Teras Kasi Archive

Thread: Teräs Käsi Poll: Combat Balance

LordMaxx
Sat Sep 18, 2004 4:03 pm
#40






Ryutek wrote:
While we wait for information to be released, I wanted to get an overall feel for where everyone thought TKs should be after the Combat Balance.

Scale:

(Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)




  1. Offense (overall) 6

  2. Defense (overall) 10

  3. Skills


    • Meditation 9

    • Powerboost 6

    • Force of Will 5

    • Targeted Pool Attacks 4

    • Random Pool Attacks 6

    • Defenses versus States 8

    • Melee/Ranged Defenses and/or Toughness 9


THIS IS JUST FOR ME TO GET AN OVERALL FEEL FOR WHAT YOU THINK WE SHOULD BE LIKE POST-COMBAT BALANCE.


I do think we should be Defense masters, maybe not on scale of fencers, or maybe switch with them and be the defense masters... Our offense is above what it will probably be if we do get heavy defensive bonuses, but I do think we should be able to hold our own.










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Phenix1050
Sat Sep 18, 2004 11:43 pm
#41

I kind of think it's funny that people think we should have a 10 in damage. If a guys bringing his fist to a blaster fight, unless he has good DEFENSE, he's gonna die. Nobody can punch hard enough to crush a skull. A sword cuts through flesh better than a knife. Bigger swords do bigger damage. Each melee skill is distinct. There are several factors to consider. Speed, damage, defenceand reactionsare thefour main things each class has to worry about. Thus, these three things must be balanced in each class.


A Swordsman should do the most damage. Hands down. They have big weapons designed to inflict massive damage. The tradeoff is that they should be slow as heck. They, like the rifleman, should be speed-capped to ensure that a person wielding the big sword should be slow. They're defences should be medium to low, and they should be good at blocking shots.


A Pikeman should be medium damage, low speed. They're power should derive from the ability to sweep the legs out from under the competition with higher frequency. This would ensure that they have some usefullness. The DOT pikes help add to their usefullness, but they should be usefull even withougt those. They should be the masters of counter-attacking, being able to block with one end of the pike and able to strike with the other.


A Fencer should be the jack-of-all-trades. Medium speed, medium defence, medium damge. They're the all around class, not weak in any one area, but not overpowering either. This gives them a distinct role, and differentiates them from the pack. Being quicker than the swordsman, they should primarily dodge the attacks.


A TKA should be the fastest striker out of all the melee groups. Able to strike several times, the TKA should do the least damage. because the weapon he or she carries is attached to the hand, it gets less weight behind it, thus, less damage. To balance this thought, the TKA should have the highest defense, becoming tough enough to withstand incoming attacks. They should have good reactions speed, and strong bodies. Thus they should be able to do all three responces (block, dodge, & counterattack). Perhaps not as effectively as the others, but they should get an equal combination of all three, and overall, should get hit the least of all the classes.


Because they do less damage and must therefor stay in combat longer, meditation is a natural add-on, since they are more likely to have to remain in combat a long time.


Anyone who gives us a 10 to damage should realize that a vote of 10 would mean you want TKA's to do more damage that a sword. (10=most powerful). That's ridiculous. We should do the least damage. UNARMED combat is less offensive, and more defensive. Abilities like meditiate, and powerboost are abilities which support a defensive mindset, and they don't boost your damage. Swords, stun sticks, and any other weapon were designed with a purpose- to increase damage. If fists did more power than a sword, then the movie Braveheart wouldn't have had a guy with a big sword as the hero. He would have been throwing punches. But a punch can't cut a mans' head off.



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Atama
Sun Sep 19, 2004 1:01 am
#42


"A TKA should be the fastest striker out of all the melee groups. Able to strike several times, the TKA should do the least damage. because the weapon he or she carries is attached to the hand, it gets less weight behind it, thus, less damage."


Except that even a swordsman can cap out speed, so being "fastest" means nothing. That's why rifleman is so overpowered.



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Ryutek
Sun Sep 19, 2004 8:04 am
#43



Atama wrote:
Except that even a swordsman can cap out speed, so being "fastest" means nothing. That's why rifleman is so overpowered.



Hopefully that will be something the CB addresses. Let's assume so for the sake of this particular thread



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.



