Teras Kasi Archive

Thread: Thoughts for discussion...

Atama
Mon Aug 23, 2004 6:35 pm
#27

That's pretty much what the idea was in the original post. It would be cool to have an animation with it too.



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seant9
Mon Aug 23, 2004 7:47 pm
#28

Great ideas. I think a better way to approach this would not be to remove the VKs from the game, but to move the cert for it to Smugglers and Commandos. They both have an Unarmed IV requirement, but absolutely no reason to use those skills. In turn, make our weapon gloves. We get a set of AP1 kinetic gloves with low ham costs anda modestdamage multiplier at novice, with our incentive to use them being the AP1. At master, we get AP2 gloves again withthe same modestdamage multiplier, but a different damage type. Teras Kasi translates to "steel hands", let's make that a reality. The first set of gloves could be known as "Steel reinforced Teras Kasi gloves" and the master gloves could be known as "Master Teras Kasi Vibro gloves" that could have spikes similar to ubese gloves and thick bands around the wrists to hold the vibro unit. I believe the damage type for the master gloves should be either heat, energy, electricity, or stun.






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Atama
Mon Aug 23, 2004 10:06 pm
#29


"In turn, make our weapon gloves."


That's gonna screw over us lizards.



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seant9
Tue Aug 24, 2004 7:57 am
#30






Atama wrote:



"In turn, make our weapon gloves."




That's gonna screw over us lizards.





I didn't think of that when posting, my entire idea is invalid because of this. A large percentage of TKAs are Trandoshan.




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seant9
Tue Aug 24, 2004 8:02 am
#31






Xeranx wrote:

I don't see a point in moving the cert for vks to smuggler or commando since the cert was taken away from novice brawler. Frankly I believe it was wrong to remove the vk cert from novice brawler as it appears to be a brawler weapon (e.g. brass knuckles).


I barelyuse vks anymore as it just seems to be a HAM siphon that only leads to getting me killed so it won't bother me either way if they're in or not. Actually I would rather them be out just because I look at how people just walk around with them on almost as if they're a cructh or something. I'm of the belief that they're useful only with buffs.


Anyway...I like the progression example I'm seeing here. Using the mind to enhance the body is the way a martial artist trains and it should apply here as well.






You are forgetting that VKs add AP1, that is the reason everyone used them all the time.




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comandobob
Tue Aug 24, 2004 8:12 am
#32






Ryutek wrote:

Taidashan posted this in the TK Discussion: Combat Balance Thread, and I would like more feedback on whether the Community in general likes the idea or not (thus devoting a thread to it).






There have been many great ideas on changes for the Teras Kasi profession. I confess to not having read the long thread, so I apologize in advanceif I repeatany previous suggestions. Feel free to criticize my ideas or concepts as you see fit, I am only portraying my thoughts on the Teras Kasi profession and am willing to alter them as needed. I realize that their are some aspects of the Teras Kasi profession that should have higher priorities than my suggestions, such as defense acuity, but my ideas should still not be thrown in the dirt 'cause of it!


My first belief is that vibro knucklers should be removed. Before someone jumps down my throat, let me explain! I feel that Teras Kasi Novices should be given a natural armor piercing of one. Then, at master level, our armor piercing should be raised to two. I feel that this would not be all that unbalancing since we would not receive the damage bonuses from the weapons. This would also quell the talk that since we are unarmed combatants, we should not use a weapon. Also, because of the master requirement for ap2, dabblers would only receive the ap1 ability.


My next thought is onthe issueof a different damage type. I believe that we should get an ability, again at master, to receive quests in order to change our damage type. Once you complete the quest, we would be able to slowly change back and forth from the original ap2/kinetic style, to the new style. Perhaps we should have to meditate for ten minuites or so before we are able to change types after the quest. This would add some content to the Teras Kasi profession without making the profession "uber." As you can see, I was not very specific on many of the details, leaving them up to anyone who wants to broaden my ideas.








So, what do you think of removing the Knucklers alltogether versus implementing the RKs?








i would very much approve of this , one as long as the quest is content based and not just kill this mob , but some along the lines og a teras kasi temple , but i think removing the VK , and giving us AP1 at novice and AP2 at master would inprove the profession alot , by this i mean we are martail artist and we and very much unarmed , with a VK we are armed , but adding the quest would give us something to do and give the profession much needed content


so in shot yes remove the VK this would not in anyway imbalance us compaired to when the RK's was out and we did way to much damage





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comandobob
Tue Aug 24, 2004 8:19 am
#33






Knocky wrote:

One of our state attacks is stun...so I see Stun damage is very reasonable.






it has being stated by the dev's that stun danamage was never ment to by that powerful , so i realy dont see why we would need stun , are blast are electrcity , if any thing energy are heat as we build both of these when we use are moves in any martial art




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Dogpea
Tue Aug 24, 2004 8:25 am
#34


what about changin VK's to like Steel Knuckles, they could just be gloves that do cold damage


i like the master AP2 thing to



EDIT: after reading the trando problem, they would just go around the knuckles, not the whole hand

Message Edited by Dogpea on 08-24-2004 08:37 AM

Grimror
Tue Aug 24, 2004 8:59 am
#35

Keep knucklers. Considering the only way to get a different damage type in this game is via weapons and not special attacks or proffession based skills (am I wrong on this?), you really are making it alot more harder for the devs to give us non-kinetic damage types by taking away our only weapons. Furthermore, I can see how some of you want to be "truly unarmed" but the TKA exists in the star wars universe. You might have some conception of martial arts from real world experiences, but you must realize that this is irrelevant when we are talking about Star Wars.


