Teras Kasi Archive

Thread: Public CU Information Links & Discussion. Last updated: 30/3

Kasamatsu
Sun Mar 20, 2005 9:59 pm
#40


scottid3 wrote:
I just think that this combat upgrade is taking SWG slowly the way of......well all the other MMORPG's out there. The introduction of the wind-up and cool-down, maxing out HAM as you level, and no more template structuring, I think its just making it more like everything else out there. Hopefully I'm wrong, but I'll see in a few months.





QFE!

If I wanted to just play an MMORPG, any old one-- not this one, I sure as hell wouldn't be paying SOE my money, as they don't deserve it. I was drawn to SWG because it was very different, and more complex than most RPG's out there. (I'm not an RPGer by any stretch of the imagination.) I don't give a flip if the learning curve is steep in this game, I like it that way... keeps the kids and inbreds out. I want a complex game. If I wanted a simple game I'd go play Diablo. If I wanted a crappy game I'd play EQ2. If I wanted respect for my patronage I sure as hell wouldn't be playing with SOE. It now looks like SOE wants a simple crappy game where they can ream us without lube.

Gawddammit!!!! Its been 2 days and I still am so pissed I resort to petty SOE insults. I am still in shock that they could even propose so many changes. Yes, things need to change. However,some things work fine already. Unfortunately it seems SOE wants to change the things that are working... the few things that have always worked in the game and set this game apart form everything else.

If they really need to redo the HAM to health only attacks to make the job of ballancing out professions easier, even after fixing armor and buffs, so be it. But everything else is absolutely unnecessary... Once again it seems SOE is just trying to take a shortcut to fixing problems instead of really putting genuine effort into it.

edit: fixed run on sentance, etc... I still fear what would happen to me if my 9th grade English teacher caught me doing such things... /forceEnglishTeacherChoke.... ahhhhh!

Message Edited by Kasamatsu on 03-20-2005 09:05 PM



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
SITHDUKE
Sun Mar 20, 2005 10:47 pm
#41






Mankind00 wrote:


I quite like the fith generic melee support line but I do worry how that will effect people who want Master Brawler, they would need all 5 lines which is a fair chunk of skill points.






In a different thread someone suggested a merging of Skill lines. Two-Handed applies to Swords and Pikes. You hold a pike with two hands, do you not? If you were to merge Polearms with Two Handed since they are essentially the same skill. That would make room for the 4th Melee Support Line. Though It would reduce skill cost for Pikemen/Swordsman but i doubt that's a very popular template to worry about.




--------------------------------------------
Jedi Padawan
---------------------------------------------
Teras Kasi Master & Master Rifleman




LordBranamar
Sun Mar 20, 2005 11:42 pm
#42

I read almost all the major posters replies on this forum. I tak into consideration all the aspects and opinions presented. I think that most everyone here is a credible source for information on TKM.

We are brothers in an art we are. I want to say something to those that present a great amount of skepticism.

"Don't be afraid of the future."


My impression is that we have a solid Correspondent on our side in ManKind and we need to present him with a good overall summation of what we think is needed. So grab a coke, take a few deep breaths, crack your knuckles and coherently lay out your opinions.

I for one feel that TKM (As I have stated 20 times before) goes deeper into the storyline of SWG than the other "generic" melee professions. In real life a monk must master at least 40 different weapons to gain such a title. We only have to pick one weapon. I'd say that for some pretty obvious reasons polearm is as good a selection as any. A good comabatant can make a strategy with anything given him.

I actually am not opposed to the 2h cert either. The new swords look really cool, and with the ability to inflict heavy wounds or strike with a dmg type that isn't one of the primaries, you have yourself a solid template.

As for what I would like to see. I am thinking a basice melee line would be a bit much at this stage of development, but its an awesome idea. This would allow the tree to actually look like a tree in regards to combat. Everyone in those first few areas of training get the same skills and abilities. In the end, you have to choose a path and thats that.