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theyoungballa
Sun Sep 19, 2004 9:10 am
#44

Offense- 6 We should be strong enough to fight each other. I like it the way it is.

Defense-10 Seeing as we are Martial Artists, we should be able to block most attacks.

Skills.
Meditate-10 This is a very usefull skill.
Power Boost- 3 This skill is useful...but very underated I do not see anyone use it often.
Defense vs States-2 We are supposed to focus,therefore we are not supposed to get Dizzied or Stunned, also in the description of Teras Kasi Artist, it says we are feared also among the jedi, so we should not be able to be intimidated easily
Attacks HAM-8 Again since we are supposed to focus,we should have to be able to hit different ham bars with precision.
Attacks Random-2 You should only be able to attack random ham bars when you are Berserk, because when you are Berserk you are Mad so you probably will go crazy and attack any random thing. They should put in moves you can only do while in a certain state.(Like for TKA you can only do unarmed hit 3 while berserk)
Force of Will-1 How do you get up whil you are knocked out? We do not need this at all.
Ranged/Melee Defense-6 Vs. Ranged we are powerless but vs Melee we should be very good. Because we focus and we should be able to block stuff.

Comments- We do not want to be very Overpowered or it will be unfair to the other proffs.



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Atama
Sun Sep 19, 2004 11:40 am
#45


"Hopefully that will be something the CB addresses. Let's assume so for the sake of this particular thread"


I'm afraid to hope.




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Seomon
Mon Sep 20, 2004 1:20 am
#46

1. Offense - 5


Because we are unarmed, we shouldn't have a great offense. But this should be balanced with...


2. Defense - 10


Balances out the low damage that we should be putting out. Hitting a Teras Kasi artist should be hard, making us take longer to kill, evening us out with someone with a high offense, low defense because they can't hit us every time.


3. Skills -


Meditation - 10


I think this should stay the same.


Powerboost - 5


I don't think I know where I stand on this. I'm one of the people who think buffs/armor are a little too strong. As it is right now, 500 extra Health/Action/Mind isn't a lot, but after the CB, who knows.


Force of Will - 1


While this is a nice skill, I don't believe we should have it in the sense of talking about balance. Getting up after being knocked out cold while other professions can't is a little too unfair, in my opinion. I won't complain if we get to it though


Targetted Pool Attacks - 10


Being unarmed, and well trained, should let me hit you where ever I want to hit you.


Random Pool Attacks - 5


The attack should be a little stronger than the Targetted Pool Attacks, but I think more focus on the Pool attacks would be better.


Defense versus States - 10


We should be THE tanks. Goes back to the low offense capabilities... low offense = high defense.


Melee/Ranged Defense - 10


See previous.


Toughness - 10


See previous (tells you to see previous too, but you get the idea).




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BigLands
Mon Sep 20, 2004 1:54 am
#47

Without being too contentious, I'd have to say most aspects of TK are currently balanced. I certainly found TK was way more effective when I still had it, than pistoleer and smuggler put together.


I do have one thing that irks me though - and it relates to armour - for all profs, not just TK.


Basically, fighters who rely on speed, agility and mobility like TK's, Fencers, Pistoleers, Smugglers shouldn't be wearing Composite or any of the other 'hard' armours.


I actually think that if Wookies are allowed their own sort of armour so should fencers and Tk's.

As someone who fenced and did a range of martial arts (Karate, Jujutsu, Aikido) heavy armour just doesn't make sense.


I'd suggest some sort of TK robes and probably a chest plate and mask for fencers.



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Vehon
Mon Sep 20, 2004 8:10 pm
#48



  1. Offense 8 we need a better selection of damage types

  2. Defense 10 we should be the best trained.

  3. Skills


    • Meditation 10 I really love this feature

    • Powerboost 4 this feature isn't that good

    • Force of Will 10 love this feature

    • Targeted Pool Attacks10 right now this feature is not so great

    • Random Pool Attacks 6 YEah I can see just going crazy on a person

    • Defenses versus States 10 we need the best especially on Dizzy and KD

    • Melee/Ranged Defenses and/or Toughness 10 should be able to take pain and dish it.



