Teras Kasi Archive

Thread: Teräs Käsi Discussion: Combat Balance

3D4D
Thu Aug 19, 2004 7:12 pm
#53

A great run down of our profession Ryutek!



/meditate

Bria- Master Medic / Master Brawler / TKM ~(Hero of Tatooine)~

Scylla- Carbineer / TK ~(Hero of Tatooine)~

Tempest- Master Doctor / TKM
Steegee
Thu Aug 19, 2004 8:08 pm
#54

well, alot of people don't know but kenetic is the 2nd best damage type in the game for pvp. Many would not agree and say stun is better. But ask those stun users how much damage they do against a 40% stun layer comp suit and a 60% sliced psg.


Psg does not have kenetic protection, and with the armor caps most likely being changed sooner or later, we will all see added benefits with having kenetic damage. Pve side will be automatically addressed with the buffs and armor changes. The days of solo groups are numbered. It's been said by TH that they don't want anyone doing over 400 damage in pvp after the combat revamp. An ap2 kenetic damage weapon will easily achieve over 600 damage with uah3 at spd cap. Damage won't be an issue, damage type won't be an issue either. Once we see the revamp, i'm sure of it.



Linse D'aja (Annoying Spy) - D'aja (Elder Jedi)


All right, but apart from the sanitation droids, bionic limbs, hyper-drive, moisture vaporators, galactic order, abolisment of slavery, star charts, the compact and efficient central government and interplanetary free trade, what has the Empire ever done?"

shhhh, don't scare the coyote
Atama
Thu Aug 19, 2004 8:21 pm
#55

PSGs are fairly expensive and don't last long, so they're not very common in PvP. Most people just eat some synthsteak, get some buffs and put on stun composite.

Again though, TKA isn't any more gimped in battle than, say, bounty hunters, commandos, swordsmen, pikemen, carbineers, etc. Anyone without stun or lightsaber damage is going to be highly resisted by composite. Heck, most composite has electricity as their highest defense!

Our kinetic damage issues lie with PvE.



*********************************
Krayt Dragonfist, Trandoshan
Imperial Security Bureau
Corbantis Server

If you claim to "own" me, I want to see the receipt.
ManicMarauder
Fri Aug 20, 2004 5:54 am
#56

Hello! I'm new here, but have started an alt character down the TK path. Still just working through unarmed brawling at the moment, but I'm getting there. So far i've found this to be a whole lot more dangerous than crafting ... but it's fun.

I wanted to say i like the idea of the TK master himself being able to choose another damage type thats tied into the body and not the weapon. However, I don't think being able to change it at will should happen. My take on it would be to make it a high end qwest, where you have to do tasks for a certian dojo to gain the abilities of that house. You want cold damage, go talk to Master Freeze ... Fire? Go talk to Master Fire, you get the idea. The schools shouldn't be just on some street corner either. Finding the master SHOULD be part of the quest. Definitly have the high end special you gain animate differently for whichever school you have chosen. If you want to change your type then you can lern from the other master, BUT teaching styles are incompatible. Meaning basically that you have to surrender one before you learn another. If we're going to do something like this, it should be something that is difficult and that we have a right to be proud of accomplishing. I guess i'm sorta thinking along the line of the EQ epics, but meby not quite that difficult. Just my ideas. Have fun with them
Spuzzed
Sun Aug 22, 2004 11:51 pm
#57





meditation xp should be gained by meditating, not combat.


it could work something like xp gained based on time spent meditating, but to make it less uniform, certain locations could be meditation "hot spots" which increase the rate of meditation xp. these areas could be tied to certain of the more mystical poi's and locations, giving them a broader purpose than they currently have.


xp variables could also be more subtle. for example, meditating in a busy city would be more difficult, ie yield less xp, for beginner meditators than meditating somewhere more tranquil such as near a lake. at master teras kasi, you could meditate anywhere with full benefit (to give the tkm a meditation advantage). just an idea. it would certainly add to the immersion level of the profession, and would seem to help add color and variation to the environment.


on a side note, i think this change to the meditation line would benefit the game as a whole, beyond just the teras kasi profession, by allowing the playerbase to have access to the "spiritual" life that is implicit in so much of swg lore. for a 35 skill point investment, any player can embark upon the path of meditation, providing combat and healing benefits regardless of the rest of their template. sure, this option is available now, but as the system currently exists, the path of meditation is meaningless beyond the acquisition of unarmed combat xp.


a new system would provide mystique to the world around us, while adding color to the galaxies experience to even the non-meditator. wouldnt it be cool to see a couple teras kasi meditating at the foot of the misty falls on dathomir as you swing by to collect the poi badge? it would certainly give you a sense that the area had some mystical or healing property that they would not have gotten otherwise.


i feel it would certainly be worth the time to code this change into the professions/combat revamp, benefitting the entire game, as well as the teras kasi profession.



