Teras Kasi Archive
Thread: Teräs Käsi Poll: Combat Balance
Offense- 6 (yes, our attacks are trained to target key areas, but master swordsmen and others also train hard to attack the right places, and they have heavy sharp weapons. I feel that we should do the least DPS of the melees but make up for it in other ways.)
Defense- (overall) 7
Skills
Meditation- 10- this defines TKA.
Powerboost- 5 - this kind of fits in as well, but other areas are more important IMO
Force of Will- 7- this move is all about focus
Targeted Pool Attacks- 9- precise, thought out attacks, and theyll help us fit in with any group.
Random Pool Attacks- 1
Defenses versus States- 8- no matter what haze that tries to cover the eyes or fog that tries to shroud the brain a TKA should be unaffected through Focus.
Melee/Ranged Defenses and/or Toughness - 4
Overall feel for where everyone thought TKs should be after the Combat Balance.
Scale:
(Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)
- Offense (overall) 5 or 6- Martial artist or not, you get hit with a maul, it's gonna do more damage than a fist. A VK is a nice way to add damage, yes, but it should not be as strong as a huge sword. If you had to ask me whether I'd rather be hit with a sword or punched in the face with brass knuckles...I'd run...but I'd rather be punched.
- Defense (overall) 10- I agree with the correspondant. This is where we should excel. Whereas each of the other lines has specific measures to deal with incoming attacks (fencer= dodge, etc.), the TKM should be unparralled in avoiding attacks. A true master of the fighting isn't prized for doing the most DPS, but should walk out of battle unscathed. Watch kung-fu fight. The best fighters aren't always that hit hardest...they're the ones that are never touched. TKM's should be able to block, dodge and counterattack with a lot of skill.
Skills
- Meditation 6- It works pretty well as is...I'd like this to stay pretty close to what it is.
- Powerboost 6- This works very well for me. I use it when unbuffed and using no armor and it's a great help.
- Force of Will 5- Five is the perfect number here. It used to be an amazing skill, restoring you to full health. Now, it just gets you up quicker...but one shot kills you. In the middle would be good- half of your normal health (doesn't count buffs, food, etc) should give you time to get away and heal up.
- Targeted Pool Attacks 4- These should be good...but unlike the others I prefer the random pools. I will take a KD+unarmedhit3 combo over any single pool strike
- Random Pool Attacks 8- These strikes are golden. I like fighting unbuffed and unarmored. A good combo of stun, dizzy+KD, and any other strikes lets you take on red cons solo. This is where our damage comes into play. Our ability to induce certain states should be higher than others. Swords should be good at stun(a hammer to the face will do that), but we should have the best dizzy ability.
- Defenses versus States5- I don't think we should have extra protection against stun, but dizzy seems a no brainer for a prof that has to focus on dodging. However, I figure that if we don't get hit, we don't get stunned or dizzy at all
- Melee/Ranged Defenses and/or Toughness 2/8 We should be able to be beaten easily at range, but upon closing in, we should be pretty deadly. I see as a more of a defense-oriented class, so we should be able to be pretty tough. And am I the only one that wants there to be some change in counterstrike for TKA's? I'd love to see a unique counterstrike that used the enemies force to knock them down. A KD counter would certainly add to our defence.
In the end, I see TKA as a defensive melee class. i can hit for over 2.5k damage right now on high level Mobs, and that's just not right. I agree we need more damage types, but with the overpowering amount of damage we do, it's too much. By reducing our damage output and yet making us tougher, you make argumens for different damage types more compelling. I always think of Bruce Lee when I think TKA. He was never the strongest guy in the world. He didn't need a sword or a hammer. He beat you by being fast and not getting hit. when he did get hit, he was tough.
Swords hurt more than fists, as do big hammers to the face. It's common sense. a big metal staff is gonna hurt a lot when it's cracking your shins. But if you avoid all of those, you can slowly kill an enemy. Smarts, not strength, should be the TKA calling.
