Teras Kasi Archive

Thread: Teräs Käsi Poll: Combat Balance

Cetran
Sat Oct 16, 2004 8:30 pm
#53

TKA is almost perfect the way it is now but we should be able to get rid of BF with meditate and some more defenses or at least some dodge would be nice and a better selsection of knucklers would be as well.
Hitokiri_kenshin
Sun Oct 17, 2004 5:13 am
#54





  1. Offense (overall)-4 T be honest I think TKAs do too much damage but have too few choices of weapons. At least a fencer can choose to go for stun at higher HAM costs and a swordsman can go for blast, and a Pikeman can do electricity. Maybe we could get acid injecting punch daggars or something.

  2. Defense (overall) 10- I personally think we should be even more defense than we are currently. Dodge should definately be added as a class skill.

  3. Skills


    • Meditation 6- Meditation represents a TKA's self sufficientcy and discipline. It is an intigra part of the profession. The problem is that ists almost useless until master at which point its almost over powered.

    • Powerboost 5- This is a cool power but its a bit DBZish. I think it should enhance COB more than damage output.

    • Force of Will-7 I like it, keep it as is.

    • Targeted Pool Attacks-1 I think this should continue to be our weakness in that our hardest hits should not be pool targeted. I say leavit as is.

    • Random Pool Attacks-2 I just think the mid costs should be reduced on these as well as the damage ever so slightly.

    • Defenses versus States-8 Defense VS states should be paramount. We should be one of the best tanks in the game and should be able to avoid being dizzied better.

    • Melee/Ranged Defenses and/or Toughness-9 TKAS shoud be damage tanks/sponges. More melee and ranged defensi I say.

The biggest thing is that I don't want to see this profession go any more DBZish then it already is.


Overall however it is still one of the m ost fun combat professions I have played.

Loshuss
Thu Oct 28, 2004 7:27 am
#55

1. Offense - 5 - I enjoy where TK's are currently in damage but not in speed before the master box. It would be nice to remove the +15 speed and lower it to +10 at each box in Power Techniques and +25 speed at Master. Being extremely fast and damaging at 0044 seems wrong to me. I've also come to accept that I can only do kinetic damage and feel strongly that we don't need a second. I still wouldn't mind seeing VKs being removed and just added natural AP1 at the Master box. Being able to grind from Novice Brawler to TK Novice in hours with a 1.5 or 1.6 speed VK makes me sad.

2. Defense - 8 - TK currently has decent defenses when compared with the other melee professions. Coupled with Force Sensitive skills and Bio-Engineered or Themepark Clothes we can come pretty close to capping out our Melee Defense and have a high Ranged Defense as well. I would like to see a bit of an increase in our state defenses. I'd be happy with an additional +15 Dizzy defense.

3. Skills
9 - Meditation is a great skill. Its decently balanced since we cannot use it while engaged in combat to heal DOTs.

6 - Powerboost is alright. Seeing how commonplace Doctor buffs are, it's pretty useless now. I can see it becoming much more useful if Doctor buffs become calculated like Musican/Dancer Buffs.

8 - Force of Will as saved my life more times than I can remember. It's fine the way it is.

9 - Targeted Pool Attacks including the Combo attacks are great. Their smaller damage multipliers balance them already.

5 - Random Pool Attacks are common to every combat profession, they are fine where they are. Removing the silly bleed on Unarmed Hit 3 would be nice.

6 - State Defenses. Bring us up to 20 defense vs. Dizzy.

8 - Melee/Ranged Defense and Toughness - It's important we stay strong in this area. It's fine where it is now.

Closing Thoughts. Teras Kasi has been my main profession since I bought this game last October. I've tried out making characters on different servers and taking up other professions, but nothing even touches TK, in my opinion, for just about anything. Sure, I can't damage a couple MOBs, but I have friends that can beat on them while I tank them and keep them Intimidated and Taunted and apply whatever states I can. Drastic changes to the TK profession would probably drive me to quit SWG altogether.

