Teras Kasi Archive

Thread: Thoughts for discussion...

Taidashan
Thu Aug 26, 2004 6:41 pm
#66






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.





"Only a fool does not fear. However, the brave are the ones who act despite that fear"
3D4D
Fri Aug 27, 2004 7:49 am
#67

My suggestion:


Get rid of the vibro knuckle and have a few quest to gain new damage types.


How I think the quest should work:


These quest should be as hard to do as the Hero of Tatooine quest. At the end of the quest we would talk to a NPC TKM and be granted the ability to use a new damage type.


How I think the new damage type should work:


I think the new damage type should work like power boost. After you complete the quests for the new ability you get a new special ability. If you were to use the special ability in combat or while standing it would do nothing, but if you used it while in meditation it would change your damage type. This effect could be perminent until you meditate and change it back or possibly be on a timer like power boost.


AlsoIf you want to get rid of the vibro knuckle I suggest that we get a Power Boost 2 that would give us a little added damage bonus when we meditate. To keep this from being to powerful, the devs could put a 5 minute timer on the ability.



/meditate

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

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

Tempest- Master Doctor / TKM
tiberian_death
Fri Aug 27, 2004 2:26 pm
#68










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.





Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
Atama
Fri Aug 27, 2004 2:46 pm
#69


" 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.



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

If you claim to "own" me, I want to see the receipt.
Malgg
Fri Aug 27, 2004 4:04 pm
#70






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.




Orion Randrick - Master Smuggler/Teras Kasi Novice/Rifleman
Wandering the galaxy homeless since 6/27/03
Teioh
Fri Aug 27, 2004 6:43 pm
#71

I've seen a lot of talk here about AP2. I don't think the devs would even consider this as a possibility because part of the combat revamp is to bring realism back into the game. WhatI mean is that the days of soloing krayt dragons, kimogilias, nightsisters, npc jedi will be over, you'll need a group for these. A lot of these suggestions, if they were to go into place would bring TKA into a new level of soloable. 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.



Oh and one more thing. Have you guys ever seen those sigs that are lines of text and look like they are a part of the post?

-------
Ingame Names
Anno
rarely Teioh-II
almost never Aio

Seomon
Fri Aug 27, 2004 7:11 pm
#72

I like the idea of different "gloves" so to speak to change damage types, but honestly I'd rather just get a new set of VKs that are the exact same thing as our VKs but with a different damage type. Less hassle for the DEVs, doesn't cut out the weaponsmiths, and makes us more viable. Heat would probably be my suggestion, since it's the one that makes more sense for us to have. Acid would be nice though, but since noone has Heat as a main damage weapon, I see that as being a more viable option.


Something to think about though. I really like having just 1 damage type. Yes, people might see us as overpowered, but they don't see that our HUGE disadvantage is that we can only do kinetic damage. Against high level mobs, we really don't put out any damage due to Medium/Heavy AR and 80-100% Kinetic resists. We are the tanks, honestly, because all we do there is hold the mob and let others damage it. I like this role



§eomon/§eo §nowlock

Large House-o-Crap located at 1175 -6143 outside the Agro Outpost on Dant

Grey Haven

Forever in remembrance of Tirza. May she rest in peace.

Atama
Fri Aug 27, 2004 7:17 pm
#73


"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?



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

If you claim to "own" me, I want to see the receipt.
Teioh
Fri Aug 27, 2004 9:28 pm
#74

I sure hope so. I don't want anything to be able to solo any high end content.



Oh and one more thing. Have you guys ever seen those sigs that are lines of text and look like they are a part of the post?

-------
Ingame Names
Anno
rarely Teioh-II
almost never Aio

Atama
Fri Aug 27, 2004 10:50 pm
#75

Before we had 2K-3K doc buffs nobody was soloing them.



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

If you claim to "own" me, I want to see the receipt.
Kasamatsu
Fri Aug 27, 2004 11:28 pm
#76


Wow, sorry I messed the origional post,

That is a great set of ideas.

I apologise if I say the same thing as soemone else but I tried to skim thru all the replies thus far...


I through my year long experience in TKA have grown to accept VK's as I've never actually seen any written work on Teras Kasi and Don't know the EU background very well. I would have no problem with giving them up save one fact: Teras Kasi need something crafted from a weaponsmith to help support the economy. The basis of this game are the crafters. We can't have a combat profession completely without need of a weaponsmith. How to solve this I do not know, bu tI do think it necessary to point out.


I would love to get an AP2 ability. Restrictions on this might be necessary for ballance, such as only working with UH3.Having an additional APbonus to UH3was a suggestion I remember from the TK boards from quite a ways back. The ability to use AP2 with any of our attacks might be overpowered, then again with the loss of extra damage from our VK's it might not.


We really do need a second damage type. In the state of the game, it won't affect us in PvP very much, as I'm very sure that we won't get Blast, Stun or Electricity. As cool as electricity sounds, and as unballanced (fun)as stun and blast would be... Cold, (which has only 2 weapons atm that deal it, cryoban grenades and the SG82 rifle) would be alright, as would acid, and heat. (Hell I'd take anything really) Another option though is energy. Pikemen get it with the NS Energy lance as a melee profession, so as much as I don't want this I would even settle for energy.


Let it be absolutely clear that in order to get an additional damage type IREFUSE tohave to compete with 5 groups camping a one-spawn per day NPC for a not guaranteed drop!


The ability to go out on a TKM-only quest (I'd prefer TKM only) to get a new damage type would be a great addition to content. I agree that we shouldn't be able to switch damage types on the drop of a dime; a timed meditation cycleis a great idea.

As an addition to this, I'd like to see a different colored "streamer" on our special moves for different damage types. I tire of the red.

I would also love in the future to be able to aquire new animations for a new "damage style". To be blunt the TK animations are elementary tricks that I often teach 8 year old kids how to do. /shrug


Anyway thats all I've got to say about that.

Again nice suggestions to the origional poster,

Tong-Fei Kasamatsu

Message Edited by Kasamatsu on 08-27-2004 11:31 PM



TKM for Life.

- I support keeping & balancing the current combat system You can too

Whoever said "Don't bring a knife to a gunfight" was right; it wouldn't be fair. I can kick your butt without the knife.
darkguyver
Sat Aug 28, 2004 5:00 am
#77

iam sorry if this has been sugjested already but why not have gloves thats are conected to damage types that cause no damage

that way we can just switch between dmg types



Vae victus "suffering to the conquered."
Acorend
Sat Aug 28, 2004 5:42 am
#78

Seems to me that we are or should be very versed in the use of chi or our inner energies to do certain things. Martial Artists have always sought this inner strength to aid them in various situations. Instead of looking outside of our TKA for damage types why not look inwards? An attack that was inner-energy that bypassed all armor etc. What is that called......Dim Mak (I think) Death Touch or something like that I think would keep in line with the vision of the TKA. I would also like to know if TKA's were not considered "protectors" of Jedi as well as "Watchers" of Jedi?

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
Page 6 of 8