Teras Kasi Archive

Thread: Teräs Käsi Discussion: Combat Balance

Aperaiser
Mon Aug 16, 2004 6:36 am
#40

I like almost everything that people have said so far. But the only thing I want is +125 DA. I can see it work now (cool animation) but as its that low its realy not helpful.

Our role in GWC should be a small striking team. Three TKMs going in taking out important players (CM/SL) for the other team and then kiting just to return for another hit and run.



Aslarf Wooble, Resident of Remiel, Member of BoR
Jagged-F3l
Mon Aug 16, 2004 6:52 am
#41

I have some ideas for our professions (which I enjoy more than anything else I have ever mastered).


Keeping the Jedi in balance:


1) We need to know when Jedi are over-stepping the bounds. I suggest we be allowed limited use of bounty hunter mission terminals once a player has mastered TKA. The terminals would only list Jedi missions, which would could take, carry out and receive the payout (if successful).


2) We need special defenses against Jedi. I suggest a defense modifier that allows us to evade lightsaber attacks, and another defense modifier that allows us to "absorb" and/or "reflect" force-related attacks.


Combat Balance:


1) If I'm not mistaken (and please correct me if I am), we are the only profession that can only deliver a single type of damage. This is not balanced, and it hinders us in many ways. For example, in PvE there exist many mobs that have 100% resist against kinetic damage. Some of these mobs hold the quintessential jewels to the games. For example, a TKA cannot touch a Peko-Peko Albatross, which can yield a valuable feather for RIS armor. Other examples include our ability to survive dungeons such as the Corellian Corvette and Death Watch Bunker. Aside the other ideas I've seen regarding a VK that can deliver other types of damage (and not necessarily something that we have to loot), what about special moves that emulate particular types of damage. I really haven't thought this out, but what a move that is so powerful it is like a grenade, thereby doing blast damage.


2) We're supposed to be so agile, but do our defenses reflect this. Can you survive without composite armor? If we're going to be penalized for wearing certain kinds of armor, then adjust our defenses accordingly. A true TKA would be able to dodge most directed attacks, thereby taking minimal damage. We would still be vulnerable to area attacks--who's perfect?


Other Unique Abilities:


1) Extend meditation to heal battle fatigue. Whynot? Jedi can, and they supposed feared us (which implies some that we are uniquely superior in some ways).



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CobraDriver
Mon Aug 16, 2004 9:01 am
#42

Since I can't edit my posts yet (whose idea was that?) I wanted to add a little bit to my Line 2: Chi energy strike from my post above. Part of my rational for removing the razor knuckler and limiting the energy strike ability to higher level TKAs was the fact it seems that the devs gave us so many cool abilities (meditate, power boost, FOW) that a single damage type sort of balances the class out with the other combat occupations. So, perhaps we can gain another damage type without giving up some of our other skills, but I believe it should be difficult to obtain and not based on a weapon other than the body of the practitioner.
Dragonbanisher
Mon Aug 16, 2004 10:17 am
#43






SKSniper wrote:


In reality each country has it's own different martial art's techniques


Japan - Shotokan

American - Ti Kwan Do

Korea - *same*








Shotokan is actually concidered the Americanized style of karate even though it was invented by a Japanese guy. It's also the newest form of karate to my understanding.


Japan is most noted for -Akido,kendo,Judo


U.S.-MOSTLY(not always)easier watered down forms of other martial arts.


Korea- Tai Kwan Do


China- Enough kung-fu styles to make your head spin.



And as far as armor restrictions are concerned. Many martial arts a long time ago were trained specifically to be used while armored. Both Japanese and Chinese warriors were as good in armor as they were out in unarmed combat and with training it isn't as restrictive as someone thinks. But in SWG we get high encumberance for armor which kinda shows how restrictive the armor actually is. When you have 5 for your mind sub stats I'd say you wont be styling your ass off. lol I have actually knocked myself out when using speed VKs and I didn't notice my mind pool went from 800 to 5 in less than 30 seconds purely from me styling. All the mob had to do then was spit at my mind and I went down .




