Teras Kasi Archive

Thread: What do you want TKAs to be?

Venum-knuckle
Thu Mar 25, 2004 2:02 pm
#287

Honestly What i think is that for game balance reasons the devs want to worry about making tka not too powerful so i think from someones earlier post that the skill point cost can be raised to a degree making the class much more expensive and keeping people from mastering it as well as many other professions since followers of the Teras KAsi Arts need to devote large parts of there life into its study and ways to master it so they wouldn't have a whole lot of time to be carpenters and contractors etc. I think the Tka class could be made a little more powerful so that at least they could survive maybe 30 seconds longer in a fight with a jedi then perhaps other fighting classes and there major weakness they would still keep that being there attack range is horrible and they will get torn apart by riflemen who only run from them and kill them in 1 to 2 shots with there rifle to the head, That last example is a personal experience of mine being a tka master myself.


Im hoping ill be lucky enough someone from SOE will read this post but then i highly doubt this will happen ocnsidering how many posts are in this whole thread now,but ijust wanting to throw my thoughts out there on the matter.


for the skill points maybe doubling the requirements would work like instead of 5,4,3,2 and then 640 app points maybe 10,8,6,4 and then 1080 app points for master tka that would be fun and raising possiblly the experience requirements for each level some might work to going for game balance here that way the class could justifiably be more powerful then all the other brawler classes and by more powerful not necessarily being able to hit for more damage like i think pikemen should do most damage easily but tka should be the fastest, tough, good at dodging and keep there useful special abilities or maybe gain a few that are not too powerful that might just be helpful or neat, this would make the tka more like there supposed to be with the books or movies and what not being able to fight jedis.


well anyways i hope people give feedback to my thoughts im curious to hear what people think good and bad


If anyone dev or SOE person wants to talk to me more about this i can talk with even more detail to flush things out i have lots of good ideas. if one of you does wish to speak with me email me at [email protected]


thanks for listening guys!


Knuckle - starsider server
Venum-knuckle
Thu Mar 25, 2004 2:05 pm
#288

yeah just looked back at the post saying that tka's take up the same number of skill points as other brawler classes so thats why my thoughts above


Knuckle - starsider server
Duckfat
Thu Mar 25, 2004 6:04 pm
#289

What do I want TKAs to be?


How about left alone.


The general rule of thumb is 'if it aint broke dont fix it'


To badto many peoplebelieve in 'if its broke break everything else for balance'





Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
Shinjo_Kanzaki
Thu Mar 25, 2004 7:51 pm
#290

i would like it if the unarmed profession not rely on vibro knucklers.



____________________

Shinjo Kanzaki - Sentinel


It's not lag, it's bullet-time.
Yiji
Fri Mar 26, 2004 9:48 am
#291

TKA is fine right now, you need to fix the rifleman profession, you shouldn't be able to run backwards and shoot a freakin rifle.
Venum-knuckle
Fri Mar 26, 2004 12:36 pm
#292

i agree i believe that riflemen are rediculous especially against tka the most but also the brawler professions cause they need to get up close to hit someone and riflemen are ranged fighters the farthest ranged fighters it should be good enough that they can blast you 2, 3, maybe 4 times before you can run up to them to hit even once but they run away from you can still get excellent accuracy fullout running and blasting behind them. with there mind shots as it is if you can survive 4 hits then your lucky even with mind buffs on


knuckle - starsider server
jkbond
Sat Mar 27, 2004 3:52 am
#293

i believe tka is balanced and i only hope that they can fix the other professions out there with speical problems and get balancing to the whole entire game. if anything, the devs shouldn't take away things to balance but add more features and that way this game will get new additions and we'll get a more fair gameplay for all players.



Jaycon Tabef - Jedi

"War isn't supposed to be easy. It's hard and the harder the better. Maybe there would be less war if it were just a little harder."



jkbond
Sun Mar 28, 2004 10:53 pm
#294

i believe we are a very good where we are, fix the prob where we fall down so much due to dizzy and i think we'll be in good shape, we're not strong but we're not weak either =)



Jaycon Tabef - Jedi

"War isn't supposed to be easy. It's hard and the harder the better. Maybe there would be less war if it were just a little harder."



anguloke
Fri Apr 02, 2004 8:50 am
#295

best idea i've read
Oph8
Mon Apr 05, 2004 3:34 pm
#296


First off, I'm going to say this. Being a TKA, your character becomes extremely strong and thats just WAY to much power for just learning unarmed 4. I really think that you should make it a little harder to get TKA, like becoming a master brawler then you get to become a TKA. From whatI understand and have read in some comics and books most TKM's have skills in all melee weapon types as wellas unarmed skills. So, it would only make sence if TKA was obtained through becoming a master brawler. Also, I think it would be nice to do other things with the experience that we have gained once a player has reached a master skill, I don't have any ideas right now but it was just a thought. Well, I just wanted to put my 2 cents in



"Everything is mine and your woman too"

-=King Raoh=-
Hokuto Noken
Taigei
Tue Apr 06, 2004 12:20 pm
#297

You might want to reread those comics and books.
defocy
Fri Apr 09, 2004 3:25 pm
#298

If all of you just want to have reduction of ranged damage then your dumb, we should be subject to lots of ranged damage because we fight with our hanss, so its only fair that there is someway to kill us, just like there is with every class
I dont mind the ranged damage, bring it on



ocYrus Amek/Eici Amek
SithTyro
Fri Apr 09, 2004 4:31 pm
#299

Don't spend much time in the forums, but I just have to add my two cents. Forgive me if this has been mentioned/suggested, but I read at a snails pace and haven't gotten fully caught up here.


There are three things I'd like to see changed in TKM:


1) Powerboost - This should boost our primaries AND secondaries. If meditate heals primaries and secondaries there's no reason for powerboost not to raise both of them.


2) Meditate - This should lower BF as well as heal wounds. Do so at a slower rate than you get from watching/listening to entertainers, but c'mon you're meditating... that's supposed to be a method of focusing and relaxation.


3) unarmedHit3 - Make this attack do stun damage rather than kinetic. Not only would this make a little sense (watch the two-fisted finishing strike and tell me that wouldn't stun somebody), but would make us effective against the umpteen enemies with high to full Kinetic protection. Not to mention the insane Kinetic protecion of Adv Ubese/Composite armor.


These are just my thoughts/wishes for the profession, other than that I'm very happy with TKM. I do find it odd that Doctors and Chefs can raise player stats higher than a TKM can with PB but that's the way the cookie crumbles.


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