Teras Kasi Archive

Thread: MAKE TKM longer and harder to get, DrArgule please read this

nikolai
Sun Jun 27, 2004 1:08 am
#27


edited

Message Edited by nikolai on 06-27-2004 04:09 AM







"Go then, there are other worlds than these."




nikolai
Sun Jun 27, 2004 1:10 am
#28






Nuckman wrote:




Make us Master Brawler

and add 4 more trees past TKM (new title for Current TKM changed to TK Artist)that already exists

Give us a speed penalty when we use a VK


4 More trees would give the opportunity to make mediate regen faster(currently same as sitting)

and FOW timer lower and Power Boost better ( at least longer)


Or id rather see a quick Power Boost at 75% that we can do in battle


Make the new TKM weapon gloves with brass knucks or put spikes on it, another idea,

Would make craftable spikesthat act as a power up for boots.


Real TKM leave your Ideas i dont think any of this would make us

overpowered



4 new trees

2 for Meditate

1 for Sencing Force being USED not inactive jedi no mission terminal but make us track down a TKM NPC that must give us permission to "warn" the Jedi

1 that adds a few more moves with MINIMAL attack mods- maybe +15 for spd and damage in the whole tree another +10 at master


Make the XP for the Sencing line Combat

And make the XP needed like the BH weapon lines with 2 450k Boxes needed.

I wouldnt mind getting 2 450k boxes of combat xp and 6 450k boxes of unarmed


Meditation

200k

300k +5 to regen while meditate

400k

450K +5 to regen while meditate

Combat Focus

200k

300k Battle Power Boost 50% str able to do in combat

400k +5 Combat Focus

450K Battle Power Boost 75% str

Finese

200k +10 Dodge

300k +5 Unarmed Spd

400k +5 Unarmed Dammage

450k +10 KD/stun/dizzy

Force Attunment

200k +5 Active Force Sencing 100m

300k +5 Active Force Sencing 200m

400k +5 Active Force Sencing 500m

450k+5 Active Force Sencing


Master

Will of The Atunned FOW timer 20 min

+5 regen while meiditating


Combat Focus 100% in Battle, must wear off before you can do reg PB that is better and last longer



+10 Dodge/Unarmed Damage, Spd

Unarmed KD3 area Dizzy/KD attack


Force Sencing ability must seek TK NPC for his permission to find the Jedi Misusing power

Message Edited by Nuckman on 06-26-2004 07:23 AM


Message Edited by Nuckman on 06-26-2004 07:57 AM


Message Edited by Nuckman on 06-26-2004 08:04 AM





Other professions need work, we don't.







"Go then, there are other worlds than these."




FuryoftheStars
Sun Jun 27, 2004 5:29 am
#29



Buttersjosh wrote:
Also the Damage mod you gave real sink at master we get like +70 or something like that I just did the mental math and this would be a nerf


I'm repling as I read... so forgive me if someone else has already pointed this out.

The damage mod that he gave in the new skill trees would actually be on top of what's already in the TK skills. So basically, this would be a plus to you guys, not a nerf. It looks to me like it's supposed to go Master brawler, Master TKA, then Master TK (which is where his new skill trees come in). An elite-elite skill set.
FuryoftheStars
Sun Jun 27, 2004 5:31 am
#30



McFlyGuy wrote:
Few minor things is dodge is a fencer/pistoleer skills as you probably know and even if so i'd probably be too little to make a difference.

Correct on that one... should change the +10 to dodge to +10 Defense Acuity like it already is in the previous skill set so it will actually stack.
FuryoftheStars
Sun Jun 27, 2004 5:36 am
#31


AvaLance wrote:
Not only does it not make sense to have to learn all styles of combat just to effectively use your fists, it throws Teras Kasi way above not only all the other elites, but hybrid professions as well (in terms of power).


It doesn't make sense to make a Commando learn to use a rifle, carbine, and pistol just so they can use a flamethrower and rocket launcher either.

It really won't put them that much farther above the other combat profs. They will get a very slight increase in damage and speed, a slight increase in defenses, and a few new "buff" tricks that have their own tradeoffs. Seems balanced to me (on paper at least), although as with all things, it will need tweaking.
FuryoftheStars
Sun Jun 27, 2004 5:38 am
#32



Pheloneus wrote:
/agree with avalance and on a side note, you chose a profession that was melee. And now you want ranged attacks. I mean come on. Live with what you got, I am a TKM, have been since October of last year. Master Brawler as well, so i have a 20m knockdown and i think even that is reachin. All i have to say is if you want a ranged attack, get Marksman,



/agree, there shouldn't be added ranged to this. Also, you can get the 20m "KD" at Novice brawler, so making it master just means a better chance of landing it.
FuryoftheStars
Sun Jun 27, 2004 5:41 am
#33



MagicalHAt wrote:
Ok look gerogey didnt write the books and as far im concern its only him who matters.
Really all those things the writers right are BS made up malarkey
If i wrote a book and told how yoda never died how luke was killed and how darth vader ate leighs intestines for lunch
would you believe it? No
your believeing tka is real in the star wars universe because you want it to be......



