Teras Kasi Archive

Thread: What do you want TKAs to be?

Stealthshadow
Sun Dec 14, 2003 1:22 am
#66

TKA would pretty much stay the same with only a few changes. TKA should have it's own 3 Tier proffesion line. The title progessionwouldbe Brawler toTK Aspirant (sp?),to TK Student to TK Novice, then finally to TK Initiate to TK Master. This 3 tier system would take up almost all of your skill points. VK's would be moved to Swords type weapon, as TK's would only be using their hands & feet as weapons.All melee would gain Terrain Negoiation, Harvest,& Up to Improved Camp making skill as part of their skill tree. FOW would become a Critical Heal/Mend/Regen Special with like a 15-30 minute timer on it. Beserk would become a "Special" and be renamed to something like "1000 Blows" with a 15-30 minute timer. Beserk could be used by all the melee classes . Meditate would become a skill that all the melee classes could use, with the exception that TKA's would have a faster & more powerful version of it. TK's would get appropriate looking clothing. As a male character, I find it too difficult to buy a "Dress or Smock" & wear it in order to get the right look for my profession. Only Tk's & Pikeman would be able to do KD's. All melee classes would be able to run faster than the other classes because of not being able to wear armor with a only slightly faster speed to TK's because of no weapon to carry. Ranged classes would not be able to hit melee classes very well while running & shooting their weapons( like 2-3 times out of 10), with the damage done only like 20% of their min damage (example: hit for 20 instead of 100 damage). This would take care of the "kiting" issue. Melee weapons would have their own proffesion. They would start out as a "Street Fighter" as a example and move thru their own trees to become a < Insert Martial Art Sounding Name Here > Master same as us. All melee would have the same defensive skills.All Batons includingStun Baton would move to Pikeman. Fencer/Sword would combine into one line and a new line would be added. This new line would use knives,shurikens,nunchucks, poison darts,etc. . All skills/mods for ALL Melee(this includes TK's) would go up in power/effectiveness as you level up the trees. And lastly everything that is now broken to be fixed & working for all melees.
Selwynn
Sun Dec 14, 2003 1:27 am
#67

I think we are balanced as it is - well perhaps balanced isn't the right word. I think our class is where it should be. I think other brawling professions should be brought up to our competitive level.



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

vaderbaiter
Sun Dec 14, 2003 5:23 am
#68

basically what we are now, the masters of fast light damage at the expense of defensive bonuses
FaceMan
Sun Dec 14, 2003 9:51 am
#69

Yes Mister Heavy I would give up all AOE (Spin) attacks, for anything else long as its not another AOE attack.


vexingthought
Sun Dec 14, 2003 4:34 pm
#70








lupto wrote:


If anything were to be changed I would have no problem with making a TKA unable to wear armor. NOTE: this change would be rather drastic since it in essence even when not in combat as a TKA, like myself who also uses pistol to prevent kiting in PvE, the TKA would not be able to wear armor. I would drop pistoleer and switch to a non-combat elite profession if this were to take place but I don't see it hurting me that much as a TKA as long as our melee and ranged defences as well as toughness remain high.




This is an easy problem to fix. Just make it so that we lose a lot of our defensive bonuses when we wear armor. Make it so we have all those nifty dodge, melee/ranged defence, melee toughness and status effect defences and make them good. However, if we put on armorhavethose bonuses cut/turned off. This way TKA's with other combat proffesions don't get hosed.




_________________________________________________________
Carbineer: Just when you thought it couldn't get any worse

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Morik
Sun Dec 14, 2003 5:01 pm
#71

Oh yeah, i left this out... If a pistoleer or any other ranged professions allow us to close to friggin 6m (neglecting the basically useless lunge) then we should totally obliterate them... I shouldnt get kded by a pistoleer as soon as i get close because he has good armor, and I cant kd him due to his massive resists. If you are ranged, you should lose to a master of melee at point blank... and quite easily, as we do to all ranged at any range.