I've been practicing random Martial Arts for years now and have to say that contrary to the popular opinion a good portion of styles emphasize offense over defense. In Pak Mei (White Eyebrow kung fu) offense is taken to a rediculous level. You're trained basically not to throw an attack that cannot hurt someone as well as deflect an incoming attack. Instead of a you attack, I counter, I attack, fight's over senario, things change into a you attack, I attack, fight's over senario. It's very linear, fast and brutal.

That being said, I can see how TK can be fast and relatively damaging without loosing too much defense. In the interest of balance, I'd take defense in favor of doing massive damage. I guess all that could have been too much, but ah well. I'd really like TK to stay more or less the way it is.

Message Edited by Loshuss on 10-28-2004 10:43 AM



Losh - Ethak - Evaen
sub0
Fri Oct 29, 2004 8:16 am
#56




Elder Teras Kasi, Elder Pikeman, Elder Doctor, Elder Medic, Elder Marksman, Elder Bounty hunter, Elder Carbineer, Elder Creature Handler

IGN; Chri'br


Vendor Loacation- Talus imperial outpost waypoint -2529, 2031


I done the Aurilian quests and all i got was this respec Jedi
:
cknarr
Fri Oct 29, 2004 10:11 am
#57

After reading some of these posts, I weep for the future of our prof. TK's do to much damage huh? Interesting since if they did they would be the prefered melee class in the game and they aren't. The meditate line is all anyone takes anymore unless they really like the prof.
EotchajCrestingcloud
Wed Nov 03, 2004 10:07 am
#58


  1. Offense (overall) - This is the #1 benefit for a TKA. Lots of hits with lots of damage

  2. Defense (overall) - Anticipate and avoid attacks. "Best block is no be there when punch come." Mr. Miagi

  3. Melee/Ranged Defenses and/or Toughness - see #2

  4. Targeted Pool Attacks - Everybody else has this too and it's critical in PvP.

  5. Meditation - A very nice reason to have TKA.

  6. Powerboost - This is ok, but the effect is low and short-lived.

  7. Defenses versus States - A "nice to have" but food works.

  8. Force of Will - Almost useless nowadays with DB macros, and most high-level MOB's are killing instantly now.

  9. Random Pool Attacks - I'd like to see this removed. It's basically less than worthless. Instead, higher damage on targeted attacks would be better.



Euki - Jedi - Sunrunner
Denv - Smuggler - Sunrunner
MyT_Chicken
Thu Nov 04, 2004 5:08 pm
#59






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) Our base /attack should be strong, but I think our special's should be (10) stronger then any other profession.

  2. Defense (overall) (9) We should be able to bob and weave better then all professions with the exception of Fencer.

  3. Skills


    • Meditation (10) Meditation should increase Regen Rate.

    • Powerboost (10) Very usefull to TK's but should give a small buff to Secondary Stats

    • Force of Will (5) I don't really think there needs to be any change to this.

    • Targeted Pool Attacks (8) We should hit hard to specific pools

    • Random Pool Attacks (5) No change IMO

    • Defenses versus States (7) We should have natural defense against states....but we shouldn't be invulrable.

    • Melee/Ranged Defenses and/or Toughness (7) I think we should be stronger then most other Melee Professions. (3) I personally think we should have some Ranged Defense but not enough to be ubar leet. (10) Out toughness should be far above every profession






h Egri p
§ If you don't know; you'll find out soon enough! §

Rebel_elite
Thu Nov 04, 2004 5:34 pm
#60

So we want to be nerfed? I seriously think that damage output should not be touched. People are just asking for nerfs here. Fencers have the best defense, and that will never change, everyone is just asking for the Devs to take out their nerf bats and hit one of the most balanced professiosn in the game. IMHO, TK should be kept where it is, I mean, TK is one of the few that has actually notbeen tinkered with by the Devs. For example, look at Bounty Hunters, specifically MBHs, in the beginning, an MBH was something to be feared... someone with power, but then, we got the nerf and now, we suck, candidates for the weakest Master combat profession in the game. So I ask you, keep TK where it is!




