Teras Kasi Archive
Thread: TKA top five issues 5-5-04
Page 3 of 3
Spuzzed
Fri May 07, 2004 12:34 am
#27
4. as it stands we are the only profession with a single damage type I would like to see others (remember this is a give/take situation. If we get more damage types our damage may not stack with the VK's anylonger)
I dont think this is a good idea. The fact of the matter is were an unarmed profession. Instead of having another damage type we should have a better chance to cast our debuffs (dizzy, intimidate, blind, knockdown etc.) Try punching a hunk of metal and tell me what happens to your hand. However, tell me how easily that hunk of metal falls... In my opinion armour should be classified into 3 types. Light, medium, and heavy. I know they already are, but for player armour it should provide a higher chance to be knocked down or something. If youre wearing a 50 kilo suit of composite armour then you sure as heck are going to be easier to knock down
My choices for a top 5 are this:
1.) FoW. I think everyone agrees that the timer is just too high. 30 minutes would be much more reasonable.
2.) CoB. TKA should have some type of defensive bonuses that come from doing this. I mean, if were meditating it would stand to reason we could centre ourselves better.
3.) Debuff mods. As a result of having only one damage type, (soon to be two) we should recieve a bonus to cast debuffs. Were a TKA, a profession that has studied the humanoid body, we know the weaknesses and therefor know where to hit someone to cause the most pain.
4.) Meditation. I dont know if any of you consider this a problem, but we know that having debuffs can prevent you from meditating. Personally I dont see how being blind or intimidated prevents me from kneeling down and concentrating. Perhaps only certain debuffs ie. dizzy, prevents you from meditating.
5.) TKA content. Every profession out there would like to have their own content and TKA is no different. Some specific mission types would be nice. TKA are meant to be watchers of the Jedi. Perhaps mission types to hunt down watered down versions of NPC Jedi rogues would be cool. (Dont want to step on the BH toes with player Jedi missions).
I dont think this is a good idea. The fact of the matter is were an unarmed profession. Instead of having another damage type we should have a better chance to cast our debuffs (dizzy, intimidate, blind, knockdown etc.) Try punching a hunk of metal and tell me what happens to your hand. However, tell me how easily that hunk of metal falls... In my opinion armour should be classified into 3 types. Light, medium, and heavy. I know they already are, but for player armour it should provide a higher chance to be knocked down or something. If youre wearing a 50 kilo suit of composite armour then you sure as heck are going to be easier to knock down
My choices for a top 5 are this:
1.) FoW. I think everyone agrees that the timer is just too high. 30 minutes would be much more reasonable.
2.) CoB. TKA should have some type of defensive bonuses that come from doing this. I mean, if were meditating it would stand to reason we could centre ourselves better.
3.) Debuff mods. As a result of having only one damage type, (soon to be two) we should recieve a bonus to cast debuffs. Were a TKA, a profession that has studied the humanoid body, we know the weaknesses and therefor know where to hit someone to cause the most pain.
4.) Meditation. I dont know if any of you consider this a problem, but we know that having debuffs can prevent you from meditating. Personally I dont see how being blind or intimidated prevents me from kneeling down and concentrating. Perhaps only certain debuffs ie. dizzy, prevents you from meditating.
5.) TKA content. Every profession out there would like to have their own content and TKA is no different. Some specific mission types would be nice. TKA are meant to be watchers of the Jedi. Perhaps mission types to hunt down watered down versions of NPC Jedi rogues would be cool. (Dont want to step on the BH toes with player Jedi missions).
JediMasterZero
Fri May 07, 2004 5:30 am
#28
The only original thing you said, I actually believe to be a good idea...make TKM's bare hands and AP1 weapon. I don't know if the programming will allow for that, but I think it's certainly a good start.
With our luck, justwatch - the code'll get bugged and we'll have dancers running around with AP1...laying waste to entire cantinas...and the helpless bystanders just wanted their BF healed.....
hehe
Ryutek
Fri May 07, 2004 5:59 am
#29
Actually, according to TH's answer it does not work fine. It works as it was originally designed, but has become outdated and thus needs fixed.
Robbjedi wrote:
um defense acuity works fine
Robbjedi
Tue May 11, 2004 7:31 pm
#32
Ryutek wrote:Actually, according to TH's answer it does not work fine. It works as it was originally designed, but has become outdated and thus needs fixed.
Robbjedi wrote:um defense acuity works fine
maybe its not working as intended but from my combat results id say it works lol
KnapweedD
Tue May 11, 2004 10:56 pm
#33
Robbjedi wrote:
um defense acuity works fine
ok my current template has
Master Swordsman
onehanded 4
and rifles 4
and Master TKA
and when im using COB its awesome
my typical combat log against something the strength of pikets is like this
miss
miss
miss
dodge
counterattack
miss
block
miss
coutnerattack
coutnerattack
counterattack
hit
miss
miss
miss
its beautiful
and its made me want to pick up the counterattack line of carbineer
but defense acuity and cob do work
Take off your sword and post your combat log.
Robbjedi
Wed May 12, 2004 1:19 pm
#34
KnapweedD wrote:
Robbjedi wrote:um defense acuity works fine
ok my current template hasMaster Swordsmanonehanded 4and rifles 4and Master TKAand when im using COB its awesomemy typical combat log against something the strength of pikets is like thismissmissmissdodgecounterattackmissblockmisscoutnerattackcoutnerattackcounterattackhitmissmissmissits beautifuland its made me want to pick up the counterattack line of carbineerbut defense acuity and cob do work
Take off your sword and post your combat log.
haha......funny thats what my tka combat log is like with cob
not always but i see a good appearance of dodge block and counterattack all the time when cobed
it might have somethign to do with having some skill in a dodge weapon a block weapon and counterattack weapon
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