Basically youre saying we need to sit down, and do nothing while we gain meditation XP. Wed become the next AFK profession overnight. It just doesnt seem like much fun sitting there in one spot meditating just to get XP.
SKSniper
Mon Aug 23, 2004 10:21 am
#58

I like the idea of meditation exp


and for who said it'll become another AFK profession, it won't if you decide it won't. Those who AFK a profession have no idea how to actually play it


In my opinion the ability to heal you're wounds should stay at Med 4, however the ability to rez yourself should be moved to Master TK


And besides, the dev's are taking out looping macros (GOOD!, I'm tired of seeing afk Entertainers), so in the end, if the dev's do a good job, it should all work out alright



Kysh Lavality
Master Tera Kasi / Novice Armorsmith
Station on Eclipse, City Port Kar

Member of the Alliance.



Shinobuko - Elder Fencer/Freelancer - Member of the Alliance, member of Hillwater Patriots

- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Dogpea
Mon Aug 23, 2004 11:01 am
#59






CobraDriver wrote:
I know that this has been talked about quite a bit, but I posted this in another thread once and the thread didn't get too far, so I thought I would repeat it here. I would like to see advancement beyond master level and the creation/clarification of the TK's role in the Star Wars universe. I wouldn't mind seeing us setup as a counter to the Jedi, although how the devs would accomplish this without trampling on the BH role I'm not sure. This is where advancement beyond master would come in. Although we may be able to fight lower level Jedi, once master Jedi is reached, they would be pretty much beyond of the reach of anybody other than an entire posse. This is contradictory to commonly held beliefs/wishes on this forum that TKs are meant to be a watchdog group to keep an eye on the Jedi. Having no chance against higher level Jedi in combat seems to defeat this idea. Advancement beyond master should be arduous and take a considerable amount of time and be intentionally difficult. Here is my idea about skills that could be added to an additional TK skill tree:

Line 1: Force Resistance
The TK would become increasingly capable of resisting Force generated attacks and manipulations. Perhaps even an automatic roll to have a chance of stopping a Jedi from using Force Run.

Line 2: Teräs energy strike
The ability to channel internal energy to strike blows and hand out damage in PVE and PVP to opponents with high kinetic resists. If you've seen the movie Bloodsport, think about when Van Damme destroyed the brick in the middle of the stack instead of the top one by channeling the force of the strike. This would allow a TK to overcome high kinetic resists without the need for an additional weapon. Instead of every TK having a razor knuckler and cutting a wide swath through the other classes, overcoming kinetic resists would be reserved for the small number of higher level TKs who worked to obtain the energy strike skill.

Line 3: Teräs armor
Somebody in this thread (sorry don't remember who) mentioned speed encumbrances for TKs wearing armor. Not a bad idea, but I would like to see something similar to the Jedi Force Armor introduced to the TK skill tree, but using the body's internal energy instead of Force powers. Something similar to the martial art Iron Shirt skill.

Line 4: Enhanced meditate or Enhanced movement (no particular thoughts, just some ideas to flesh out the tree)

I don't think that the current TK tree needs any changes, however, I would like to see a clearly defined role for the TK class and the addition of abilities to fulfill that role. The current thinking seems to lean towards us being Jedi watchers. One question that needs to be asked is; what is the point of TKs being Jedi watchdogs and how would we accomplish that? Character development in SWG does not work like Dungeons and Dragons where you can define an alignment for your character and your actions can affect that alignment. If it did, we could simply be assigned to watch Jedi who seem to be straying and then take action if they step over the line. Without criteria in place to specify and define rogue, Dark, or straying Jedi, TKs would be reduced to hunting Jedi from bounty hunter terminals. The idea of being a watchdog group is appealing, but with the current system in place, I'm not sure it is possible. Anybody else have any thoughts on this? I've read a lot of threads advocating this idea, but nothing on how it would actually work in the current game setup. In Publish 11 do we introduce an alignment system?

