Teras Kasi Archive
Thread: Teräs Käsi Discussion: Combat Balance
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.
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
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.
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.
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