Remis Galisger
{Champion Trash Talker}
-Gunslinger Extrodinaire-
Master Bounty Hunter

Garnier
Thu Nov 04, 2004 7:06 pm
#61





  1. Offense 7 i feel Tesi Kasi should be balanced in attack and defence

  2. Defense 7 read above

  3. Skills


    • Meditation 9 (Meditation is important for me)

    • Powerboost8 (Important for boosting Ham pools)

    • Force of Will 2 (useless when fightingcreatures that deathblow)

    • Targeted Pool Attacks 8 (strong but not overpowered)

    • Random Pool Attacks 1 (Random pool attacks not really help)

    • Defenses versus States 7 (A tesi kasi controls his body so dizzy,stun etc shouldn't be able to affect too mucha tk who can heal his own wounds lol)

    • Melee/Ranged Defenses and/or Toughness 6 (always a chance even with combat balance of rifleman squads can pose a threat)

Comment: I feel Tesi Kasi should go back to its roots and Tesk Kasi master should be given a skill like force pushback , we should make tesi kasia specialised proff with its own missions and armour etc (Robes sorry) and make tesi kasi more a proff for fighting the jedi andmoderating itas it orignally should of been. (For anyone wanting to flame me about this issueplse read the history of Tesi Kasi)

Message Edited by Garnier on 11-04-2004 06:07 PM



-Jamahl Byzantane-
-Retired SWG player-
-Old forum troll-


Trikertwo
Fri Nov 05, 2004 1:35 am
#62



    Offense (overall)8

    Defense (overall) 9
Skills
  • Meditation 9
  • Powerboost 5
  • Force of Will 5
  • Targeted Pool Attacks 10
  • Random Pool Attacks 3
  • Defenses versus States 7
  • Melee/Ranged Defenses and/or Toughness 9/2




    • Reenee Rose *Bria*
      obiwan137
      Sun Jan 02, 2005 1:10 am
      #63



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







      1. Offense (overall) - 6 - Ah the topic of many TKAs. Composite seriously hinders our effectivness against PvP and most creatures are resistant to kinetic however we still hold our own very well against most mobs butmany of the new dungeons opening up are mercyless to TKAs. New damage types should be in order.



      2. Defense (overall) - 10 - I agree with the dodge. Being without the large bulky weapons of our other fellow melee masters we should have the ability to move very freely *try not to think about composite armor right now everyone's wearing it...* On that topic I don't want any of those "hidden damage mod robes" like you gave Jedi. IMHO that was crappy but but noone cares right now. Back on track, dodge should be our mastery not fencers. Both fencers and swordsmen should have the block and pikemen should have counterattack. Block should be in there but not as much as swordsmen and fencers.



      3. Skills



        • Meditation - 9


        • Powerboost - 5


        • Force of Will - 4


        • Targeted Pool Attacks - 8


        • Random Pool Attacks - 6


        • Defenses versus States - 7


        • Melee/Ranged Defenses and/or Toughness - 10



      Comments:


      Can't find anything wrong with the lineup there. Meditate is definatly the most defining skill of TKAs. At master we should get the ability to heal bf. Also Powerboost2 should be added to the master box which would enhance our primaries and secondaries. Force of will has a rather long timer which I rould like to see lowered, but it is really useful when you're between a rock and a hard place. Targeted pool attacks are what many use in PvP and are very important, but their power is rather limited so may be in need of some revisement. Random pool attacks are much more powerful and I can't see any problem with them especially in PvE so a new damage type should level those out in PvP. Now to the IMO most important part of PvP the states. I fail to see why the master of knockdown and dizzy has such a low resist to each. If we know the best way toput a person on the ground then we should knowthe best way tostay off of it.Other than that some of the other resists could be improved but I find those the most pressing. Our unarmed toughness is fine IMO and because of composite I don't really notice what Melee/Ranged Defences do. Well those are my ideas.





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