Furthermore, what we as TKAs and melees in general should be striving for is balance between other melee profs. It clearly unbalanced if we as TKA do not have some alternative form of damage type where every other melee class does. Whether or not our other skills make up for this unbalance is unclear in my mind, as we as TKAs get some other great abilities like being able to apply many more states then other melee profs, target any pool, meditation etc. Overall, I personally would like to see all melees more on par w/ eachother, each withperhaps different strengths and weaknesses all striving forperhaps a common role or two. I saw 2 roles because at the current moment it seems that by taking onlythier resepective trees into consideration, that fencer and tka seem more defensive than swords or pikes, so there seems like an oppurtunity for melee in general to be defensive or offensive depending on the weapon you are currently using when taking all specials into consideration. In the end though, to sum up my thoughts, we need more balance between the melees, and taking away VKs is probably the last thing we would want because it would seriously hinder or set back our getting any different type of damage, since implementing a new weapon w/ new damage is much much easier than implementing class specific quests or altering powerboost to give us damage types.
Finnean
Tue Aug 24, 2004 9:27 am
#36






Knocky wrote:

One of our state attacks is stun...so I see Stun damage is very reasonable.







I love the idea of dumping the knucklers, we should be "Steel Hands" anyways. We do need another damage type though, it has to be done.


Stun damage would make perfect sense Knocky. I like that.


I would still like to see throws or chokes/armlocks incorporated somehow...




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Utess
Tue Aug 24, 2004 10:55 am
#37






Atama wrote:



"In turn, make our weapon gloves."




That's gonna screw over us lizards.






Well the devs have said they were going to revisit the racial bonuses, probably with the combat balance. For example, they mentioned that the HAM restrictions for various raceswill probably need to be adjusted along with the HAM system revamp.


Maybe, since Trans are supposed to be natural unarmed fighters, if they removed us using VKs they could just give them automatic AP1 without having to use gloves After all, you have claws <.<




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Antolicus
Tue Aug 24, 2004 11:14 am
#38

This might have been brought up and I missed it, but how about this for an idea.


I like the idea of AP2 for Master and AP1 for Novice as base attack types.


What about the idea of adding in specials that cause different damage types? For example, you have a UnarmedFireStrike1/UnarmedFireStrike2 that are heat attacks that you get from one column and UnarmedFrostStrike1/Unarmedfroststrike2 that you get from another column. That would allow you to do different damage types, but doesn't give you the raw bonus of UnarmedHeadHit (Being Mind Only)or UnarmedHit3 (Being Huge Damage) for example, but it would allow for a different damage type to be used, but wouldn't be as strong as the other attacks.


Or even for balance purposes, you could make it something like you have UnarmedFireStrike1 at a level 3 box and UnarmedFirestrike2 at master, where UnarmedFirestrike2 does Heat and is about equal to Uhit2.


Option 2 that I was thinking is a meditative timer, you can meditate for 10 minutes to get a 45 minute timer that you do fire damage during that time period (didn't think this one through as well, but thought I would throw it out there), so if you aren't using VK's (assuming that doesn't change) you can to heat damage, but with no AP.


Thoughts?


Gademis
Tue Aug 24, 2004 11:27 am
#39

I would really like to see us fight really unarmed and have innate damage types. But I don't believe that this is ever gonna be introduced.

First off, as Atama noted, it would take us off the WS schedule, hitting economy since we would have no cost for weapon maintenance. Seeing how crazy SOE reacted about the credit dupe, ingame economy is not taken lightly at all.

Secondly I believe that our proffesion is the most balanced proffesion in the whole game. Even with all those Acklay Hammers, Scythes, Batons, Jawa rifles, T21s, Geos etc etc, we fare very well in PvPs provided we play smart and are well prepared.

The kinetic damage type could be an issue for mob hunting but since we tank better than anybody else, (see Unarmed Toughness) we get less offensive options. (Note that I didn't say offensive power). I think it would be better if devs would cap the max res of anything at 90% like armors do. Maybe with some exceptions like stun vs buildings, but that's a discussion for another topic.

Again, I would really like to see as fight like true unarmed masters but it would bring up issues that the devs would rather avoid. (Not accusing anyone)



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