Teras Kasi Archive

Thread: Teräs Käsi and the Combat Upgrade

IthosMcCloud
Wed Mar 30, 2005 3:22 pm
#27



Zodiac-B wrote:
This is at least my 3rd time saying this on multiple forums, but I'll say it again:
The ONLY way I see this CU working is if we no longer surrender xp along with surrendering a skill point for COMBAT professions only. This statement excludes all Jedi FS XP and Combat profs that require you to master a prof to master that prof (Commando, Ranger, and BH). This surrendering of xp is ridiculous. I would quite my job and play this game 24/7 if we didn't have to surrender xp. I say, once you achieve xp for a skill and learn it, the xp is locked on that skill forever. I'm TKM / Master Pistoleer / Smuggler 0420 and I don't plan on changing ever. Why? Because it takes too long to master another profession just to find out I may not like it, so I end up "re"-mastering my previous profession. That's the nightmare I keep thinking about when I think about changing profs, so I won't do it. I still remember training a guy, when Apprenticeship Points meant something, and he told me this is his 4th time Mastering TKM. It brings my blood to a boil that we have to do such things.
Benefits: 1) We get variety!!! I'm not a meat and potatoes type of guy. I like change. If we did this, we wouldn't need these downgrades every 6 months (I'm calling the CU a downgrade due to skills that I'm going to lose just to keep my 2 masters, not 3). 2) SOE wants us to group together, this will help. What's the biggest problem when trying to take down a base or uber creature? Not the amount of people, but making sure you have the "right" people. If we can change profs, we can group just like SOE wants us to do, and do it much easier...
Why not Commando, Ranger, and BH: These are highly specialized fields that these people like to feel they are in a class by themselves. Personally, I believe only BH belongs in the exclusion due to some exploiting possibilities. Commando are Ranger are debatable. Another debate would be Master Smuggler. This could hurt the slicing community, so Smuggler would probably have to be excluded somehow.
How to make this work: If we can change at the spare of the moment, it would make fighting completely unfair. Therefore, why don't we give back to the Image Designers. This whole downgrade is to balance things out. Image Designers have already been one of the weakest profs and now the devs are taking more away from them. Well, we can give something back. You want to change your template? It can only be done in an Image Designer hut by an Image Designer. This is called balancing.
Why not non-Combat profs: pretty obvious, it will destroy the economy.
Should this include Jedi skill points: You bet! I'm not a Jedi, but I know what it takes to be a Jedi and it is ridiculous to ask them to surrender their experience points along with the skill point.




Negative. For one thing, where's the fun if your group always has the same profession breakdown? Then, you'd just have one perfect group rather than one perfect profession. Big improvement there. Personally, I look forward to the first time I am forced to go hunting in group different than what I'm used to. Things'll be more of a challenge, since we'll be lacking important functionality.

Also, it defeats the entire purpose behind having limited skill points. You are supposed to choose a profession and stick with it. If that isn't your cup of tea, then this isn't the right game for you. They've already done a great thing by giving you the option of dropping skills whenever, that's functionallity not all games provide.

Three, why favor combat professions? What if an Armorsmith decides he wants to experiment with Droid Engineering, but ends up not liking it? Doesn't he deserve to just roll back to Armorsmithing, just like you got to roll back to whatever combat profession you used to be? When one considers how much worse the crafting grind is than the combat grind, this injustice only gets worse.

The *only* way this could be implemented in a reasonable fasion is if, rather that just remembering all mastered professions, you could take a snapshot of your current skillset. Only one snapshot can be active at a time, and that's the only state you are allowed to just jump immediately to. So if an Amorsmith wants to be a Droid Engineer, he saves that template and grinds out Droid Engineer. If he likes it, and he takes a new snapshot, he loses all progress in Armorsmith. If he doesn't like it, and rolls back to Armorsmith, he loses all progress in Droid Engineer. So you can't just switch willy nilly, but if you want to experiment a bit you are free to do so creating a character on a different server.

IM
KyeAshke
Wed Mar 30, 2005 3:26 pm
#28



Zodiac-B wrote:
KyeAshke wrote:
"Ju jitsu uses many many weapons, and that is a martial art."
I agree with you on this except one thing, TKM is an Unarmed Combat profession (a VK has no projection to it like a 1 or 2Handed blade). However, if they want to make it armed, that's fine with me, but that means we need to be able to useall of our TKM skills (UA3, KD2, etc)with a 2H Sword. We have not been given any implication to the fact that our characters will get to use 2Handed weapons with TKM skills. This is the reason why we don't understand the purpose of 2Handed skills.





Sorry, I meant Ju Jitsu is a martial art aimed primarily at unarmed combat, however can use alot of different weapons. So we have had basic training in 2 handed swords to become the artists we are, even though we focus primarily on unarmed.

I also think that a slightly more logical choice would have been polarm - unarmed sometimes includes staves, which I think would be quite cool.



-Kye
---------------------------------
"Mr. Vader is the daddy..."

"He who 'hah hahs' last, 'hah hahs' hardest." - Nelson

Balanced != Nerfed

IGN: Kye'Ashke: Mentat Master of Assasins; Naboo, Chimaera
RunemonIV
Wed Mar 30, 2005 6:03 pm
#29

all the 2hd thing does is tell me that the natural progression to swordsman and tka must happen.. i mean the highest defences in melee and the highest damage in melee shaking hands in your early stages of your character..

that doesnt mean you have to take it hell im looking at pikemen seriously after the cu to go along with my tkm



Day one Veteran of the game.. just a little fed up.. /tiny
Aahzz
Wed Mar 30, 2005 10:26 pm
#30






Zodiac-B wrote:

KyeAshke wrote:

"Ju jitsu uses many many weapons, and that is a martial art."