Nal Do'Urden - Teras Kasi Master (Pre-Boost) - Master Architect
Shop at -3240 750 (Kintan Naboo)
If you dont find what you need, send in an Order.

Former Master Bounty Hunter
Former Master Smuggler
Former Master Doctor (Pre-Boost)

Thank God for all of you non-FOTM TKMs
MasterOfCombat
Sun Dec 14, 2003 5:53 pm
#72

I'd prefer to keep high speed with a slightly lowered damage. Honestly i like AoE attacks, and the animation for Spin Attack 2 is awesome. I think, like many people, that our strenght should like in status effects and debuffs and NOT damage. I also think that our status defenses and Defensive Acuity should be higher, as it is it's only +96 (and not working) as opposed to the other melee classes which have 100+ at Master. I like the idea of better abilities without armor, although maybe its just my irritation with PvP when i see other brawlers running around in those friggin ugly Ubese helmets. Especially TKA and Fencers, since traditionally those styles of melee favored agility over power.



Tosedred -
Teras Kasi Artist 4000 |
Master Swordsman |
Master Brawler |
Master Pikeman
ArkMindSpear
Sun Dec 14, 2003 6:26 pm
#73

i posted this in pikeman....






here is where i see everything, becouse i know you want to know so much.


TKA-Status effects, decent damage, able to target multiple things, defenseive,basicly your "jack of all trades class". They can kinda do most stuff that the other people can, but master vs. master should loose.


Fencer- Fast as hell, accurate, light damage, wiley(dodge), Extreamly low ham costs. Like 40 for hit 3. But their damage is what suffers. They do a little less than a TKA.


heavy sword- Slow, brutally damaging, Highest DPS by alot. TONS of woundage. Terrible defenses.


pikeman- i mostly agree with antares here. Pikeman should do great deals of damage but probably only 3/4 or 4/5 of what swordsman do at ruffly the same speeds. Area masters, and knockdown masters. I think both sweep moves should target action all the time. we should be as at home fighting multiple enemies as we are fighting one. A good defensive move might be, we can't do special moves for the duration of the move but we can only be attacked by one enemy....thus keeping several tangled up withought killing ourselves or making us overpowered. But while not in a defensive stance we are decent damage dealers and have good defenses....maybe our toughness should be low but our melee defense should be really really high. And make it pikeman melee defense, so people don't dabble. i also think taht our KD timer shoudl be lower, so we can knock down people a little more often, like maybe 15 or 20 seconds, but that isa touchy issue.


i just got final fantasy X-2...so instead of thinking about this and fleshing out my response....i am gonna go....good luck, give those devs hell!






I would like to add that TKA should hover between AR0 and AR1, fencers should be about AR1, Pikeman should be about AR1 and AR2, and Heavy Sword should be AR2 and Ar3.


TKA should keep meditate exclusive to their class, and be very complex, The better teh player the better the TKA, instead of KD+DIZZY+Hit3+Hit3+Hit3+deathBlow.....A VERY GOOD tka should be a very feared thing. And tka should have the ability to change to multiple styles.


toughness should start highest at TKA, but you guys shold have lower melee and ranged defense. next down would be swordman, and then pikeman(becouse we use a stick) and fencers becouse they are dainty


thats all for now...back to FF




My vision for TKAs....
http://www.imagedump.com/index.cgi?pick=get&tp=68040
antares_Kauri
Sun Dec 14, 2003 6:58 pm
#74






MasterOfCombat wrote: I also think that our status defenses and Defensive Acuity should be higher, as it is it's only +96 (and not working) as opposed to the other melee classes which have 100+ at Master.




