Teras Kasi Archive
Thread: What do you want TKAs to be?
No bleeds is a big weakness. This goes to the idea that a TKA isn't that great in a long fight dmg wise at least.
Defence and tankability should be equal for all brawler classes. How long a brawler lasts shouldn't depend on the class. Only the dmg during that fight should matter.
Speed should be TKA and fencers being equal.
HAM costs IMO are about right, I have no clue how they will change in the future, but a TKA isn't able to just spam specials with VKs unless they are buffed in all 9 stats. If this changes, so does the rest of the system.
I'm not very knowledgeable on the rest of the professions area attacks. Spin attack is nice but the HAM cost on it is horrible, I kill myself a lot more than it ever really helps me.
Dmg to a single opponent is the TKAs best ability. If a mob of 3+ come along though a TKA shouldn't be that confident. I'm talking about soemthing on the Rancor level or so.
mega3113 wrote:
Honestly I think we are extremely balanced right now.
We deal out a lot of damage but it's one type of damage with a max of AP1.
We can absorb lots of melee damage but we get shredded by ranged attacks.
We have no bleeds.
We have a useful, but not overpowering meditate line.
We have specials that can be devestating but that have a high HAM cost.
There is a lot of stuff I could add but I'm at work now so I can't go into super detail
Seriously, what niches do we have a choice of? I like how well balanced TKA is now. I don't see how you can differentiate the melee classes too much more. I don't want to be all defense with little to no offense. I don't want to be all offense with liitle to no defense. I want to be in the middle. Where we are now.
While I'm satisfied with TKA as it is, if it was to be significantly reworked my preference (with game balance in mind)would be the following:
TKA would be a combat class that wins by debuffing (blind, stun, intimidate, dizzy, kd etc)and being heavy on defence bonuses to hit and vs state effects. Of the close combat classes TKA should be the hardest to hit and the hardest to land a state effect or a knockdown on. While keeping our speed TKA should have the lowest dps of the close combat classes and remain limited to kenetic damage. HAM costs of our specials when unarmed (no vks)should also be very low.
TKA should also form the base for those that want to make a pure martial arts template. TKAwould offerhigh defence, the ability to debuff quickly and cheaply (HAM costs), and of course give the benifits of the meditiation line. Master Brawler for the long range knockdown to make up for the lack of a ranged weapon. Finally a choice of one of the three close combat weapons formore damage output and damge types, Swordsman for highest dps, Fencer for even greater defence, and Pikeman for something in between.
Its just my opinion so don't get upset if you disagree I relise that some other TKAs like our current abillity to quickly do allot of upfront damage, but given a choice between damage and defence, defence is what I believe should be a TKAs strength.
DANGIT.......i NEVER read thease posts till they have 2 or more pgs ow well....
well as a former blue belt (gonna start back in summer) i want us to be what real ppl do
they are fast as HECK they are tough (my instructor in a demo kicked another black belt and it didnt FASE him) and they are EXTREMLLY hard to overbalance and they are very very powerful
WEAKNESSES we only do kenetic dmg we have no bleeds
IMPROVMENTS i did a post on how to fix ua combo 2 but so we should lose unarmedlunge1 & 2 and get the trip in unarmed combo 2 and give us at least 1 new kind of weapon
NEW WEAKNESSES: in order to balance this make the HAM costs fairly high
PLZ DONT NERF US 2 BAD PLZ!!!!
I believe that our strength should include:
-Best at Close Combat.
-A good dodge ability or something like that upclose
-When closing in on an enemy we should be able to kill them quickly, or at leastgive more damage in close then they do from far away, because it's tougher to get in so close.
-disarm would be a cool move.
-Larger choice of weapons or on the flip side give us no weapons and more base damage.
-Terrain negotiation, so we have a chance to catch up to our enemy, we should be able to run just a bit fater then they do.
Weaknesses Shouldinclude:
-Vulneable from distances
-HighHAM costs, because it isa lot more tiring to fight close combat thento shoot a rifle.
-Equal out to all other brawler professions/give them the same strengths we get.
-More damagedelt to TKA when running away (never turn your back)
-Can't kite/fight while running away.
Trung wrote:
Unfortunately pikemen blow at everything.
I just LOL'd and spit scotch on myself.
I am very happy with TKA as it is now, but if it's changed, I would want it to be more in tune with martial arts. As a student of kempo right now (granted only yellow belt), I have the following suggestions:
1) Scrap armor - we shouldn't have our Unarmed Toughness mod or be able to do any special moves with it on. That should be our biggest weakness.
2) Block, Counterattack & Dodge - in the dojo this is what I spend most of my time doing. TK's should have the highest mods in the category, esp. w/o the benefit of armor. The kempo moves that I've learned all deal with avoiding the blow (blocking and/or dodge/evade)and then counterattacking.
3) Speed - we need toremain the fastest in melee, hands down.
4) Balance, states, etc. - we need to be the most resistant to alldisabling states, such as dizzy, knockdown, etc. The horse stance is your friend ![]()
5) Disabling strikes -shear strength works againstone in martial arts. The power we derive is mostly from knowing where and when to strike. I am happy with how this is implemented now and wouldn't want it to change. Intimidate is very much a part of martial arts, kiai's etc. Berserk isout of place(not that it is much of a factor for the high level TKA).
6) Accuracy - great as it is, compared to anEQ MonkI hardly ever miss. At melee range this makes a lot of sense, esp.for a master.
I'm not sure what else to say at this point. We are mostly in good shape, I'd like to see armor traded for very good dodge, block and counter the most.
-dp-
That said, if I had to sum up how I see TK is that we are the high speed/high damage dealers of the melee class but are weaker in defenses and have to manage our HAM because of the high costs. I think that balances out nicely.
I would NOT be interested in giving our AOE specials. That doesn't seem right. I think ALL melee professions should have some form of spin attack. How many times do we see martial artists handling larger groups of people? It's an important part of the kind of fighting we do. I think it can also be a very important part of tanking, which makes us important to groups.