Anyway, those are my thoughts for now. It's getting late and my mind is starting to shut down. If I come up with anything else, I'll post more.





chi makes me feel just wierd
Et200
Mon Aug 23, 2004 11:26 am
#60

Well I foughta jedi ones. Almost beat him but then he ran away and healed and came back..he kept on doing that....got really annoying. I know we can kd them and kill them that way but we can only kd them if they are stupid anof 2 run infront of us for a sec. We need a power that disables force run or burst turn something like er ankle hit.
Alora_Danin
Tue Aug 31, 2004 12:02 am
#61

IMO, a tk temple would be a great addition:


* give a bonus to meditation xp if you meditate inside. (this relies on the devs taking out the afk looping macro).

* give added incentive to meditation inside a temple - bonus to xpwhile grouped with other meditators...similar to the dancers/musicians.

* a central ground for tk's to create their own smaller community within the bigger swg community.


Also, maybe add an incentive for Mtk's to visit the temple by making it part of their quest (for gaining heat/cold etc. powers), that they 'teach' other non-master tk's in the temple. The bonus for non-master tk's would be added xp for learning from a master. One reason I'm suggesting this, is because I got sooooo sick of fighting Mawgaks on Yavin IV to master tk...it would be nice to fight/learn from an mtk. I'm just throwing this idea out there as I realize it needs "much" tweaking....very open to others opinions on this.




Shai ~ Master Image Designer/Master Tailor
Nodwa LeFay ~ Master Teras Kasi/Master Doctor

~ Corbantis ~
TYR2100
Mon Sep 06, 2004 8:39 am
#62


Nice work Ryutek!!



Teras Kasi Artist



Place in the Galaxy:


ØMy impression of the TKA in the galaxy are based on some basic research I got from a website and are as follows;


vFirst they did not hunt down Jedi per say. The formed this style of martial art [MA] as a way of defense for them selves and others. But it was also used to counter and go after Jedi who have turned to the Dark Side.


vSecond TKA is a less know style of and probably not that well know.


vThird TKA were tough and deadly.


vFourth [obvious view] there are Teras Kasi Artist [TKA] and Teras Kasi Artist Masters [TKM]




General Thoughts:


ØAfter much thought I think TKM should be less common. This being the case, instead of automatically gaining TKM when a TKA completes all four branches, the TKA will now have to acquire 4 million UA XP, require 6 skill points, and 1000 AP to master TKA. The only exception is for those of us who have had TKM for six months or more [3 months of have to be consistent]. But only if there is a decent revamp of TK!!!!.


ØI like the idea of having a TKA temple, but I think it should be a quest item (see quest) and that only a TKM can place them. The Temple would have a meeting room, garden room, meditation room, crafting room [with bonuses], reception room, and a training room. The training room will have the ability to spawn training droids [which would have different style of fighting and require credits to produce]. A temple terminal [similar to guild terminals [{note: a player can belong to both a temple and a guild at the same time}]. A chat tab for temple communication.


ØWe need a Power Boost Timer


ØThere should be quest [see quest section].



Special Abilities and Combat Elements:


ØI think that FoW should be available to TKM only.


ØI think at the Master level of TKA [TKM] the Power Boost should either last 15 min and have higher levels or it last 10 min and cover all 9 attributes.


Øwith timer to re-apply].


ØI think TKM should have a base of 20% resistance to kinetic damage [some martial arts focus on hardening the body] if armor idea is used [see armor section].


Ø


ØTKA should be able to block melee attacks, dodge/evade range attacks, and block/deflect range and melee attacks with special equipment [see armor]. TKM will have higher abilities in these areas.


ØYa I know no chance, but if were dreaming…lol]


ØThe ability to use Power Knucklers [see weapon section].


ØThe ability to wear TKA style cloths.


ØTKA need higher Defense States [knockdown, stun, dizzy, posture change, etc..] . For a non-TKA master the base defense vs. state should be 10% point higher that they are now, and for a Master TKA [] it should be 25%-30% points higher.


ØTKA / TKM are one of the primary tanks in the game and therefore would help in any group fighting.


ØTKA’s range and melee defenses should be higher.


Armor Issues:


ØI think TKA should have special cloths that are similar to umbese shirts [lite AR] and have specialized armor for hands, arm [bracers], and feet. This armor would work with our blocking/ deflection ability [see ability section], have lite AR, and have the same resistance levels as Comp.