TKA is the only class with defensive acuity. You're thinking about CoB, which all melee classes, including TKA (+105), have. In addition, TKA has defensive acuity.



antares


master pikeman




|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
PermaSt0ne
Sun Dec 14, 2003 9:07 pm
#75

i see the purpose of this post but i do think it has low usefullness. Most of the TKA's think that their proffesion is just fine because they have no beef with it. They basicaly kill everything at TKM so mostly all you will get is " i think our perfesion is fine". You should be asking the other classes what they think TKA's should be because ours isn't as efficient as theirs, not as "balanced" as theirs, and we can see the huge diffrence between our class (swordsman, pikeman, fencers) and the TKA. Before you start flamin ask yourselfes, what do you see when you look at our classes? untill recentaly with the CoB for fencers who turn in to god for 30 seconds TKA could beat us all down in a second and they mostly still can. SO honestly you guys can't see that you are overpowerd compared to other classes? i put "compared to" in bold because you guys arn't overpowerd in the game, you guys are in the right spot but the other melee proffesions are below you (way below you in the pikeman area) and we need some lovin from our devs *hint* *hint* Like Mr. Heavy said, we all should be at the same level.


Oh, and to the TKA's that say "we should be tanks", well if you guys are tanks then what the heck are the swordsmen and pikeman supposed to be eh? ALL brawler proffesions are supposed to be tanks just with diffrent weaknesses, strengths, and specialties. But in the end we all are on the front lines takin all the damage.



Just my insight and please read my post a couple of times over to really grasp what i'm trying to say, and then you can "flame" which I don't mind (infact i incourage it) as long as it is inteligentandinsightfull and not some 9 year old complaining that i'm insulting their class.




Saatu Naza
~ Master TKA / Master Heavy Swordsman / Master Medic ~
~ Not all who wander are lost ~

ArkMindSpear
Sun Dec 14, 2003 10:12 pm
#76

I agree with the last posts.


I don't know about tka and fencer. but i think it is clear that in the end the damage doers should be swordsman, beocuse honestly, thats ALL they are. A swordsman is not, nor should they be complex. No real defensive skills here.


Pikeman i belive are for keeping goups of people busy and range. and since we gaurd ourselves with a big stick, it seemes to me we should have the most defense. Not nessecarily toughness. Just hard to hit. Hard to get past the stick to us.


TKA on the other hand use their bodies to enflict harm. this makes a person tough. so toughness should be at its highest for them. I think it would make sense and be the intention of the DEVs that TKA be the proffesion you use to attack weak spots. Be it status effects, hitting the weak pool of HAM, or using the right tool for the job. I think that tkas might be a low damage doing class in general, but maybe they could have all sorts of different knucklers.I am not sure how acceptable this would be for current tkas though, since you would not outright own.





My vision for TKAs....
http://www.imagedump.com/index.cgi?pick=get&tp=68040
Tatho-Corbantis
Sun Dec 14, 2003 10:46 pm
#77






Dynastar wrote:

It's niche is fighting no armor/light armor opponents and dealing alot of damage quick. TKA's are the sprinters of melee.






Lord. I played a Wizard in EQ for 3 years and just realized I picked the same thing in SWG
TechnoHic
Mon Dec 15, 2003 5:36 am
#78

Ok, Im still wet behind the ears in TKA, but figured Id share what I think should be for TKA. And I dont know much about how it is now so you can look at this from an outsider looking in.


I think TKA should be the fastest for one, since you have no weapons equipped asside from a VK. Lighter is faster.


2. Fast should not be limited to attack speed. TK should be the best in dodging, and hardest to hit without blocking. Blocking I say goes to the other meleers.


3. Since the only weapon is light, and fast, the HAM cost should be greatly reduced on VKs.


4. In perspective of true TKA, meditate skill, while good, should be better. Feels martial arts like. Needs to help regen HAM quicker, at meditate 4 you should be able to counter the damage that any DOT is doing to you while meditating (including burn, poison, disease) through regeneration at least till it goes away.


Thats what I think of when I think of TKA. Once again I am new to this board and just stating my oppinion which isnt necessarily right. No offense meant if any taken.




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