I agree with you on this except one thing, TKM is an Unarmed Combat profession (a VK has no projection to it like a 1 or 2Handed blade). However, if they want to make it armed, that's fine with me, but that means we need to be able to useall of our TKM skills (UA3, KD2, etc)with a 2H Sword. We have not been given any implication to the fact that our characters will get to use 2Handed weapons with TKM skills. This is the reason why we don't understand the purpose of 2Handed skills.




not a projection, but they've come out with the new Blaster Knuckler...that should be cool




Aahzz Monuis
"That's Per-vect!"
Aahzz
Wed Mar 30, 2005 10:31 pm
#31






Darter wrote:
I've been sitting and scratching my head as to why the Two-Handed line is required for TKA in the CU, too. I can imagine there's a reasoning behind it, but I have yet to see what it is. Perhaps they will one day allow us to dual-wield VK's, and at that point the two-handed pre-req makes a bit of sense, but since it's two hands on one weapons and not two hands on two weapons, I'm still lost.

It would make far more sense if it were Unarmed + One-handed, since we DO use a weapon that fits in one hand, even though it's not a sword.





This has been said an aweful lot...In my own humble opinion why not scout exploration tree...exploration speeds the mobility thus improving the "TANK" position.



Aahzz Monuis
"That's Per-vect!"
Zodiac-B
Thu Mar 31, 2005 1:24 am
#32

Darter wrote: "Perhaps they will one day allow us to dual-wield VK's"


THAT WOULD BE AWESOME!!! Add some new moves, not necessarily with different hitting results, but new visual moves would be cool! Either that or give us a new weapon: Numb Chucks! Those are two handed.





Zodiac Enterprises - Corellia (near Coronet) 192 -5487

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KyeAshke
Thu Mar 31, 2005 3:27 pm
#33



Aahzz wrote:
This has been said an aweful lot...In my own humble opinion why not scout exploration tree...exploration speeds the mobility thus improving the "TANK" position.




However, that would make the TKA cost more, because we'd need to buy Novice Scout. Defeating the purpose of the profession update.



-Kye
---------------------------------
"Mr. Vader is the daddy..."

"He who 'hah hahs' last, 'hah hahs' hardest." - Nelson

Balanced != Nerfed

IGN: Kye'Ashke: Mentat Master of Assasins; Naboo, Chimaera
WTS
Thu Mar 31, 2005 4:27 pm
#34



KyeAshke wrote:


Aahzz wrote:
This has been said an aweful lot...In my own humble opinion why not scout exploration tree...exploration speeds the mobility thus improving the "TANK" position.




However, that would make the TKA cost more, because we'd need to buy Novice Scout. Defeating the purpose of the profession update.




why not make tka unique as a melee class that way? a hybrid melee class.. instead of all hybrids being just ranged.

also... for those worried about kiting: some moves will have windups that can't be done while running. ranged classes will be encouraged to stand still to execute a good move.



Arandis
Master Smuggler (Imperial FP for 125 credits each)
Agathon
12 point MDE, 12 point MAS, 14 point Master Artisan

Vendors at -3979 3643 Naboo, outside Theed

Aahzz
Fri Apr 01, 2005 12:43 am
#35






KyeAshke wrote:


However, that would make the TKA cost more, because we'd need to buy Novice Scout. Defeating the purpose of the profession update.





Very true...didn't even think of that. My bad.



Aahzz Monuis
"That's Per-vect!"
peope
Fri Apr 01, 2005 2:15 am
#36

Placing the requirements in polearms would be more reasonable to me.

That weapon do you think of when thinking of a monk?
Polearm or a giant axe?



sigs are for dorks
Pahaddino
Fri Apr 01, 2005 3:46 am
#37

I started at novice brawler at CU TC5.


I love the new system, the direction the game takes is something I like (haven't played neither EQ nor WOW so I can't compare like other do).

I love combat pace.


There are bugs but nothing critical for testing (in fact some bugs allow to test more than expected )


On the TKA side, I play one char TKM, and looking at the new things and the skill allocation, I m not gonna play a TKA post CU anymore. But for those who want a tanking role post CU, Master pike, Master TK looks very good


sandoss
Sat Apr 02, 2005 6:28 am
#38

personally i have no problem with 2 handed becoming a pre req. it is obviously being used to balance our proffesion against other proffesion requirements e.g. bount hunter = survival 4 and ranged 4.


TKA is the martial arts of star wars and as such should include training in weaponry, Martial arts have a long history of training in weaponry as a way to learn how to defend against weapons and also a way of focusing yourself.


2 handed weaponry is the preffered style of weaponry for many martial arts as it forms an extension of your body and is not clumsy like 1 handed weaponry but more gracefull.


for those saying it makes no sense look at rl martial arts weaponry :


bo staff, katana, daicho, naginata, nun chaku to name a few all of which are intended to be used 2 handed.


oh and a knucker is not a 1 handed weapon so that doesnt lend to an arguement for a 1 handed tree, any idiot can slide on a knuckler and hit someone while a 2 handed weapon takes a level of skill and focus to master that also relates to mastering a martial art


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