All of these stats are what a Master of each class would have, without any other skills.Current for the November publish.
class|spd|acc|melee|ranged|toughness|_CoB eff | CoB dur |
pikeman|75|150|30 | 25 | 26|115 |30 |
swordsman|75|130|20| 15|43|110 |31 |
fencer|90|150|74| 69| 32|115 |31 |
tka|115|205|62|45| 57|105 |30 |
In addition, we have the special defenses:
class|blnd|diz|kd|pc|stun|int|eq|dodge|cntr|blk|
pikeman|20|40|20|30|50|0|0|0|0|115|
swrdsman|10|20|25|10|50| 20|0|0|110|0|
fencer|40|40|50|50|0| 20|30|105|0|0|
tka|10|5|20|20| 5|0|55|0|0|0|
Kingrat66 wrote:
Just FYI
All of these stats are what a Master of each class would have, without any other skills.Current for the November publish.
class|spd|acc|melee|ranged|toughness|_CoB eff | CoB dur |
pikeman|75|150|30 | 25 | 26|115 |30 |
swordsman|75|130|20| 15|43|110 |31 |
fencer|90|150|74| 69| 32|115 |31 |
tka|115|205|62|45| 57|105 |30 |
In addition, we have the special defenses:
class|blnd|diz|kd|pc|stun|int|eq|dodge|cntr|blk|
pikeman|20|40|20|30|50|0|0|0|0|115|
swrdsman|10|20|25|10|50| 20|0|0|110|0|
fencer|40|40|50|50|0| 20|30|105|0|0|
tka|10|5|20|20| 5|0|55|0|0|0|
Hi thanks for the FYI. It appears that not much has changed for TKA in the revamp [if this is the patch for it] in terms of offensive and defensive abilities. So this means either our revamp change will come in the way of special abilites, armor,damage type, or we don't get a revamp. If this is the case, why did the DEVs even bother asking us for our thoughts on it?
This is just great. I now have a sneaking feeling that they're about to screw-upmy favorite and main profession I've had for almost a year now. Oh well, so much for the forums and our views.
Thanks and GL All,
Garrick
"Hi thanks for the FYI. It appears that not much has changed for TKA in the revamp [if this is the patch for it] in terms of offensive and defensive abilities."
Those stats are the way things are *now*. The revamp hasn't happened yet, in fact it won't be until some time next year. We're still in the process of giving suggestions to the developers (which is one of the reasons for this thread).
- Offense (overall) 10 - I think if a guy is bringing just himself to a fight, hes gotta be pretty damn good at using just himself, or hes gonna get his a$$ kicked
- Defense (overall) 3 - As we have no weapon, if we get hit, theres no blocking, it hits us (or our armour) so our defences should be low. Evasion should be reasionably good, as hes no big pike or hammer to over balance him if he needs to dodge an attack
- Skills
- Meditation - 10 I think this is the trademark of our proffession, like the jedi's saber or the BH's mando armour (tho obviously not as high profile as those) all tka's use it, who doesnt meditate while they wait for the shuttle?
- Powerboost 7 - I like the idea of being so trained you can will yourself to be stronger
- Force of Will 3 I dont use this that often, so i dont have many comments on it
- Targeted Pool Attacks 8 We dont use a gun, so we cant just randomly shoot and hope, we have to decide where to hit them, so most of our attacks should be targeted pool attacks
- Random Pool Attacks 2 - See above
- Defenses versus States 6 Quite high, links to the meditation/powerboost really, if you can will yourself to feel less pain, surely you canshake offdizzynessandnot get stunned as you are mentally prepared for the fight?
- Melee/Ranged Defenses and/or Toughness4 - I think defences should be low, but evasion high, as i said up there^^
On another topic, Speed - 10 - We dont have any weapon to overcharge, no pike to overbalance us, no sword to have to sweep round for the next shot, its justget in and keep the blows coming, we should be fast as hell
Message Edited by The-Deadman on 09-18-2004 02:21 AM
Thanks, I was aware that those were our current stats. My reply was more of a response to the statment by Kingrat66 regarding a Novemeber publish. Do you, have more information on the November publish, as well as where I can get more info on the combat revamp in general and specificaly regarding TKA?