P.S. Don't forget my robes
Silest
Mon Mar 21, 2005 7:11 am
#43

I understand the need to change some things about the combat system in SWG. I think they are going a few steps beyond that mark though and entering a different area of the game that wasn't in need of attention, at least not the type of attention they have given it here. I really like my current template, it's not uber but it's fun to play. I will have to pick a different one now with little or no reason.


My main question is how will the changes being proposed effect my game play. Is soloing a thing of the past? Can I still play the game as I want and convert XP slowly towards Jedi (typically cap once a buff session only - roughly a year to initiate which is fine with me)? Will have have to group to access the everyday content in the game?


I'm not sure I recognise this game they are talking about at the moment. The relaxed, easy going nature of SWG made it the game it is for me at the moment. I stopped playing EQ because of the time/group element it imposed on me. Don't make SWG just another MMO. Add harder content but leave the exisiting game as it is IMHO.


I do think they should just let us know the exact changes they are going to make now. This general information isn't helping anyone. Surely they know what they are going to release in May already ... so why not just tell us?



Silest - Sill

Jedi - Bounty Hunter

"Before you criticise someone, you should walk a mile in their shoes.......

That way, when you criticise them, you're a mile away and you have their shoes"

SITHDUKE
Mon Mar 21, 2005 7:19 am
#44

Well said Lord Branamar. The only gripe with having two handed swords line is if i don't intend to use Swords then i'm pretty much wasting those points. If those lines offered some extra toughness or maybe some extra CoB skill mods i'd be happy. All i'd want is something practical and supportive to my Teras Kasi Profession.


I also read that Novice Brawler costing 15 Points and granting access to one of the most powerful state attacks (Intimidate) and Warcry was going to change. They wanted to move them from novice to stop people picking Novice brawler simply for the State attacks. With the Melee Support Idea maybe they could move Intimidate to Melee Support 4 and Warcry to Melee Support 2 ? That would possibly fix Brawler dabbling and at the same time if it's a Pre-req all the current brawlers wouldn't lose out.




--------------------------------------------
Jedi Padawan
---------------------------------------------
Teras Kasi Master & Master Rifleman




TKMFelixx
Mon Mar 21, 2005 11:51 am
#45






Mankind00 wrote:

Question for everyone. Based on what is currently public, what do you think a better prereq would be for TKA?


Keep in mind it needs to be another single line from elsewhere, it can't be a mastery etc.


Here are some of the thoughts that I have seen so far.


UA-Polearm (& the rest of the melee like I listed below)
UA - 2H- but balance the rest of the Brawler prereqs more.
UA - Novice Scout.
UA - then a generic brawler line that everyone will need to level up,
UA - Any one other melee line.


Edit: I forgot to add this & thought I had posted it already but this would be my opinion on balancing the prereqs if we couldn't get the 5th line or a dynamic.


TK - UA + Pole
Fencer - 1H + UA
Swords - 2H + 1H
Pike - Pole + 2H

Message Edited by Mankind00 on 03-20-2005 05:06 PM






Easy fix and everyone would be happy combine pike and 2h swords in the brawler tree have both just do 2h damage make the box called 2handed weapons.


Then after you get the 4th box full it branches into the elite's of 2h swords & Pikeman. that would leaveroom for a new box. calledconditioning and technique.


It would be a combat xp boxlike ranged support. Giving you imtimidate in the first box, minor ranged def and melee def like ranged support does in box 2 and 3, And at box 4, taunt and warcry...

Message Edited by TKMFelixx on 03-21-2005 11:20 AM



your jedi mind trick won't work on me!
only money !
SITHDUKE
Mon Mar 21, 2005 2:25 pm
#46






TKMFelixx wrote:




Easy fix and everyone would be happy combine pike and 2h swords in the brawler tree have both just do 2h damage make the box called 2handed weapons.


Then after you get the 4th box full it branches into the elite's of 2h swords & Pikeman. that would leaveroom for a new box. calledconditioning and technique.


It would be a combat xp boxlike ranged support. Giving you imtimidate in the first box, minor ranged def and melee def like ranged support does in box 2 and 3, And at box 4, taunt and warcry...