ØI think the HAM cost issue is already in effect, which is based on the Ham cost of the armor type.


ØThis also helps the armor smiths and tailors by giving them another crafting item to make and sell


Weapons:


ØFirst I think that the Vibro Knuckler [or more accurately Vibro Blade Knuckler] should be used by all UA., it’s just that they would be more effective in the hands of a TKA.


ØSecond I think that TKA should have Power Knucklers. These Knucklers basically have a rounded face look to them, have light armor piercing, come in different types of damage,and come in pairs. They would do the following damage; Kinetic, Heat, Stun, Electric, and blast. In addition, to help with the kiting issue when the pair are put together they fire a Stun bolts that does it’s particular type of damage and produces a stun/dizzy/KD state on the target [basically the target be stunned and KO’d]. This weapons’ ability would be limited in that it had limited range and couldn’t be fired that often.


ØThis also helps the weapon smiths by giving them another crafting item to make and sell.


Quest:


ØI think it would be awesome to have TKA quest. I even have some basic ideas for some.


vThe quest for “The Armor of Steel Hands” [see armor section]. This armor would have medium AR, blocking / deflection bonus, and be resistant to LS damage.


vThe quest for “ The Fist of Power” this quest would be for Power Knucklers that have medium armor piercing and do twice the damage, maybe even does LS damage [*smile*].


vThe quest for “ The Temple of Steel Hands”. Basically, a group and / or a TKM would fight and explore their way through an old temple that is in ruins. The TKM [or group] comes to a library that has the architect schematics for a TKA temple [random styles of temples, requires an architect to make by giving them a , and only take 4 lots…lol].


vA quest to battle a Dark Jedi.



Let me know what you think...lol.


GL,


{Tyr2100) Garrick

maloso
Mon Sep 06, 2004 9:59 am
#63

we got a new vk at the DWB but it only took the cry babies what 2 hours to get the devs to nerf it. I knwo I had it. They came and stole it from me minutes after I got it. We will only be nerfed to the ground. Funny how riflemen have 2k rifles and mind shot, but we can't have a heat vk.



Maloso



Maloso Las Vegas - Killer of Ka'hik, Destroyer of -UG-
Hated by most, Loved by YOUR MOM!
Sir_BlackDevil
Mon Sep 06, 2004 11:12 am
#64

My opinion is that Teras Kasi is at the moment a fair and balanced proffesion.


I don't think we should get another damage type as this is a weakness of being a Teras Kasi. At the moment being a Teras Kasi allows us to spend our remaining skill points elsewhere. If these were to be put into another combat profession you will have an alterbative damage type to play with.

Being retricted to one damage type means that we are dependant on other proffesions against higher level NPC's and creatures hence the interdependability.


Obviously the existing bugs should be fixed, like defensive acuity. I would also like to see the power boost in the modifiers window.


As far as other content goes:

An alternative to composite clones would be welcome, the idea of robes similar in concept to jedi robes but craftable with the aid of a tailor and armoursmithin various styles.

These robes should in my opinion be available to all advanced melee classes with suitable equivalent for ranged combat classes.

This however leaves a problem with armour. So to enable armour to be useful alongside robes it might be a good idea to have robes resistances to a singledamage type only, wich would in my opinion be kinetic. This way armour is still needed and we have dependancy on two other proffesions.


Server - Chimaera

Name - Metheus - Teras Kasi Master.

ArtisanBrawler
Mon Sep 06, 2004 11:32 am
#65

Alright, so now we know that people want many things from TK:


1) people want uniforms maybe same design but with custom colours. Even if the Dev's dont do it u can make your own and influence people to wear it

2) they want a new vibroknuckler. now in all fairness we are the only proffesion to have only one danmage type, i find it unfair as i am usually rendered useless in the corvette also it is so hard to find/ loot a dot VK ive seen a few but compared how easy it is to get a Ns lance or a Gaffi. i think this is unfair

3) people want more defence. now of course i would welcome this however i think we do not need any more power.

4) they want a quest bassed "thing" for Teras kasi fair enough why not ive already mastered it what ever the masses want.



but really my point is that what people want sayign it over and over again will not help we know what we want now we have to ask politly and get on our knees and pray that they let us. this fourm will gain no more new infomation



thats all i have to say



Wadger - The One Star Bandit
Page 5 of 6