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Stephon_Odom
Mon Sep 27, 2004 7:19 pm
#49






  1. Offense (overall)
    8

  2. Defense (overall)
    10

  3. Skills


    • Meditation
      7

    • Powerboost
      5

    • Force of Will
      6

    • Targeted Pool Attacks
      10

    • Random Pool Attacks
      6

    • Defenses versus States
      7

    • Melee/Ranged Defenses and/or Toughness9

Comments- I believe that because Teras Kasi is a martial art, of course, defense should be a main priority- buta close second is high damaging targeted pool attack. A Teras Kasi master is not as clumsy or random as a Marksman or a Sword Wielder, in order to restore a prestiege and a certain respect to our beloved profession, we cant have everyone and their mother flailing around like an idiot in that ridiculous unarmedhit3 animation. Teras Kasi should be a profession of the elite and take a certain amount of skill and strategy. A variety in effective attacks is just what we need...the KD2/UA3 cookiee cutter is an insult to our profession and must be changed come Combat Rebalance.






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HytekShiWan
Thu Sep 30, 2004 7:16 am
#50



  1. Offense 6 Look atbelow definition

  2. Defense 10 Karate definition = http://dictionary.reference.com/search?q=karate enough said

  3. Skills



    • Meditation 10 All advanced martial arts classes start off by teaching how to meditate
    • Powerboost7 In matial arts training, we learn the limits of our bodies and are able to take it past that point
    • Force of Will 8 In matial arts training, we learn the limits of our bodies and are able to take it past that point
    • Targeted Pool Attacks10 We are advanced in knowing where on the body to hit (pressure points and kill points) so we have to have targeted pools
    • Random Pool Attacks 5 Some times we do miss the targeted spot but do at least hit somewhere
    • Defenses versus States 9 We shouldn't be able to get knocked down unless from another unarmed proffession, we train toavoid attacks and being knocked down
    • Melee/Ranged Defenses and/or Toughness 7 Of course no one can run from a gun, but we should be able to avoid some types of ranged damage



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    bratna
    Thu Sep 30, 2004 1:49 pm
    #51






    Ryutek wrote:
    While we wait for information to be released, I wanted to get an overall feel for where everyone thought TKs should be after the Combat Balance.

    Scale:

    (Lowest Importance/Weakest) 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 (Highest Importance/Strongest)




    1. Offense (overall) 8 We should be a powerfull class

    2. Defense (overall) 9 Our current defenses are not as high as they should be and even if we lost some power we need better defenses.

    3. Skills


      • Meditation3 this is unique to us but I dont see it being a priority in the reballance. It works very well the way it is

      • Powerboost 3 this is unique to us but I dont see it being a priority in the reballance. It works very well the way it is

      • Force of Will4 this is unique to us but I dont see it being a priority in the reballance. To fix this to me you would have to make it where npc's and creaturs did not death blow in half a second
      • Targeted Pool Attacks6 I think these should be a more powerfull and usefull attack option to us.

      • Random Pool Attacks2 This is our unarmed 2 and 3 and are allready a ver powerfull attack

      • Defenses versus States 9 These should be much higher right now we have almost no defense versus them.

      • Melee/Ranged Defenses and/or Toughness 9 Our melee defense should be higher but Ranged should be lower. If some one wants attack us with melee we should be very hard to hurt but a blaster should be able to hit us more offten.


    THIS IS JUST FOR ME TO GET AN OVERALL FEEL FOR WHAT YOU THINK WE SHOULD BE LIKE POST-COMBAT BALANCE.


    And then Comments if you have something you would like to add

    Please keep responses in a similar format, but if you would like to break it down further or generalize more that is fine as well.







    Utess
    Thu Sep 30, 2004 5:16 pm
    #52



    1. Offense - 4

    2. Defense - 10

    3. Skills


    • Meditation - 10

    • Powerboost - 10

    • Force of Will - 6

    • Targeted Pool attacks - 6

    • Random Pool attacks - 6

    • Defense vs States - 9

    • Melee/Ranged Defenseand/or Toughness - 10

    Basically I personally would prefer if we had higher defenses, more flexability in our attacks, but lower offensive power. All our abilities are oriented towards being the true "tanks" of the game. I would like to see that stressed even more. Make us flexable in attack and tough, but offset that with lower damage but high attack speed.




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    'Tess

    - Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
    - Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
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