry to take this on a bit of a tangent but I simply must add this simply as food for thought, should a standard stormtrooper be an even match for a master of the martial arts in a purely melee battle. Last I checked once at that kind of range few can match a martial arts master, let alone a mere soldier trained for tactics and marksmanship. Make them BETTER at their ranged skills but significantly less at melee combat.
The list looks somewhat correct.
Except even without KD, I'm not sure some of these creatures could be taken down 50/50 by a Master TK.
The question I have is this... are you supposed to be able to take out these cons while wearing armor, no armor, VKs, no VKs or are all these issues assumed to have their own disadvantages that thus need no consideration?
It'sa great start Halo and I'm glad it looks like your taking a look. I realize you can't do all we want, and of course the verdict is still out on what you plan to do with KD (at the very least make it ascost effectivethe pistoleers version)
Also what about the added bonus your get for socketed clothing? Ihave a +6 to unarmed speed on my pants, but it doesn't show up when i look at my skills for unarmed speed. So do these just not show up, or is this broken?
Symbha wrote:
Holocron,
Is every maxed out combat proffession measured against that same list? Seems to me a master anything should be 50/50 against the exact same list. I've been with solo Critter Handlers that solo Kimo's so, what gives?
Comment?
What gives is that they are also way overpowered. That's why I keep saying "don't compare yourselves to pistoleer" (or whatever). As I mentioned in the "Open Discussion On Balancing" thread in SWG Discussion, everyone feels they are underpowered because they are comparing themselves to pistoleers. But they're missing the point that pistoleers are way OVERpowered, and so is most everyone else. If we balance everyone off of pistoleer, the game will be WAY easier, you'll run out of content in a trice, you'll say there's no high end game, etc etc. And the core of the issue isn't that there's no tough mobs, is that players are way way overpowered.
Over time, the natural progression is for this to get WORSE. In three yearsat this rate, I'd expect a rank newbie to solo kimogilas, because that's what happens in online games--players get smarter, mobs don't.