___________________________________________________

Talishar Vangaurd-SMH-Ahazi

"Life is a game of chance. The big payout wont happen unless big risks are
taken. Although big risks in the end may mean bust."
Spuzzed
Mon Aug 16, 2004 2:35 pm
#44






Also an appeal to whoever runs these boards. Please us the ability to edit our posts from the get-go. Having to post multiple times to make changes gets old.



Once you reach Community Veteran status on the boards you can edit your messages.
CobraDriver
Mon Aug 16, 2004 5:13 pm
#45





Once you reach Community Veteran status on the boards you can edit your messages.






Yes, I know, that's what I'd like changed. Every other board I've been a member of has allowed users to edit their posts from the first day and not wait. I'm failing to see the rationale of doing this.
OnlyMaestro
Mon Aug 16, 2004 5:21 pm
#46

I just want them to fix the 100% Kinetic Mobs.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

Taidashan
Mon Aug 16, 2004 7:28 pm
#47


There have been many great ideas on changes for the Teras Kasi profession. I confess to not having read the long thread, so I apologize in advanceif I repeatany previous suggestions. Feel free to criticize my ideas or concepts as you see fit, I am only portraying my thoughts on the Teras Kasi profession and am willing to alter them as needed. 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!


My first belief is that vibro knucklers should be removed. Before someone jumps down my throat, let me explain! I feel that Teras Kasi Novices should be given a natural armor piercing of one. Then, at master level, our armor piercing should be raised to two. I feel that this would not be all that unbalancing since we would not receive the damage bonuses from the weapons. This would also quell the talk that since we are unarmed combatants, we should not use a weapon. Also, because of the master requirement for ap2, dabblers would only receive the ap1 ability.


My next thought is onthe issueof a different damage type. I believe that we should get an ability, again at master, to receive quests in order to change our damage type. Once you complete the quest, we would be able to slowly change back and forth from the original ap2/kinetic style, to the new style. Perhaps we should have to meditate for ten minuites or so before we are able to change types after the quest. This would add some content to the Teras Kasi profession without making the profession "uber." As you can see, I was not very specific on many of the details, leaving them up to anyone who wants to broaden my ideas.


Another "issue" that I saw mentioned was about armor. The poster mentioned that they did not believe that Teras Kasi should be running around in armor all the time. However, in order to participate in high level content or pvp, one must be wearing armor constantly. My proposal is again to add content while perhaps solving the "predicament." I think that once a player reaches tkm, he should be able to receive another quest to make clothing with bonuses in it. The schematic should only be received and craftable unless one is a tkm. Once one drops the profession, the clothes should disappear. They should also not be tradable. One would have to collect the materials necessary and then head for a nearby master tailor. The tkm should then be able to trade the materials with the tailor and through a system, not unlike the image designer system, be able to create "attachments," that must be placed in the articles of clothing upon creation. However, using the schematic, the tkm would have to put the attachments in the outfit he desired. He would choose the style and color of the outfit and then go through a crafting stage. It is impossible to fail. Also, if one is wearing the suit, one must not be using a weapon. The clothes do not decay either. As I was saying before though, the attachments that are made can be modified through the materials used and the type of attachments...There could be benefits to defense acuity, unarmed toughness, perhaps kinetic resists, up to you for the details. Perhaps as a tkm, you would not be able to use armor, and would be forced to use this or something else. I dont know, again, you guys can figure it out.


Thats all for me! I'm too tired to get into anything else, just got out of my first day at an intense, all day, fencing camp. I was surprisingly out of shape Maybe more tomorrow...Or not.



"Only a fool does not fear. However, the brave are the ones who act despite that fear"
Malodorous
Tue Aug 17, 2004 1:43 pm
#48



Congrats Ryutek on your appointment to TK correspondent.

