Teras Kasi Archive
Thread: Thoughts for discussion...
tiberian_death wrote:
I love the two ideas and here is a little bit of feedback about it and why it seems it would more balance us then make us more powerful.
With theremoval of the VKs and giving TKA AP1 at novice and AP2 at Master would completely change up the game for many reasons. Now with VKs gone a few things would happen that would balance us more sothen with the current VK system in place:
1) Without VKs the grind would last a lot longer because we wouldn't have speed VKs to make us hit faster at the lower levels which I feel balances us more with professions length in grinding.
2) VKs increase our damage output a great deal because they naturally increase or damage output through min and max damage and also gives us AP1. With no VKs, AP1 at Novice TKA would only increase our damage output but wouldn't come close to matching the amount of damage we normally do with AP1 VKs but by giving Master AP2 that would bring us closer in line to the damage a Master TKA does with VKs right now. So anyone that is a TKA and not master would be a lot weaker then we currently are, only at Master would we finally reach the normal threat of damage output we currently are now. So TKA would become even longer to grind and not as much of a threat at the lower levels.
So this actually would balance our profession a lot more and we wouldn't be seen as such of an easy to master profession who can do ungodly damage at such low levels.
Now with the Quest the Devs can have it where it gives us a schematic at the end for an enhanced glove that we would put over our hands that does cold or heat or acid damage, heat and cold seem more realistic. Now to give the gloves a super natural ability to do heat or cold damage is that they require a damage force crystal of a certain type or better. Now the schematic would require both materials from a tailor and a WS and this would make sure that WS aren't cut out of the picture and would even add tailors into the mix. The manufacturing would lead to a glove that is lined with the force crystal and other materials and through the use of our inner force would the gloves be able to change to heat or cold damage.
Now to activate the gloves it requires us to meditate for a set amount of time, 2 minutes sounds good because anything more is too long and there are already too many things that take up our time in this game. Now to deactivate the gloves we would have to meditate again for another 2 minutes. We wouldn't be able to remove the gloves without first deactivating them so people wouldn't be able to jump from kinetic to heat or cold without some kind of downfall. The need to meditate to change the damage type would keep us balanced but at the same time allow us to get away from just doing kinetic damage. Now the gloves wouldn't increase or decrease our speed, or manipulate or damage amount. There would also be no change to HAM use because these would be nothing more then clothing lined with force crystals that we meditate to allow us to change damage type.
Message Edited by tiberian_death on 08-26-2004 03:26 PM
Thank you for your comprehensive reply! There is only one problem I see with your glove ideas. First of all is that again, us poor Trando's cant wear gloves
. When stating my idea, I tried to keep this in mind. Thus the idea that the different damage type should come from "within" instead of through an item. ![]()
Also, to let out a little secret of mine
, i dont really believe we need a new damage type. I was just trying to please the community because the majority of the threads that have been posted asked for a new damage type. I believe that the real solutionwould be to remove 100% resists.
tiberian_death wrote:
I love the two ideas and here is a little bit of feedback about it and why it seems it would more balance us then make us more powerful.
With theremoval of the VKs and giving TKA AP1 at novice and AP2 at Master would completely change up the game for many reasons. Now with VKs gone a few things would happen that would balance us more sothen with the current VK system in place:
1) Without VKs the grind would last a lot longer because we wouldn't have speed VKs to make us hit faster at the lower levels which I feel balances us more with professions length in grinding.
2) VKs increase our damage output a great deal because they naturally increase or damage output through min and max damage and also gives us AP1. With no VKs, AP1 at Novice TKA would only increase our damage output but wouldn't come close to matching the amount of damage we normally do with AP1 VKs but by giving Master AP2 that would bring us closer in line to the damage a Master TKA does with VKs right now. So anyone that is a TKA and not master would be a lot weaker then we currently are, only at Master would we finally reach the normal threat of damage output we currently are now. So TKA would become even longer to grind and not as much of a threat at the lower levels.
