Teras Kasi Archive

Thread: Thoughts for discussion...

Knocky
Tue Aug 24, 2004 11:37 am
#40






comandobob wrote:





Knocky wrote:

One of our state attacks is stun...so I see Stun damage is very reasonable.






it has being stated by the dev's that stun danamage was never ment to by that powerful , so i realy dont see why we would need stun , are blast are electrcity , if any thing energy are heat as we build both of these when we use are moves in any martial art




Are you saying that the Devs intended the Fencers to be a gimped profession from the start?


Also...the Devs also said that Jedi would be rare...


Xeranx
Tue Aug 24, 2004 11:48 am
#41






Gademis wrote:
I would really like to see us fight really unarmed and have innate damage types. But I don't believe that this is ever gonna be introduced.

First off, as Atama noted, it would take us off the WS schedule, hitting economy since we would have no cost for weapon maintenance. Seeing how crazy SOE reacted about the credit dupe, ingame economy is not taken lightly at all.

Secondly I believe that our proffesion is the most balanced proffesion in the whole game. Even with all those Acklay Hammers, Scythes, Batons, Jawa rifles, T21s, Geos etc etc, we fare very well in PvPs provided we play smart and are well prepared.

The kinetic damage type could be an issue for mob hunting but since we tank better than anybody else, (see Unarmed Toughness) we get less offensive options. (Note that I didn't say offensive power). I think it would be better if devs would cap the max res of anything at 90% like armors do. Maybe with some exceptions like stun vs buildings, but that's a discussion for another topic.

Again, I would really like to see as fight like true unarmed masters but it would bring up issues that the devs would rather avoid. (Not accusing anyone)






I honestly don't understand how hard hit weaponsmiths will be if the vks are taken away. I don't know, but I think weaponsmiths make more money off ranged weaponry than they do melee. Also, so many people disagree with TKA using vibroknucklers since they're supposed to be unarmed and a lot of these people are weaponsmiths commenting on this.


I think they experienced a drop when the vks were removed from novice brawler and placed in novice tk and it was furthered when our HAM costs with vks were increased.So many, like myself, stopped using vks altogether unless we absolutely needed to use them.


I just want to address something here. Someone suggested that our HAM costs are increased if we do away with vks. It makes sense for the game enviroment I guess to keep things balanced (or at least try to), but overall it really doesn't. When using a weapon you exert yourself moreso than if you don't. Now if we're not using vks, why should I be tiring myself out more just using what I was born with especially since I trained hard to build up my endurance?






Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Ryutek
Tue Aug 24, 2004 11:48 am
#42






Grimror wrote:

Keep knucklers. Considering the only way to get a different damage type in this game is via weapons and not special attacks or proffession based skills (am I wrong on this?), you really are making it alot more harder for the devs to give us non-kinetic damage types by taking away our only weapons. Furthermore, I can see how some of you want to be "truly unarmed" but the TKA exists in the star wars universe. You might have some conception of martial arts from real world experiences, but you must realize that this is irrelevant when we are talking about Star Wars.


At the moment the only way to get an alternatedamage typeis through weapons, but I really liked the idea and could push for a change if it was deemed something the community wanted. The worst that could happen is be told no, we keep the knucklers due to (x) restrictions. Also, in the Star Wars Universe, would it be difficult to envision an implant of some sort? Anartificial limb taht looked the same as the real one that gave a different damage type? There are plenty of ways to explain it and still have the appeal of being truly unarmed, relating the game to real world experiences (which does help immersion).Just something I wanted more feedback on


Furthermore, what we as TKAs and melees in general should be striving for is balance between other melee profs. It clearly unbalanced if we as TKA do not have some alternative form of damage type where every other melee class does. Whether or not our other skills make up for this unbalance is unclear in my mind, as we as TKAs get some other great abilities like being able to apply many more states then other melee profs, target any pool, meditation etc. Overall, I personally would like to see all melees more on par w/ eachother, each withperhaps different strengths and weaknesses all striving forperhaps a common role or two. I saw 2 roles because at the current moment it seems that by taking onlythier resepective trees into consideration, that fencer and tka seem more defensive than swords or pikes, so there seems like an oppurtunity for melee in general to be defensive or offensive depending on the weapon you are currently using when taking all specials into consideration. In the end though, to sum up my thoughts, we need more balance between the melees, and taking away VKs is probably the last thing we would want because it would seriously hinder or set back our getting any different type of damage, since implementing a new weapon w/ new damage is much much easier than implementing class specific quests or altering powerboost to give us damage types.


I agree, and I also want balance between all professions. If something is mentioned that would be unbalancing I'll find any way possible to get it in with changes to keep it balanced. The discussion though isn't on what is easier to achieve, but what would we prefer? If we cannot have what we prefer then we can always go with the easier choice, but if we ask for the easier choice we pretty much force the other possibility out of reach.


I guess to put it simpler, better to reach for the stars and only get the moon, than to aim for the sky and get nowhere









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]
Antolicus
Tue Aug 24, 2004 1:51 pm
#43

Oh yeah, and a simple request. If Razor Knucklers or something along that line are added in, I have no issue with them requiring a Master Level Cert or even something in the skill tree (like the scyth blade, etc), but, and this is going to sound weak, but can they not be a ultra-rate loot drop to make?


It's just something that the entire community would like to have and I don't see that it's something that would need to be ultra-rare for us to get. If it were introduced as something any weaponsmith could make (like Wookiee Armor for armorsmith) that would be segnificantly better (IMHO) than something that only can be made in the DWB by a group of 50 people.


