Teras Kasi Archive

Thread: Top Issue Defense

DarkBrood
Sun Aug 24, 2003 6:36 am
#53






Knuma wrote:

The defense is there allready in form of melee, rangede defense


The problem is these modifers only have a noticeble effect once you get them past 50 orso


So my suggestiong is to add about 25 to both and distribute these bonuses to the balance and precision striking trees


This will give a TKA about 40-50 melee, rangede defense and that will give you a decent defense.


As for other professions having dodge, counterattacks, block they don't get as much melee/rangede defense (about 10-20 tops) so tka lacking the dodge, counter, block has higher defenses and i think they just need to increase these to about 40-50 total.


As for dodge yes it would be an obvious add to the balance tree but the simple solution is to increase the effect of the defenses there allready - and we all know Simple solutions are the most popular in programming.









Knuma,


Only problem is Holo listed having our defensive "Moves" fire more as one of the fixes..unless we have them they can't fire more.


dB




Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
High_on_bread
Sun Aug 24, 2003 10:42 am
#54

For those of you who don't know, Melee and ranged defense do almost nothing in PvP, which is an area where we are REALLY suffering. Let me explain:


1) Similar to the accuracy modifier that you see, melee and ranged defense effects the accuracy of your opponent negatively.


2) Players accuracy is figured in. For players like pistoleers where they get a bagillion accuracy modifiers, this COMPLETELY negates the defense modifiers.


So basically, we'd need alot more than +25 to truly benefit us, and as I said in a previous post, I think that having TKA's as more of the "utility" melee profession would be better.




Please nerf TKA's! I just one hit incap'd myself again with knockdown!
FSdonthurtme
Sun Aug 24, 2003 12:27 pm
#55

Evasion and blocking!!



And if it were ME putting it in I would put it in the Meditation Branch for TWO reasons:


1. Seems like most ppl wait to do Meditation last since the "feel" it is not that worthwhile


2. This would increase the value of Meditation, and I feel that since we are "Masters of Meditation" that we are more in tune with our bodies and more able to sense oncoming attacks, and thereby evade or block them.



Hardened Skin:


Put this in the Balance Branch seeing as this is where our Unarmed Toughness is anyhow...simply increasing this mod might come close to mimicking the desired effect without much programming.



Just my two cents...I would offer my thoughts, but cant afford to lose the brainpower ~


Khybar Khan


Zabrak Master Teras Kasi/ Master CH/Novice Medic




Khybar Khan-
Master Teras Kasi/Master CH/Novice Medic/
Bria Server
Nakaguss
Sun Aug 24, 2003 12:29 pm
#56

try not to get to greedy guys. If at all i would ask for dodge more looked cooler. say they take out melee def out and put dodge instead



"Yeah, dont you know? when you die your body emits a powerful form of radiation that penetrates all containers and crates, and pretty much anything and everything on you.

But have no fear! If you insure you get radiation protection on your items. The problem with that tho is that it only protects 99% of your items integrity."
threehairsleft
Mon Aug 25, 2003 10:22 am
#57

Here are some ideas related to the Teras Kasi stories... Note: not that I want them all in conjunction, but one of them may be interesting.


We are attuned to the inner force, rather than the force around us like jedi. Teras Kasi have good control over their body (mind over matter)


(1) have a special skill that lets us ignore pain for few secondsin our meditate line. (maybe 5 seconds on a 5 minute reuse timer)


(2) have an abilitythat lets us balance damage in our meditate line. (eg. if our mind is being attacked, we can use our balance special ability to distribute our HAM evenly to all 3 pools.)


others have already mentioned evasion, counterattack, etc.. skills.

Knuma
Mon Aug 25, 2003 12:08 pm
#58

Actualy they seem to work very well for me, everything misses me alot, players and npc's both. I'm currently at 60/57 Rangede defense/Melee Defense and it seems to have a nice effect in both pvp and pve.


I'm guessing you only have about 30 ish in either - since i did not notice any consistant effect until i got past 40.


Knuma




/Knuma
"I'm away, bussy making... umm... ice cubes yes i'm making ice cubes"
High_on_bread
Mon Aug 25, 2003 2:36 pm
#59

If you have just short of 70, chances are you are relatively far into your characters development. Farther than say another player, who doesn't have the accuracy modifier to overcome your defense modifier. Simple point, accuracy modifier is easier to come by than the defense modifier.