Atama wrote:
"Hi thanks for the FYI. It appears that not much has changed for TKA in the revamp [if this is the patch for it] in terms of offensive and defensive abilities."
Those stats are the way things are *now*. The revamp hasn't happened yet, in fact it won't be until some time next year. We're still in the process of giving suggestions to the developers (which is one of the reasons for this thread).
I love how everyone gave everything a 5 or above. That's great guy, way to take one for the team.
In order to be balanced we have to take a few downgrades, bottom line. I think Ryutek is asking what we could live without.
Taking other professions into account and the fact that I don't think that everyone should have to take ANY TK AT ALL to remain competitive, here are my takes on what you asked for:
- Offense (overall) - 4. Teras Kasi shouldn't do a whole lot of damage if we have high defenses, and that's what everyone seems to want.
- Defense (overall) - 7. We have too many useful skills to be unhittable, like meditation, powerboost and force of will.
- Skills
- Meditation - 10. This is fine as it is now, but if Offensive or Defensive power is upped, then Meditation should be abrogated.
- Powerboost - 10. Also unique to TK, this is fine as it is now but will either be removed/changed in the CB.
- Force of Will - 10. This is fine as it is now.
- Targeted Pool Attacks - 10. Our attacks should be precision strikes.
- Random Pool Attacks - 3. I want to see less emphasis on Random pool attacks.
- Defenses versus States - 7. TK has too many defenses now. Everyone and their dog is TKM or has some trees from TK. Cookie Cutter = BAD.
- Melee/Ranged Defenses and/or Toughness - 5. We should have to use our skills and powers, not rely on ungodly passive bonuses and damage.
- Meditation - 10. This is fine as it is now, but if Offensive or Defensive power is upped, then Meditation should be abrogated.
Right now TK is an uber class that has everyone on the bandwagon. To give our class some depth and set us apart, we are going to take some hits so that everyone doesn't end up TK or Jedi.\
As it is now, TK is one of the most unbalanced classes in the game. You might say it's just that TK is where it needs to be and other professions need to be upped. This is incorrect, as we are still out of balance with everything else. Too much damage, too much speed low skill point cost and too many special abilitiesmake TK top choice and now everyone is TK.
The-Deadman wrote:
- Offense (overall) 10 - I think if a guy is bringing just himself to a fight, hes gotta be pretty damn good at using just himself, or hes gonna get his a$$ kicked
- Defense (overall) 3 - As we have no weapon, if we get hit, theres no blocking, it hits us (or our armour) so our defences should be low. Evasion should be reasionably good, as hes no big pike or hammer to over balance him if he needs to dodge an attack
- Skills
- Meditation - 10 I think this is the trademark of our proffession, like the jedi's saber or the BH's mando armour (tho obviously not as high profile as those) all tka's use it, who doesnt meditate while they wait for the shuttle?
- Powerboost 7 - I like the idea of being so trained you can will yourself to be stronger
- Force of Will 3 I dont use this that often, so i dont have many comments on it
- Targeted Pool Attacks 8 We dont use a gun, so we cant just randomly shoot and hope, we have to decide where to hit them, so most of our attacks should be targeted pool attacks
- Random Pool Attacks 2 - See above
- Defenses versus States 6 Quite high, links to the meditation/powerboost really, if you can will yourself to feel less pain, surely you canshake offdizzynessandnot get stunned as you are mentally prepared for the fight?
- Melee/Ranged Defenses and/or Toughness4 - I think defences should be low, but evasion high, as i said up there^^
On another topic, Speed - 10 - We dont have any weapon to overcharge, no pike to overbalance us, no sword to have to sweep round for the next shot, its justget in and keep the blows coming, we should be fast as hell
Message Edited by The-Deadman on 09-18-2004 02:21 AM
I just wanted to say that even though I disagree with some of the things you said. I do like your Idea of linking Defnese [if I read it correctly] to the meditiation branch. What I would suggest is have 2 powerboost abilities. PB1 will be as is, but PB2 would be aviable only to a TKM and temporarily boostall Defense vs States and our Melee/Range Defenses by maybe 15-20pts. PB2 would also have the 10min clock.
Thx,
Garrick