Teras Kasi Archive

Thread: Teräs Käsi Poll: Combat Balance

BuhamutLotde
Thu Sep 16, 2004 2:15 pm
#27

Let me Just say the main attribute that comes to mind when I think of TKA is Focus (not the stat). Keeping your mind focused and making every muscle twitch count is what I think should be most important to define our profession.

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



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Phenix1050
Fri Sep 17, 2004 1:06 am
#28




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.




PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
Ryutek
Fri Sep 17, 2004 2:46 pm
#29

Stickied this in the Discussions and Focus Threads sticky above



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Kingrat66
Fri Sep 17, 2004 4:30 pm
#30

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|




------------------------------------------------------------
:: Benh - Swords Lizard :: Tal'on - CU Grinding ::
------------------------------------------------------------

Phenix1050
Fri Sep 17, 2004 9:12 pm
#31

while yes, i agree some indiiduals can break concrete with their hands...pretty much anybody with a sledgehammer can break the same cinderblock. Now imagine somone using said cinderblock in combat, after years of training with it.


Why did humans invent weapons?because they did more damage. Hands down, bar none a person with a sword will kill you faster than someone punching you in the stomach. I know a lot of people are worried about losing power, but I say let it go. We do too much damage as is. We should be damn near possible to hit, and should wear an enemy down, not overpower them. A big-arse hammer upside your head would hurt a lot more than sombodies fist.


what i would like to see is TKA's have different ways of reacting to strikes. a study of any martial art form reveals that many forms use "reactive" combat. Rather than expend energy or expose themselves, they use the enemie's force to injure the enemy. The enemy swings and you trip them off balance and they fall over since their weight is moving forward. Stuff like that is what good martial artists do. Now imagine if TKA defenses allowed us, on a succesful counterattack, to automatically apply a state (stund, blind) with a chance at Master of counterstriking wih a dizzy KD.


anyway, this is just my 2 cents...and realize I may be in the minority for wanting to see TKA move away from a high-damage profile.



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
TYR2100
Fri Sep 17, 2004 10:51 pm
#32

Hi




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


Kyodor
Sat Sep 18, 2004 1:23 am
#33

I was fearing that in the Combat Balance, with our new damage VK, we may be too powerful on higher end mobs. In my description I failed to consider the power of the TKA with its new knuckler, in case it is Cold, or another hard - to - resist damage type, I may drop that attack stat to 4.



Logic
Grammar
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Got Coherence?

Atama
Sat Sep 18, 2004 1:25 am
#34


"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).



*********************************
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If you claim to "own" me, I want to see the receipt.
The-Deadman
Sat Sep 18, 2004 2:18 am
#35



  1. 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

  2. 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



    1. Skills

    2. 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

    TYR2100
    Sat Sep 18, 2004 7:40 am
    #36

    I see.




    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).



    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?



    Thanks,

    Garrick


    Kingrat66
    Sat Sep 18, 2004 9:29 am
    #37

    Sorry i wasn't clear those stats are taken from an old post, just after the publish november last year. I just copied and pasted so you got the november comment too



    ------------------------------------------------------------
    :: Benh - Swords Lizard :: Tal'on - CU Grinding ::
    ------------------------------------------------------------

    I-B_Bangin
    Sat Sep 18, 2004 11:34 am
    #38

    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:



    1. 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.

    2. Defense (overall) - 7. We have too many useful skills to be unhittable, like meditation, powerboost and force of will.

    3. 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.

    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.




    ------------------------------------
    I've never opened a Holocron.
    TYR2100
    Sat Sep 18, 2004 11:48 am
    #39

    Hi, here is some food for thought.




    The-Deadman wrote:



    1. 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

    2. 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



    1. Skills

    2. 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




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