Teras Kasi Archive
Thread: What do you want TKAs to be?
lupto wrote:
Toughness - I believe we should be the toughest naturally because I believe we shouldn't be wearing armor (and yes, I use armor a lot so this would initially hurt me).
Quick follow-up on this... Other melee classes may actually be "tougher" than us because they are wearing uber armor but naturally, without armor, TKAs should shine. We would make up for not having armor by being quick and being able to dodge and avoid blows better than anyone. And as someone else pointed out, we shouldn't be able to block weapon attacks, even Neo bled when he blocked a sword with his bare hand but we shouldn't need to since we are the float like a butterfly, sting like a hellfire missle fighters.
Personally I think Teras Kasi should have never been made as a profession in this game at all!
What SWG has donbe is re-define what Teras have been in all theEU books and in the previous Game.
I think, however that we are balanced right now. I beleive that the classes should follow as such.
Teras Kasi: Fastest Speed, Best Toughness, Less cost on HAM to special moves.
Pikeman: Best Damage, Best Range, Medium Cost of special moves
Swordsman: Medium Damage, Medium Range, Medium Defenses, Faster than Pikeman
Fencer: Medium Damage, Medium Range, High Defenses, medium costs on Special moves.
We should be the combatants who can rarely disable an enemy with just one or two attacks, but who do not get hit.
We should hit fast and often, but not as hard as other fighters, since they have ungainly weapons to swing through the air.
We should be able to take advantage of our speed to break an enemy’s focus, decreasing their combat abilities so that we have time to do our work.
We should not use weapons—such artifice only gets in the way of our precision strikes.
We should be acrobatic. We should dodge and weave with grace and passion. We should be there when you think we’re here. Who needs mind tricks when you’re too fast to track? We should be able to fight more than one enemy at a time more easily than one large enemy. If we are knocked down, we should roll back to our feet.
We should not use armor—it slows us down and reduces the defenses we depend on. If we will be walking through lava—well, if we will be walking through lava, we should wear protective clothing to walk through lava.
We should be masters of mental focus. In a match of wills, we should not fall short of a Jedi. In the rare circumstance that we do have to shrug off damage, we do it with our physical and mental discipline, not simply because we are too bruised to feel it. When we are blinded, we barely notice. When we are stunned, it’s as if we were brushed by a fly. When something attempts to intimidate us, we laugh in its face.
When we encounter an enemy one on one, we should be in a constant dance with death—using our skills to avoid enemy attacks and weaken the enemy, knowing that it will take time and expertise to defeat them, while a single faltering step on our part will see the battle quickly ended in our death.
It is fortunate we train so hard.
1.TKM should be the end all in speed and toughness with significant damage giving with the least attack range.
2.Pikemen should deal the most damage and have the best range but suffer speed loss and medium defenses.
3.Swordsman should be tough and deal damage but not as much as pikemen with medium attack range.
4.Fencers should be the defense and dodge dudes but take minimal damage compared to the other classes with an attack range slightly more than TKA, maybe one or two meters more.
I do believe that the TKA defenses should fall more in line with but not be equal to fencers.
All in all i would say TKA is good right now, although I would like to see more defenses...and as Mister_Heavy proposed...yes, i would take a hit in area attacks if I could get more damage bonuses and more weapons.
i would sacrifice damage for more potent state effects and state defenses.
we should not be knocked down so easily by anything we are the masters of balance and off balance techniques. ie more KD, stun, blind,dizzy defense possibly more posture change defense as well and maybe a combat equilibrium boost to maybe like +75
we should also have more potent debuff attacks like our blind would cut down the opponents accuracy by 50-70% stun should double the attack delay for they opponent EXAMPLE: opponent attacks at 1 hit/sec speed would be increases to1 hit/ 2 sec. i would not want a longer life span of thedebuff but more potentcy instead.
and i would like our KD attacks to land a little more ive tested and tested and myKD attacks are extremely ineffectiveeven against classes that dont have defense against KD.
i would sacrifice about +50 to unarmed damage for these changes.
