Teras Kasi Archive
Thread: The future of TKA under the new combat pass
Message Edited by Frank_White on 02-29-2004 02:31 AM
Logic gab alert:
First you say:
In the end I have to say TKA is definently all about speed, that is the nature of unarmed combat after all. The ability to respond quickly and accurately in a combat situation without the kind of hinderance caused by wielding a large weapon.
Then you follow with:
Put simply TKA should be designed for status effects and group supression while not being injured in return. The idea being to slowly wear the enemy down rather than blitz them as we currently do, damage should always be low.
You, IMHO, were right the first time. All martial arts that I have encountered have been about speed. Never, ever has the concept of wearning down an opponent slowly been mentioned. The idea in martial arts is to react and netrualize fast. Especially if the other guy has a weapon of any kind.That is where TK should be. Speed is king. This notion of wearing down an armed opponent is a reciepe for getting killed. Think Jet Li movies. Get into close quarters with a TK and most everyone will lose to him, as it should be. Anyone dumb enough to go toe to toe with a martial artist should get thier butt handed to them. Where we really are at a disadvantage is with anyone at range. If you can't close, we (the TKs) are dead. The only thing they really need to fix is defense stacking. After that, TK is one of the few professions they got spot on.
We are not tanks, we are specialist in fast take down and eliminatation of the target. I like the idea of have an effect on spin attack, but being tanks I disagree with.
besides,
This can already be done today if one if fully buffed and optimized. I see nothing new here that is directly beneficial than from what we have already.
Foth!
My thoughts,
I dont think TKA should be forced to be the only tanks. I think the tanking ability should be spread across ALL of the melee professions. As I was reading you posts, Tal, I started thinking of a scenario - Lets say you and your group are fighting a high level NPC that isusing a sword. A TKA is suposed to tank this guy under your system. Can we block a sword strike ?No, that would result in us losing an arm. So what we areleft with is dodging. Now lets picture what happens when we have a pikeman/fencer/swordsman tank - They can block melee attacks with thier weapons and they can dodge (almost as well as an unarmed person, I bet).
I think that classes with weapons could tank better than in unarmed person. If you are holding a weapon you have more options than a person without anything. So, your answer is that we should be able to strike with precission and speed, and have stat effect, which involve hitting stuff even more. Now we basically are supposed to be able to dodge most hits and hit a target lots of times. But hit a target many times, without doing much damage.
Stat effect such as stun and blind are not very useful aganist high level mobs anyways. It would only be useful if the devs made the stats effects more powerful the farther up the TKA tree you went.
One of your ideas that I do like is the ability to change your fighting style, which balances damageand defense. But, this ability should be given to all melee classes.
If we made TKA the only tanks, wouldn't the ideal group be 1 TKA, 1 Doc, and the rest commandos ?
Lastly, I have never read any of the star wars books, so I dont know how TKA are "supposed" to be like. The way I see it, if youare fighting someone with a lightsaber, yes of course you can not get hitby it, but you have to make your hits count. I think if a TKA would ever hope to fight a Jedi, theywould have to dodgeeverything the Jedi tries to do, then hit the Jedi once or twice, becauseyou may not getanother chance. A TKA couldnt hope to beat aJedi with whimpy punches.I see the TKA as very powerful (damaging).If we want to remain true to continuity, the currentTeras Kasi proffesionshould be renamed, and a REALTeras Kasi proffesion should be made, as an eliteelite proffesion.
I am always interested in anything that will help our class, butIthink the TKA class is ok as it is. The Devs should be using their time to fix things that are currently not working.
(sorry for any spelling and grammar mistakes it is late, hehe)
You really don't want to be wasting your own energy whilst trying to wear down an opponent, the aim of any martial art IS to bring down and control your opponent ASAP.
I said TKA can be mastered quickly, I wasn't referring to the Brawler stage as well. The TKA inside of itself with only moderate playing time I have managed 3/3/2/2 in around 8 days so far. Thats far faster than I have managed with any other combat profession and I don't use pets to do it.
Message Edited by JiveTimeMofo on 03-01-2004 09:07 PM