Teras Kasi Archive
Thread: Updates from the developers on our top 5
I think a "Grand Master" status would be a great addition to any proffesion. But i unfortunately dont see the Devs as willing to spend the time to accomplish that at this time,with so many other issues ingame needing to be fixed.
The only things that i can come up with that TKA's need to have added to them are some shuriken (throwing) abilities, some darts (poison) abilities, some type of Force Powers defense ( like you see in the movies where it is reflected back upon the user or met with a counter force neither doing any damage to the other) as this would not be out of the realm of reason for a "Master" to do when channeling his "Inner Energies", and something like a inner force strike when you call upon/focus your inner energies to create a massive damage attack. This coud be placed on some sort of timer so as not to become "overpowering" and add to the "mystical" image that is a Terras Kasi. Also to have "ALL" of our abilities/defenses to work properly.
I know that i'll get the "flame guns" for this one , but VK's should stay only in the Brawler tree and when we click on TK Novice the use of them is lost. To compensate for this tho, we would get the damage/speed boost added to our bare fists as we currently get with using them now.
What does "about even with the perceptions ofmost masters" mean anyway? Frankly, the current XP and character leveling system we have in place is pretty good.
The time frame might be off...some might disagree...all perceptions are relative. The point I'm trying to make is that you can't just walk into a place and declare yourself a master without paying the cost. People spend years mastering a skill. Natural ability is some of it, but repitition and fine tuning are a big part. Being smart and resourceful is a good thing, but utilizing these tools to find ways to earn XP isn't exactly what I would call a skill most would associate with being a master. Given enough time and thought most people can find exploits to use. After all the XP system was created by a group of individuals finding a quick counter solution is rather trivial. Go right ahead and flame me for that one.
Personally I feel the XP system is fine as it is. There is no need to change it. If people find the exploits good for them. I still think there should be a time sensitive portion. Granted I'm looking for a bit more reality in a sci-fi game. Perhaps just make the grand master portion time sensitive so that people don't cry NERF!!!!
I know that i'll get the "flame guns" for this one , but VK's should stay only in the Brawler tree and when we click on TK Novice the use of them is lost. To compensate for this tho, we would get the damage/speed boost added to our bare fists as we currently get with using them now.
An interesting thought. I kind of like it. Perhaps make standard damage done by a TKA kinetic and then give them a stun damage attack. After all in my years of sparring, a hit to the head not only does kinetic damage, but it sure does disorient me and if hit hard enough cause a lot of cerebral pain/possibly death. This idea needs to be fleshed out a bit more, but I definitely think it has potential.
The only things that i can come up with that TKA's need to have added to them are some shuriken (throwing) abilities, some darts (poison) abilities, some type of Force Powers defense ( like you see in the movies where it is reflected back upon the user or met with a counter force neither doing any damage to the other) as this would not be out of the realm of reason for a "Master" to do when channeling his "Inner Energies", and something like a inner force strike when you call upon/focus your inner energies to create a massive damage attack. This coud be placed on some sort of timer so as not to become "overpowering" and add to the "mystical" image that is a Terras Kasi. Also to have "ALL" of our abilities/defenses to work properly.
Again some good content. Perhaps make the poison abilities only available to a dishonorable TKA see number 4 or 5 from my original post (I think or just read the whole thing).
The throwing portion I'm not sure I can totally agree with. Sure martial artists can use these items, but is a TKA really a martial artist (see the content portion #1 of my original post)? I think the devs need to elaborate more on this before throwing abilities are added. Besides if we get throwing abilities then the shooters will complain that they have lost their advantage. Perhaps give the throwing abilities a limited range of 20m or so. After all a laser beam is going to travel further than a hurled object.
The idea of some sort of inner energy again depends on what the devs define the TKA class to be. All I really remember when I got my novice TKA was that the trainer said we live a disciplined life and a different life from most. I could really use some elaboration on that. I can image a billion different scenarios, but perhaps a few more guidelines might be nice.
I don't like the gloves idea at all. I think it is creative, but it is just really another way of modifying the damage done by a TKA from kinetic to something else. After all should a TKA really be able to melee a Krayt Dragon? It would be like a baby trying to beat up a rock solid musclebound 400lb guy. Just doesn't happen...