I don't really have that many issues with TK, I like it they way it is. However:


1. Make sure armor gets nerfed plssssss! To at best 30-40% to anything

2. Make sure they don't give us a specials bar

3. Make sure they don't Nerf doc buffs or mind buffs

4. Don't let them nerf damage mitigation or our toughness

5. Pls don't let them nerf defensive dabbling anymore!

6. Have them get rid of 100% kinetic resist mobs.

7. Fight to keep our accuracy and speed the way it is.


If the above exist than I really can't ask for anything more! New damage type, decreased FOW timer, robes, DA and new animations would be just icing on the cake. However I am hesitant with these for the sake of balancing with other professions. Best of luck!
Jagged-F3l
Thu Aug 19, 2004 11:04 am
#49

Malodorous, I can't understand why you don't want a "specials bar". Having this decoupled from stats that can take damage eliminates someone's ability to target your mind and take you down fast (because you're alsodrawing from your mind). Please explain.



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Malodorous
Thu Aug 19, 2004 1:09 pm
#50

With buff's and food, my mind stats are higher than my health/action. Ham costs are negligable for me.

There won't be any buffs, food, or spice for a specials bar.

Teras Kasi are fast, accurate, but low damage. We must use our specials over and over to render any considerable damage. Doing this witha specials bar will pretty much make us do a few attacks, stop, regain special bar, then start again. While the enemy will be allowed to recover HAM.

We won't be able to do relentless attacks, with speed and accuracy. <----Way of the Teras Kasi
Mankind00
Thu Aug 19, 2004 1:23 pm
#51






Malodorous wrote:

With buff's and food, my mind stats are higher than my health/action. Ham costs are negligable for me.

There won't be any buffs, food, or spice for a specials bar.


Acctuly the chances are Strength, Quickness & Focus will still reduce HAM costs however they will never get to the point where you don't have them. In the same way Consituation, Stamina & Willpower will still help you regen faster.


Teras Kasi are fast, accurate, but low damage. We must use our specials over and over to render any considerable damage. Doing this witha specials bar will pretty much make us do a few attacks, stop, regain special bar, then start again. While the enemy will be allowed to recover HAM.

We won't be able to do relentless attacks, with speed and accuracy. <----Way of the Teras Kasi

Have you ever used normal attacks on Nightsisters & see how much dammage you acctuly do? They still go down fast.Ok so it's not as fast as if your spaming UnarmedHit3 but it's still quite fast & considering they are not designed to be solo'd I'd say they prob go too fast even without specials.


Also (I know I'll be corrected if I'm wrong here) but TK are Fast & Medium - Highdamge, but low deffense, what you described was a Fencer.



You seem to be one of these people that has a real problem with not been able to solo stuff that is designed for a group to take on. When they tone down Armour AND buffs then you might see this. You really seem to speak as if you don't know your proffesion. The change of the things you don't want changing are all things that will improve the game by removing the near God Mode people can get them selves in to at the moment.




___________________________________
Mankind / Karka Nay'fey - REJEK
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Sometimes that means dying, sometimes it means killing a whole lot of people. "
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Atama
Thu Aug 19, 2004 1:41 pm
#52


"My first belief is that vibro knucklers should be removed. Before someone jumps down my throat, let me explain! I feel that Teras Kasi Novices should be given a natural armor piercing of one. Then, at master level, our armor piercing should be raised to two. I feel that this would not be all that unbalancing since we would not receive the damage bonuses from the weapons. This would also quell the talk that since we are unarmed combatants, we should not use a weapon. Also, because of the master requirement for ap2, dabblers would only receive the ap1 ability."


That's a pretty awesome idea. I like it. I only have a couple of reservations.

1) That would mean that we have dramatically low HAM costs. We might have to raise the HAM costs of some of our specials to compensate.

2) This would suck a little for weaponsmiths.


"My next thought is on the issue of a different damage type. I believe that we should get an ability, again at master, to receive quests in order to change our damage type. Once you complete the quest, we would be able to slowly change back and forth from the original ap2/kinetic style, to the new style. Perhaps we should have to meditate for ten minuites or so before we are able to change types after the quest. This would add some content to the Teras Kasi profession without making the profession "uber." As you can see, I was not very specific on many of the details, leaving them up to anyone who wants to broaden my ideas."


I like the idea. But... I think we should be limited in styles. Maybe restrict us to heat and cold (so we can leave the other damage types to other professions). Then you have a choice at master to go after the "cold" style or the "heat" style and have different quests for them. That would also add a little variety to TKMs.



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