Yeah, I know that I sound like I am whining, but it is going to be something that we all want, it would be nice to be something that we could get and not something we can just dream about.

Xeranx
Tue Aug 24, 2004 3:14 pm
#44






Antolicus wrote:

Oh yeah, and a simple request. If Razor Knucklers or something along that line are added in, I have no issue with them requiring a Master Level Cert or even something in the skill tree (like the scyth blade, etc), but, and this is going to sound weak, but can they not be a ultra-rate loot drop to make?


It's just something that the entire community would like to have and I don't see that it's something that would need to be ultra-rare for us to get. If it were introduced as something any weaponsmith could make (like Wookiee Armor for armorsmith) that would be segnificantly better (IMHO) than something that only can be made in the DWB by a group of 50 people.


Yeah, I know that I sound like I am whining, but it is going to be something that we all want, it would be nice to be something that we could get and not something we can just dream about.







You know if that were the case then pikemen, and all other melee professions that have weapons depending on loot would ask for the same.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Grimror
Tue Aug 24, 2004 3:28 pm
#45






Xeranx wrote:





Antolicus wrote:

Oh yeah, and a simple request. If Razor Knucklers or something along that line are added in, I have no issue with them requiring a Master Level Cert or even something in the skill tree (like the scyth blade, etc), but, and this is going to sound weak, but can they not be a ultra-rate loot drop to make?


It's just something that the entire community would like to have and I don't see that it's something that would need to be ultra-rare for us to get. If it were introduced as something any weaponsmith could make (like Wookiee Armor for armorsmith) that would be segnificantly better (IMHO) than something that only can be made in the DWB by a group of 50 people.


Yeah, I know that I sound like I am whining, but it is going to be something that we all want, it would be nice to be something that we could get and not something we can just dream about.







You know if that were the case then pikemen, and all other melee professions that have weapons depending on loot would ask for the same.



FYI, fencers don't have to do a quest to get stun damage, swordsmen don't need to do a quest to get thier power hammer, etc. So his request isnt too much out of line....

Xeranx
Tue Aug 24, 2004 3:38 pm
#46








Grimror wrote:


FYI, fencers don't have to do a quest to get stun damage, swordsmen don't need to do a quest to get thier power hammer, etc. So his request isnt too much out of line....







Actually, there is a swordsman weapon that you have to visit some dungeon or other to get it. Every profession that has the ability to get a rare weapon has to go through some quest or dungeon to retrieve it. Pikemen have to get items from nightsisters, pistoleers need to go to the genosian bunker to get a genosian blaster and they have to visit the DWB to get the de-10 pistol.







Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Atama
Tue Aug 24, 2004 3:48 pm
#47

The weapon that swordsmen need to go to a dungeon to get (the Black Sun Hack) is a kinetic damage weapon. The other rare swordsman weapon, the scythe, is also kinetic. The point that was made was that no other profession has to get a rare weapon to have alternate damage types.



*********************************
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Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
Grimror
Tue Aug 24, 2004 4:29 pm
#48






Atama wrote:
The weapon that swordsmen need to go to a dungeon to get (the Black Sun Hack) is a kinetic damage weapon. The other rare swordsman weapon, the scythe, is also kinetic. The point that was made was that no other profession has to get a rare weapon to have alternate damage types.





What atama said....
Xeranx
Tue Aug 24, 2004 5:04 pm
#49

I reread it. Sorry about that.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
Malgg
Tue Aug 24, 2004 6:23 pm
#50

Perhaps gloves that we can equip that do different damage types? But the idea of special lootable VK schematics with different damage types sounds good too.

And I wouldn't say no to AP2 at master, once I get there, that is.



Orion Randrick - Master Smuggler/Teras Kasi Novice/Rifleman
Wandering the galaxy homeless since 6/27/03
Taidashan
Tue Aug 24, 2004 7:43 pm
#51



Wow, I only just found this post! Thank you Ryutek!


I read through the replies and saw some people mention that they were concerned more with the current issues of the profession rather then the concepts I proposed. My response: I agree! As i said in the introduction of my post, "I realize that their are some aspects of the Teras Kasi profession that should have higher priorities than my suggestions, such as defense acuity, but my ideas should still not be thrown in the dirt 'cause of it!," I believe that their are more prominent fixes, but the ones I stated could still be implemented. As Ryutek said, it is better to plan ahead.


A couple more posters mentioned gloves that would give damage types. The immediate concern with that idea is what some people have quickly stated: Trandoshans cannot equip gloves or boots. Now if that was changed, I would fully support this idea...but until then, I believe that should be thrown out the window. Also, to go into more details on my thought of meditating in order to change damage types, I believe we should only be able to get one more damage type. We should be able tochoose the damage type we want, out of a selection of the devs choices. Then, much like the old form of stat migration, we should be able to switch damage types. Unlike most professions, however, we would not be able to switch damage types on the fly.


I also believe that the HAM costs should be raised to the point of balance. However, after the combat revamp, what may be considered balance now, could be completely different then.


I am off to go play the game now, ill check back on the progression of this thread tomorrow. Thanks again for everyones comments and criticisms!



"Only a fool does not fear. However, the brave are the ones who act despite that fear"
Xikor
Wed Aug 25, 2004 12:05 am
#52

I like the idea of attaining AP2 at master...that would be nice.
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