If what he does is all that matters, then this game is pointless to you, so why even bother with fighting it? If you beleive that what happens in this game matters, then everything else must as well.
FuryoftheStars
Sun Jun 27, 2004 5:45 am
#34



teeth0r wrote:
I don't like any of the ideas posted in this thread. Why make us master brawler first, and then give us even more extra trees to master? That will just turn us into the BH of melees - it takes up all our points, robs us of flexibility and doesn't deliver in the end.

The simple answer is this... if you want flexability, then don't do the extra skill trees. The original skill trees will still have their full potential power as they do now. The new ones will just add a little onto that.
McFlyGuy
Sun Jun 27, 2004 5:56 am
#35

Actually I think you could just put one tree on top of master brawler. As I said we're much more complex then some fencer or swordsman. Rigorous training, hours of meditation and amazing physical feats. We're not just some martial art students. If so why would we get the ability to heal wounds and theres much more on some TKA history site that i don't wanna bother looking up . You wouldn't call a jedi a fencer just because they swing a glowstick. Their grind is very hard and their power reflects that so if we moved up the grind in length not difficulty it would be in line with the power we would recieve.

The jedi use to fear Teras Kasi Masters and thats not really the way it is now. Not saying that we ran around maiming jedi left and right and we shouldn't have that power, yet put up a fight and to do that raise the skill point cost. Yet in reality the dev's would probably never do this yet it is only my beliefs and hopes.



_/\__/\_Phlat-Line______


N00b-E With a Year of Experience!


FuryoftheStars
Sun Jun 27, 2004 6:01 am
#36


Nuckman wrote:
Better Dodge
Are you kidding? We'd never hear the end of it from Fencers and Pistoleers. Dodge is supposed to be their specific defense
The key word si IF WE GOT, thats why i oput doddge of 5 or 10 for the whole second tree, but if your telling me a martial artist cant dodge then your out of your mind

Actually, Defense Acuity is supposed to be an increased chance of one of the the 3 types of defense happening... block, counterattack, and dodge. So yeah, TKs can dodge... it's in the makeup of Defense Acuity. So instead of better dodge, you should get better DA. Makes sense, no?
FuryoftheStars
Sun Jun 27, 2004 6:20 am
#37

I've been thinking about the whole Master Brawler pre-req thing. I'm not 100% sure if that'd be a good thing to do, at least not as how it is now. Perhaps for the original TK skill set the unarmed tree is all that should be required, but if you want access to the new skill set, then you need Master Brawler. I dunno... just throwing random thoughts out so please don't hurt me for that!

But I'm also in the belief that the accuracy and speed mods are in the wrong skill sets for both melee and ranged professions. I personally think that the majority of the accuracy and speed mods should be in the brawler/marksman skill sets, while the elites give you the new special moves and defenses. It makes sense, after all, a Master Marks is supposed to be very good at hitting stuff... unlike now, but the elites would still be better as they will know more damaging shots and have the defenses to back them up. Aside from that, other profs like commando and BH would actually be able to use their pre-req skills.
FuryoftheStars
Sun Jun 27, 2004 6:23 am
#38

lol... and in all of that posting, I forgot to say how I felt about the original post! Aside from my comments that I've made in the previous posts (and potentially future ones as well as I happen to think of things or see someone else say something that nudges a nerve in my brain ), I think it's a good thought. As with all things though, it may need some tweaking.
baw
Sun Jun 27, 2004 6:46 am
#39

"MAKE TKM longer and harder to get, DrArgule please read this"


I think it is an issue of the current PvE system. I bought SWG the day it came out, played for months, and quit. I've just now returned. I talked to my old guildmates and before I knew it I was doctor buffed wearing 80% resist composite and in a big 'ol solo group on Dantooine killing stuff. I'm a master Teras Kasi now. I got more boxes in a single week than I did in my first 3 months. I don't think the profession is too easy, and I don't think it needs to be made anymore difficult.


I think the current techniques allow people to basically powerlevel their way through any elite combat profession. If you're really that bored with TKA that you need a whole 'nother tree to go up, why don't you drop it all and start over. This time, try to make it by killing nothing but Durni's.


Point is, all the combat professions are a lot easier to master now. TKM WAS longer and harder to get, until everybody figured out how to push the limits of PvE and gain as much XP as possible in as little time. You got what you wanted, now everybody and his brother is a TKM or Master Fencer or whatever flavor of the week might have seemed appealing to them. Look at some of the other professions, like Creature Handler. They have a much harder time with XP, because, hey... they can't powerlevel CH through buffs and armor. As a result, I see ten times as many "Mysterious, elite, rareTeras Kasi" than Creature Handlers. Just some food for thought. As much as I'd love to have fifteen different trees of Teras Kasi this and Teras Kasi that, it seems to me that it wouldn't be particularly fair to any of the other thirty-something professions. The distinction of multiple trees should be reserved for Jedi, and PvE ought to be looked at as the culprit when it comes to all these TKM's running around in noob clothes.




baw
(Sarcasm highly intended.)

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