Teras Kasi Archive

Thread: What do you want TKAs to be?

shamanboy5769
Wed Apr 14, 2004 3:34 pm
#300


i have played many mmo games and so far have found every one of them to have the unarmed skill to be this


weakness=not good tank no really able to take good dmg and to die fast


strenght= high as hell damage being able to out put aton of dmg fast thats the way i see it and i think we can all agree that tkms need stun dmg i am sick of unloading unarmed hit 3 on someone with 80% kenitic witch even newbs have these days by buying creds on ebay and i can unload on someone and hit for 30 dmg.

nbd9k
Fri Apr 16, 2004 1:56 pm
#301

Its like this:


TKs are fine the way they are. How bout dropping some of those 100% kinetic resists we run into instead of making things more complicated.


Making enemies harder is no substitute for making the game better.


Harvard Ferrier

Master Commando, Master TK

Bria Server
P__Day
Mon Apr 26, 2004 8:33 pm
#302

How about fixing defensive acruity, so our cob would actually work? Or changing it with block, dodge or counter
Tamakizu
Tue Apr 27, 2004 6:13 am
#303

Well if i could have one thing added to the TKA proffesion it would be the ability to track jedi in some way i feel that we should be similar to a bounty hunter when it comes to jedi especially with the up coming changes to the jedi proffesion.
Keltorr
Wed Apr 28, 2004 5:40 pm
#304






Mister_Heavy wrote:

So for instance, where do you see us in terms of attack speed, toughness, overall DPS, crowd control, MOB debuffing, area attacks, accuracy, etc., compared to the other brawling classes?




Attack speed: fastest of all melee types, assuming no SEAs involved.


Overall DPS: in the middle of the brawlers...right now it is very much the highest.I think either swordsmen or pikemen should have highest DPS, probably swordsmen...have their accuracy a bit (just a bit) lower since their weapons are bigger and a bit harder to wield


Damage: according to the holocron, this class is the weakest damage wise. Pikemen are strongest.


Accuracy: probably slightly greater than that of a swordsman or pikeman, but slightly lower than that of a fencer


Area attacks: I don't know how much damage unarmed spin attack does at master...if it is weak (less than about 1000 damage on average in PvE by combat spam) then I'd say add a new spin attack that does more damage to each enemy, but considerably less than spitting rawl.


Range: shortest of all brawlers, makes sense given that a sword/pike has more reach than VK or fist. Lunge range should be about 9-10m, regular range about 6-7m at most (VK's max range is listed at 3m remember)


Miscellaneous advantages: No other melee class can heal its own wounds without a doctor, give small self buffs better than low level doc buffs or rise from incap instantly. I think that these advantages more than compensate for only having one damage type.


I would like to see Power Boost changed a bit so that it doesn't vary by the TKA's HAM levels, I'd say make it like 500 for everyone.




I have a bad feeling about this nerf


The few...the proud...the Marine-armored

atone48732
Fri Apr 30, 2004 7:03 am
#305

Yes keep us the fastest melee class


thats what makes us what we are.. Our speed


as for damage... we can give up some damage maybe down damage to between 200 and 190 or lower I dont know..Or up heavy swords damage or somethin





Oelos Takushi: smuggler proud member of Oi and Smugglers alliance pilot..

Elalia Takushi: Dancer and rebel pilot and member of Oi
bring back TEras Kasi and the melee profs as expertise skills.. bring some fun and real diversification to SWG
awwwa
Sun May 02, 2004 10:02 pm
#306

knockdown rules!!!!



(oooooooooooooooooooooooooooooo9XWnnn][[[[[[[[[[nng)

Garran themi-----br>yeah mi username is awwwa...its sux i know but it was 3am and i was drunk when i registered so give me a break.
oh and i started playing swg on september but didnt register till december.


(0000000000000000000000000000009XWnnn][[[[[[[[[[nng)
Nuckman
Mon May 03, 2004 11:48 am
#307

Power Boost needs to last longer and VKs should have a bleed, I mean its a blade or at least its what it looks like now if its supposed to be more a brass knuckle type thing then make it look that way !



-Colonel Alic Sa'o-
Neakyn
Mon May 03, 2004 3:41 pm
#308

i just read a post at second page of this thread and it wakened some further ideas in my head


the original statement was

Speed = Fast >>>>>>>>>>>>> Slow


Damage = Low >>>>>>>>>>>> High


tk - fe - sw - pi


but i think we could make this much bigger in the state of points where we are working on it


add to


Speed = Fast >>>>>>>>>>>>> Slow


Damage = Low >>>>>>>>>>>> High


Area = Single >>>>>>>>>>>>> Big Area


Defense = Low >>>>>>>>>>> High


To hit = Hard >>>>>>>>>>>>> Easy


then give over this the map


TKA -- Fencer -- Swordsman -- Pikeman


what i want to say


tka = a fast fighter but with a lower damage and not that big defense but speciallisied to get very hart to hit (evasion or something like that)but is speciallisied on kicking ass of single targets


Fencer = a medium fast fighter with bit lower damage then cut from low to high who can pick up some litle damageand is able to fight with 2 to 3 guys at a time


Swordsman = a medium slow fighter with bit over cut damage able to fight with 4-5 guys at a time and get medium damage


Pikeman = very slow fighter with high damage able to get rid of 7 guys at a time able to get much damage


so u balance it pretty well i think everything at brawler tree then have his position in a good party pikeman are the tanks blockin at center of fight
swordsman stands by side of pikeman and support the pike in tanking
fencer taking the corners of a enemy group tryin to work trough them pretty fast
tka pick up single targets the seems to be very strong and kick there asses hell fast


the nice side effect of an balance change like that the 4 classes also get a pretty good pvp 1on1 balance


so wat should be done at tka to get this


first of all armor restriction for tka's to get this get higher damage target
decrease the damage of an tka
change spinattack so that it primary attack the target focusedand just with minimum damage attacks the surrounding enemys


the rest should be to make the other brawler profession much better then now

Nuckman
Wed May 05, 2004 10:08 am
#309

This is what needs to happen to TKM IMO


1. Power Boost needs to be longer

or made into a permanent state of mind until death or incap- cant power boost again until you have zero wounds, zero battle fatigue and must wait 30 minutes after death or incap.


2. Give us our own armor

TKM should flow fluently without delay, I would like to see a TKM specific armor that is light rating and is a mix of cloths and armor. When I am PvE unless im fighting krayts I dont even wear armor


3. Either change what VKs look like or give us a bleed, It looks like a blade, now if it is supposed to be more of a brass knuckle make it look like that.


5. Ranged mitigation needs to work a tad better, along with center of being.


6. TKM should get a bonus in KD and Lunge when fighting ranged players


7. and finally if TKMs are so intuned with their minds shouldnt we be able to sence things others cant...





-Colonel Alic Sa'o-
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