In general, the TKA class is pretty nasty so we should be careful what we ask for, but I defintely think there is some room for improvement.
Nipple, I totally agree with your post. I haven't been TKAfor very longbut I am learning how to keep people from kiting me.
I USED the skills that have already been given to me rather than BEG for skills that wouldmake me unbalanced andeven more powerful. I stopped working on TKA just to get master brawler so I could have a 20 second delay, and a 20m posture change to use against my targets.
USE your /burstrun /unarmedlunge1/2 /unarmedknockdown /unarmeddizzy /warcry 1/2.PICK your fights, USE strategy, find out what they can and cannot shoot through (harvesters, factories, houses, buildings & walls in general)FORCE them come to you, if they want to kill youthat badly they will come!
If youRUSH atyour targetlike a silly A.I. MOB and don't put them on the ground and keep them there, you deserve to be kited and DB'd. USE buffs, USE food, USE armor, USE skill tapes! USEthe skills you already have! *gasp* I know what a concept!
There is already so much stuff out there to help you win a fight it's not even funny. There is no reason for another dmg type. There is no reason to give us yet another skill for something that should not even be an issue.
If you don't want to get kited then don't get kited! There is absolutly no shame in ducking around a corner and beating the hell out of them as they come around it!
There is utter and complete shame in begging the devs to give you even more skills and dmg types that you don't need in the first place and bringing the nerf batdown onall who enjoy this profession - simply because you want everything handed to you with no work or thought needed.
they couldkeep FOW at 60min for meditation,and if you hit master the penalty is 30min.
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I've been a Teras Kasi Master for some time now (since July or August) and I understand why everyone wants different types of damage (on this particular post) and DoT's (on many other posts) but I disagree. Sure, if our profession were underpowered and we needed a boost, either of those things would be just the thing. But they're going to balance the professions, meaning that allthe brawler professions will be relatively equal. That being the case, I do not want boost in the form of damage types or DoT's because that would mean that we would have to do less melee damage in comparison to be roughly equal. I didn't become a Teras Kasi to be the same as everyone else. I like Teras Kasi being different. I like doing more damage with my hits at the cost of damage types, DoT's, and even perhaps armor piercing (I have an interesting idea in that regard though).
The bottom line is this: if we push for more damage types it will mean we will get a reduction in overall damage output. Despite the background in the Star Wars universe, the Teras Kasi (this is plural, btw) are not going to be "supermen" in this game. We need to choose what we want and I for one, would rather see more overall damage being the unique melee profession than having more damage types and less damage like the other professions.
There must be some advantages and some disadvantages. This is the way it should be. If one profession is far more powerful than the other related professions the game wouldn't be fun and I think SoE is going to be correcting this with the upcoming balances. So, don't push damage types, push instead a way for all melee professions to deal descent damage against very large MOB's without having to worry about getting killed (currently melee professions will get attacked by large MOB's just for being in melee range and attacking while ranged professions can stand at a distance and pepper them away with impunity ...until the pets die). Personally I think we should have more substantial tanking abilities as in EverQuest.
I agree with this comment. For some reason most tka's seem to think that if they ever lose in pvp to another profession, then something must be done to fix their profession. I don't think you guys would be happy until you could chase down a master rifleman from +60m and then kill him w/o buff. The sad thing is you can probably do that right now and most tka's still aren't happy with it
, you could probably even do the same thing with the master rifleman being buffed. I've been checking out all of the forums and you guys are getting the most attention. As far as kiting goes... isn't that the point of a ranged profession? Maybee they should give you guys an unarmed ranged attack LOL. You could call it hand toss, where you use your vn's to cut off a hand and throw it at us ranged fighters in order to dizzy and knock us down all at the same time from a distance. The people I really sympathize with are the bounty hunters, It must suck to use all those skill points and be one of the worse fighting professions there is. It's pretty sad how fast I can kill a master bh buffed or not buffed.
that was in response to this statement
Be careful of what you wish for.
The main justification for our ability to knockdown and dizzy has been our vulnerability to kiting.
Ok man i swear they give one more bonus to this class i **edit**ing quit
Sure give them another dmg type just like swordsman has haha kinetic and blast not one of those that arent covered by armor or your stupid