Please nerf TKA's! I just one hit incap'd myself again with knockdown!
DocJohnny
Mon Aug 25, 2003 3:32 pm
#60

As you can see from my post count, I dont often reply to these forums. Nevertheless, I believe you are 100% correct that defense, or rather lack thereof, is the number one issue.


Skill modifiers would be helpful, as would some kind of "armor" like effect at higher levels.


Any such modifiers should only be in effect when you are unarmed or using vibroknucklers. Frankly, this should be true with every modifier granted in other professions (ie, pistoleer, etc). This would prevent people from stacking too many of these abilities and making the whole thing unbalanced.

Nyachani
Mon Aug 25, 2003 4:34 pm
#61

I say we don't ask for anything fancy (all this meditate stuff)


Our best shot is to keep it simple. Ask for more more more defense mods. And posture change should just not affect us at master level. We need to be the tanks the devs claim we are.


Also, we should petition to have our Knockdown be a SEPERATE CONSIDERATION from ranged knockdown.. ours should not be 'balanced' with the ranged KD's. It should be looked at as a totally different ability, because we use it for a totally different purpose (to tank- KD is really a defense for us)


-destiny rider


TKA master, starsider




-Destiny Rider
Dragonsilk Weaponmistress

Passion is the Star that guides me..
dakowan
Mon Aug 25, 2003 6:38 pm
#62

arent tka somwhat like ninjas and what not , ive seen a jun kia do master take 6 kicks to the goods and not even flinch we need some sort of meditation that makes us imperviese to pain for a short while at the cost of mind.
Syrkai
Mon Aug 25, 2003 7:07 pm
#63

Defensive changes that should be addressed:


1. Dodge should be put in the B & C line (20-25%) To avoid ranged attacks as well as Tank well in PvE.


2. All general skills such as Defence Vs Knockdown, Defence Vs Posture changes..etc.. Should be commulative in total from all skill trees. eg. Dodge from Fencer and Pistoleer added together, then modified "to hit" bonuses from player firing = hit/dodge

I think that all true tanks would be more effective if they were mastering more then one offensive class when adding all bonuses together. How is it that when I equip knuckles instead of a pistol I can forget to dodge?


3. We should get normal run speed bonus of 5-15% at master TK. This would give them some means to close on the enemy, or make it so someone turning to fire runs slower.

An important point on Defence to include HAM costs.


* GET RID OF KNUCKLES!!! Our damage should be with hands only. At novice TK we should accrue damage modifiers that make knuckles obsolete. We should have a bonus check implemented that if knuckles are equipped, we lose all damage modifiers. If the base damage with modifiers was in line with other classes at Mastery this would solve the HAM issues we have. Knuckles should be used only bySub- Novice classes. BTW, how does it make sense that I swing faster while equiped?


Brawler classes as a whole need to find a home in this game. They all feel left out, we make great damage spounges for everyone else.


Thank you,


Syr'kai

DarkBrood
Tue Aug 26, 2003 10:19 am
#64






AurosBain wrote:

why not just go ahead and give each brawler class dodge, block, and counterattack, then add a fourth one. One for each tier. Change it to +5 for each level up each tier, then at master you get +5 to each. Giving you +25 to dodge, block, counterattack, and this other one. Something tells me the other classes are hurting for defense too, so why not spread the love for those abilities.



I dont see why any one brawler class shouldnt be allowed to block, dodge, or counter.



Maybe give +20 totalto each skill then each class gets their "specialization" giving them an extra +5 to +10 in one of the 4 abilities/skills?







Because then each would need to do the same damage...each has a role and should get defensive perks inverse to damage output.



The most offensive Melee should have he least defensive perks


The least offensive Melee should have the most defensive perks


IMHO


So if a fencer is the least offensive melee they should have the most defense, If a 2 Hand swordsman is the most offensive they should have the least.


I'm really not sure who is most/least offensive, but don't want melee to be cookie cutter with just diffrent graphics of weapons.


dB




Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
AurosBain
Tue Aug 26, 2003 12:15 pm
#65

why not just go ahead and give each brawler class dodge, block, and counterattack, then add a fourth one. One for each tier. Change it to +5 for each level up each tier, then at master you get +5 to each. Giving you +25 to dodge, block, counterattack, and this other one. Something tells me the other classes are hurting for defense too, so why not spread the love for those abilities.



I dont see why any one brawler class shouldnt be allowed to block, dodge, or counter.



Maybe give +20 totalto each skill then each class gets their "specialization" giving them an extra +5 to +10 in one of the 4 abilities/skills?

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