About our def mods the one think I never got is why Pistoleers have Higher mods than most the melee with the exception of fencers with whom they are on par with. Why does a ranged user need 50% kd 105 dodge, and insane stuff like that when they fire freom 64m.
Falcon_73 wrote:
1) Scrap armor - we shouldn't have our Unarmed Toughness mod or be able to do any special moves with it on. That should be our biggest weakness.
2) Block, Counterattack & Dodge - in the dojo this is what I spend most of my time doing. TK's should have the highest mods in the category, esp. w/o the benefit of armor. The kempo moves that I've learned all deal with avoiding the blow (blocking and/or dodge/evade)and then counterattacking.
3) Speed - we need toremain the fastest in melee, hands down.
4) Balance, states, etc. - we need to be the most resistant to alldisabling states, such as dizzy, knockdown, etc. The horse stance is your friend
5) Disabling strikes -shear strength works againstone in martial arts. The power we derive is mostly from knowing where and when to strike. I am happy with how this is implemented now and wouldn't want it to change. Intimidate is very much a part of martial arts, kiai's etc. Berserk isout of place(not that it is much of a factor for the high level TKA).
6) Accuracy - great as it is, compared to anEQ MonkI hardly ever miss. At melee range this makes a lot of sense, esp.for a master
You want the best defense mods, fastest speed, most resistant to status changes and the godlike accuracy... didn't the very first post say something about dont ask to be the best at everything ![]()
And on the speed note.. this might seem like an odd comparison but I'd have to vote fencer as being the fastest melee class. Think Zoro for a moment there haha You can make 3 swiping cuts with the tip of a rapier in a fraction of the time it takes you to extend your arms 3 times. Theres no comparision physics wise... the only real movement is 3 flicks of the wrist versus extending your entire limb outward.
I would be happy with the Meditation "sit first" bug fix. Its soo annoying to sit and then meditate.
-Zulaika
P.S. TKA RULES!
Though Likely my opinion will be lost amongst the swarm of other's
Here is how I envision Teras Kasi...
*note: for each attribute, I give a rating out of four. The rating is in comparsion to other classes. All classes should have equal total ratings.
- Damage:Rating:2
-Teras Kasi should have mid range damage. They have no direct pools to target, and have excellent speed. Not to mention a lack of bleeds. Anything else would deprive them and cause them to be underpowered. Pikeman and Swordsman should be higher. - Speed: Rating: 3
-Teras Kasi should have the second highest of speeds, fencers should be faster, - Defence: Rating: 4
-Teras Kasi should be the best at taking a hit, or for that matter, not taking it. Massive resistances should allow this. No other class should match this, it should be their niche.
They pretty much fulfill my role right now.
As for specials and abilities...
- Meditation: Balance: 90%
-While well balanced as far as meditation goes, power boost is a little over and force of will is a little under. - Balance: Balance: 90%
-Balanced as much as any class, this provides good abilities focuses on defence. - Power: Balance 79%
-The fact that this single tree provides all speed and damage makes it a little powerful... - The Other One (mind has come up blank): Balance 80%
-The fact that some of the targeted pool attacks deal a lot, sometimes more thana base class doesis apparently a big issue that needs to be adressed.
That's all I have!
Here is just my thoughts.. love em hate em.. I dont care just sharing my opinion. I think that whatever the mele profession.. we all should have the same basedefences. I think of this more in a marial art point of view.. all the people in the movies can use almost any weapon. Where you loose/gain speed ordefenceshould be weapon based. I can punch really fast with vibro knucklers.. but they are not so big that I can block everything with em.A big sword would take a little longer toswing so you may loosesome speed, but you have a greater area to block because the sword is big. I think that kind of concept would be ideal if they change things. Strategic fighting is what I like.. not this run and hope you have a better gun. I like the way things are now, but I have not had very much pvp experience and have not become master tka or even tried other mele classes. My experience has been limited that way, but I am having a great time in the SWG. And above all remember.. we finally have a multiplayer onlineStar Wars on our computers!
TK 2-3-4-3
Kammots - Ahazi