So this actually would balance our profession a lot more and we wouldn't be seen as such of an easy to master profession who can do ungodly damage at such low levels.
Now with the Quest the Devs can have it where it gives us a schematic at the end for an enhanced glove that we would put over our hands that does cold or heat or acid damage, heat and cold seem more realistic. Now to give the gloves a super natural ability to do heat or cold damage is that they require a damage force crystal of a certain type or better. Now the schematic would require both materials from a tailor and a WS and this would make sure that WS aren't cut out of the picture and would even add tailors into the mix. The manufacturing would lead to a glove that is lined with the force crystal and other materials and through the use of our inner force would the gloves be able to change to heat or cold damage.
Now to activate the gloves it requires us to meditate for a set amount of time, 2 minutes sounds good because anything more is too long and there are already too many things that take up our time in this game. Now to deactivate the gloves we would have to meditate again for another 2 minutes. We wouldn't be able to remove the gloves without first deactivating them so people wouldn't be able to jump from kinetic to heat or cold without some kind of downfall. The need to meditate to change the damage type would keep us balanced but at the same time allow us to get away from just doing kinetic damage. Now the gloves wouldn't increase or decrease our speed, or manipulate or damage amount. There would also be no change to HAM use because these would be nothing more then clothing lined with force crystals that we meditate to allow us to change damage type.
Thank you for your comprehensive reply! There is only one problem I see with your glove ideas. First of all is that again, us poor Trando's cant wear gloves . When stating my idea, I tried to keep this in mind. Thus the idea that the different damage type should come from "within" instead of through an item.
Also, to let out a little secret of mine , i dont really believe we need a new damage type. I was just trying to please the community because the majority of the threads that have been posted asked for a new damage type. I believe that the real solutionwould be to remove 100% resists.
Heh, sorry I forgot about Trando's.........ok instead of gloves how about a cloth that we wind up tapping our hands with just like boxes do. I see no reason why Trando's couldn't use these and they would still require the quest and then the Tailor and WS to create the tapping cloth.
The reason for involving Tailor and WS and not just having it as something we can just do is a way of keeping us balanced. We're a powerful class from the get go, so giving us more damage types is a hard button to push without having forms of balances for it. The quest, type of crystal, Tailor, WS, and having to Meditate to use it and Meditate to have it turn it off are great forms of balancing and will keep us in check. Its easier to get everyone to agree that aren't TKA when we introduce all these things we have to do just to change types while most of them get a different type just from moving up the profession.
An additional note: Only Masters should be able to do the quest and use the tapping cloth, just want to make sure thats clear because we don't need dabbling to ruin the idea by putting it in a lower box.
" see no reason why Trando's couldn't use these"
Trandoshan hands are unique among species. We only have 3 fingers. Any artwork for something covering the hands would be out of place on our hands. Maybe if it only wraps around the main part of the hand and not the fingers it could work.
Atama wrote:
" see no reason why Trando's couldn't use these"
Trandoshan hands are unique among species. We only have 3 fingers. Any artwork for something covering the hands would be out of place on our hands. Maybe if it only wraps around the main part of the hand and not the fingers it could work.
Geez, Atama, I completly forgot about Trandoshan limbs when I thought of gloves. Yeah, there would have to be something special to accomodate all species.
Trandoshan to Rodian in Dearic Cantina: Why can't I put on these gloves, I can put on the helmet?
Rodian: Look at your hands! You've got those hideously huge claws!
-I actually heard that exchange early on in the game.
"With the introduction of AP2 and switchable damage type to TKA, it goes away from the goal of getting people to group and just makes it that much easier to solo."
Then do you also think that professions like rifleman, pikeman, and swordsman will get their weapons nerfed in the revamp?
Message Edited by Kasamatsu on 08-27-2004 11:31 PM
Anyway I usually don't post but I have a real love of this class. I've started training in the other classes but have always come back to TKA. Ah well there's my .02 credits