Personally i'dlike it to becalled the line something like "Melee Techniques". Maybe arrange the tree's like this(but in reverse order)


Melee Techniques I - Taunt, Ranged Defence +2

Melee Techniques II - Ranged Defence +2

Melee Techniques III - Warcry, Melee Defence +2

Melee Techniques IV - Intimidate, Melee Defence +2, General Melee Accuracy +5


It's similar to Ranged Support only Melee Orientated. It shuffles all Novice Brawler abilities into the support line. It dosen't have to be like i've stated above though. I'd be happy with maybe some CoB skill mods too. Basically anything to actually benefit every melee profession at once.

Message Edited by SITHDUKE on 03-21-2005 01:26 PM




--------------------------------------------
Jedi Padawan
---------------------------------------------
Teras Kasi Master & Master Rifleman




xtxShifter
Mon Mar 21, 2005 2:47 pm
#47

Heres a theory (and only a theory!). What if Master Brawler becomes so attractive that no elite brawler (single or dual) would want to be without it? If that were the case, all the prereq requirements would be moot.



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

LyteFoot
Mon Mar 21, 2005 2:56 pm
#48

The additional prereqs aren't going to stop stacking since so much of that was also from brawler elite lines. If they think this is the mechanism to stop stacking they need to look more closely and simply make the code only apply skills based on the weapons you do or do not have equipped.

The additional prereqs are killing my personal template. I have TKM, Musician, Entertainer, and a tiny amount of scout to harvest. Now I either have to give up a mastery or give up scouting and my main source of income. I'm not a mission grinder/looter I prefer playing the game and thanks to these changes my template is being destroyed.



Elwyn LyteFoot - Corbantis server
CrashNemesisII
Mon Mar 21, 2005 3:04 pm
#49

interesting



[IGN] Vageta ®
[MASH]: Crazed Mando +1 ®
»»»»»» All your jetpack bases are belong to the DWB ««««««
»»»»»»»»»»»»»ThatMandalorian«««««««««««««
Here comes the NGE!!! Oh nOes my head gonna assplode!!!
Freds BIKESHED with loob is 4tw

>>>DeathWatchBunker«««


Eeliva
Mon Mar 21, 2005 3:30 pm
#50

Strangely enough, I think Scout would make more sense as a prerec for TKA. Survival, hunting, and exploration make more sense than 2h.
Nyurra
Mon Mar 21, 2005 4:02 pm
#51

I still consider myself a n00b but I'll throw my two pennies anyway. I'm uncomfortable with the single health bar. I haven't played other games that use this, but I'm unconfortable because of our special moves. Right now I use the mind hit most of the time. You can localize your hits to one specific area. To me, this is very realistic for a hand to hand combat person. For that matter, any gun profession you would go for head shots, right? I am curious as to what the mind hits will be good for now. The other matter I'm concerned with is the 2H blocks. 2H???? Where do we ever use two hand. The only logic I can see in any other skills in the Brawler category is maybe 1H. I guess that is where a vibroknuckler would fit in. I think a TK should have a choice of not fulfilling 1H column and not using a vk or filling that column and adding the vk. None of us technically fight "unarmed". We do use a weapon...the vk. Whatever category that vk fits in, we should get certified, sure. But it is not a two-handed weapon. No way should it be placed in that column. The rest of the stuff. Man, I'm too new to know. I guess SOE will find out a week after the upgrade when I have paid the bill or not.


For whatever it's worth...those are my two pennies.



TKM
MCH
Hero of Tatooine
Wookie Extraordinaire
xtxShifter
Mon Mar 21, 2005 4:35 pm
#52






Nyurra wrote:

I am curious as to what the mind hits will be good for now.





Your old attacks are going to be replaced with new ones. However, I wouldn't be surprised if there are going to be attacks that affect the mind and action bars and their regeneration rates; theese would essentialy be delay moves.


Message Edited by xtxShifter on 03-21-2005 03:45 PM



Elder Shipwright Ledaio
Kaadara - Naboo
Valcyn

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