Teras Kasi Archive

Thread: The future of TKA under the new combat pass

Frank_White
Sun Feb 29, 2004 3:21 am
#27



If XP is gained by damage done, and under your proposal fights last "much longer", as in now it will take several minutes to kill a creature you say we kill too quickly now,how long do u propose it take under your system to go from novice brawler to TKM, a year? And in a group the problem only worsens w/ you gaining less xp than you would being solo...


Unarmed martial artists in this world can do a hell of a lot of damage. The same should apply here. Your entire basis for the argument here comes from your own opinion of what unarmed combat should equate to. A skilled martial artist can end a fight w/ a single blow after all...


Why people always want drastic untested changes is beyond me. TKA is fine as/ is IMO.

Message Edited by Frank_White on 02-29-2004 02:31 AM





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Tal-N
Sun Feb 29, 2004 7:20 am
#28

It already takes only a week of hard fighting to master TKA, on the whole it wouldn't hurt for the profession to need more time to master it. Besides, leveling isn't as important as enjoying the game. If fights take twice as long as they do now then you need 2 weeks to master the profession, if you make them four times longer you can still master them in a month. On the other hand because you're weakening the enemy rather than pummeling them you could fight against far higher CL mobs since their resistances aren't all that important. Or logically the devs could simply rebalance the unarmed exp you get so that the progression is still as it is. Changing a few numbers in the unarmed exp calculations wouldn't be very difficult.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
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Banzai51
Sun Feb 29, 2004 9:38 pm
#29

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.





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Foth
Sun Feb 29, 2004 9:47 pm
#30

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!





FothLamente Vies
Master NoHup
Itkotw
Sun Feb 29, 2004 11:54 pm
#31


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)




Ajax - Lowca
Master TKA / Master Medic / Doctor (2.4.4.0) / Novice Solo'er
"Warcry has been changed to a method of crowd control", and "The upcoming combat balance will ensure solo players are not capable of taking out content meant for a group of players". I was unhappy with EQ, so I left. I was an enchanter once, I guess I am back. /shout 54 chanter lfg (formerly Exitailis of Xev)
AurosBain
Mon Mar 01, 2004 2:38 am
#32

-Well, many of our martial art forms can block sword strikes. It's not a block, per say, where you hold your arm up and take the hit. More where the sword comes at you, you move your body just far enough away to miss the attack, and position yourself to take advantage of their attack. Maybe even strike the weapon on a non dangerous side, etc. So Unarmed versus a Sword is not as valid as Unarmed versus a Gun.


-Old Piket Statement: I grinded Huurton Huntress' for what felt like eternity. I like the defensive stacking/debuffing ideas mentioned, and in grinding to Master I would have never have wasted my time with such abilities on the Huurtons, but maybe now that I am a Master I might use such abilities on a Nightsister Hunt, or something. Maybe even group PvP tactics.
spoff
Mon Mar 01, 2004 3:32 am
#33

I don't agree with the part that says "to slowly wear an opponent down", as a real-life martial arts student, I would like to think I am learning something that will allow me to end a conflict as soon as possible.

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.



Post NGE Force sensitive and proud of it!
Tal-N
Mon Mar 01, 2004 12:25 pm
#34




And everyone knows who doesn't have creatures that from novice brawler to tk novice can be a long



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.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

JiveTimeMofo
Mon Mar 01, 2004 5:22 pm
#35


2-handed swords is fast as heck too. i'm at 0/0/3/3 (well, the second 3 is b/c i had built up combat xp) this is with about12 hrs of playing and going from novice brawler to where i am now. the char going up swords is a master ch, but i've only used the pets to ride to the missions. i could have gotten further had i not spent so much time shopping for a good powerhammer. this is done with no pets, no buffs, and only marbari armor on a trandoshan ( this means his hand and feet are vulnerable) going against savage quenkers.


i really hope they don't take away the special spamming. it adds a bit of interactivity to the fighting. one of the reasons i left ffxi is b/c the fighting was so boring. start attack... do 1 special... wait for the fight to end while i do something else. slapping buttons acutally make me feel like i'm in the fight rather than just observing it.


edit - oops, meant 0/3/0/3 for swords

Message Edited by JiveTimeMofo on 03-01-2004 09:07 PM



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Jivetime Mofo

Master TKA/Novice Rifleman
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