Teras Kasi Archive
Thread: Why should we get an additional damage type? Dev's want to know.
Ok so say we get a different damage type. Of course not stun or restraint cause that woiuld cause insane uproar over us being overpowered, but say they give us energy VK. Ok so now we can somewhat sompete with melee armored monsters, because now they actually have to analyze us to decise how to fight us. the thought now is "I'll run away and bleed them until they finally die" ok simple yet true. Now we have a different damage type this is the thought "Ok now I need to burst run away cause if they catch me I'm dead" ok a bit better, but still does not solve kiting.
Ok so a REASON for giving us a different damage type is to break the mentality of ok time to put on my kinetic armor now, because that TK won't do anything but KD/Dizzy. If we get a different damage they will have to think and not just run from us. Not only will that be the case we can then insert new attacks for the different VK thus creating a TK with versatile fighting styles. This is what makes the game fun. I'm not gonna say anything about kiting cause I've learned that the devs are not going to fix kiting because they think that kiting is what makes ranged better. So in the least we hsould have a different damage type to compete with the DOT's that EVERY other class has. On a side note, Why are we as suseptable to KD/dizzy as everyone else when that's our main attack?
HAIDO-KEN! *FWOOF*
that would rule.
why do you want it? if you don't have it, you can say, "yeah, i only lost becouse i couldn't do anythign but kinetic damage, and since my proffesion is ownzors on your proffession, it is the only reason."
I think wether or not tka get a new damage type depends simpy on how powerfull you are withought it, but you shouldn't get restraint type. Seeing as restraining something sin't what i like to call...damageing....go look the word up. It isn't a type of damage, unles syou are fighting some one who gets hurt if tehy arn't moving.
but what do i know? and what would it matter if i did know?
Only reasonable way to do it for what I can tell is that we should get new type of Vk or change current vk's to deal different damage type than it's now. Restraint seems fine in theory but implementing it... Why everyone wants to have stun damage is simple - composite armor. Yes it sounds sort of reasonable but I'd rather take something else which wouldnt cause so much trouble with other professions. Cold, acid would be quite different enough and doesnt usually pair up with high kinetic resistance mobs.
There is argument that tk should be unarmed but anyone who dislike weapons can ignore them. If we would get new weapon wether it's vk or not we would have HAM disadvantage while gaining AP1 and different damage type. Relatively easy to implement as well rather than have dual damage nature on unarmed.
To all who say we want stun because most composite is weak to it I say this: not this TKA. I want stun for a few simple reasons.
1)I DON'T WANT A NEWVK. I like many other teras kasi think it's a load of crap that we have to rely on VK's at all and I don't want another one. Problem with this is that there is simply no logical damage type that bare fists can do except stun. If you can come up with a damage type that doesn't require a new type of VK I'll support you 100% but I can't find one.
2) STUN MAKES SENSE. A martial artist is going to know how to hit your vulnerable spots and that should logically cause stun damage.
Now as I've said before I know stun damage is powerful. I think we should really be getting cold damage since it wouldn't be overpowered and cold damage is severly underrepresented having only 2weapons in the game do cold (the Sg82 rifle and cyroban grenade).
Okay as a few other posters have pointed out there hasn't been much talk about why we should get a new damage type, well here are a few reasons off the top of my head:
1) 70% kinetic ubese stops me dead. No other class in the game can be stopped by armor as common as ubese. Notto mention all the sets of composite which have been layered up to 80% on kinetic too. All someone needs is a suit of that and I am one dead TKA.
2) There is no strategy in being a TKA. I don't needto plan out what damage type to use on the mob. All I have to do is look at a creatures kinetic resist, if it's too high oh well time to move on. When I was a pistoleer I used to carry 6 different pistols on me so I had the right tool for the right job. I guess I want some tools put back into my arsenal.
3) Related to number 2 is that there are also many things with near 100% kinetic resist which I can never participate in hunting (ie some kungas and night sisters).
Well I for one don't wish to see different damage types, as I am not happy with the idea of dowsing my hands in petrol and setting them alight just to get a fire attack, and how long does anyone expect there precious VK's will last if you keep soaking them in acid.
I do feel that there shouldn't be any creature out there that has a 100% kinetic resist when facing a Master TK. No armour has ever been a hundred percent proof against attack as there are always weak spots especially if you want mobility. The TK master should be given an ability, that when activated,will signifcantly reduce the enemies resistances to their blows. This wouldn't effect every blow you land against the enemy, so you could be unlucky and find not one hit has got passed the resistances or be extremely lucky and find every hit has beaten past the resistances. The average would be more like one or two blows getting through.
Poke em in the eye and kick them in the nuts, they will soon learn there lesson.
As to the cost of using the ability, either one big hit to mind or a small hit to all three bars.
ok...
No additional damage type...
I want a master level skill that forces a peice of their armor back into their inventory when succesful ![]()
We dont currently have a stackable block,dodge,couterattack and lets not bring up defensive acuity because we all know that doesnt do squat.
My own take on this is as follows:
Rather than have us rely on weapons which do a different damage type, give us a debuff restraint attack (headlock, armlock, etc etc) which whilst active turns all further attacks into a different damage type (eg Stun or Restraint). This could be combined with pinning and holding the target, giving to-hit bonuses and preventing them from escaping until the effect wore off.
I understand this would make this extremely powerful when in a PvP one on one situation against a ranged player wearing composite armour, so I'd recommend the following balancing ideas:
Make it ONLY effective against humanoids - The day I see a TKA take a Rancor in a headlock is the day I quit!
Give all 'external' attacks (not originating from the held target) against the TKA a LARGE to-hit bonus, to represent that the TKA is also reduced in mobility during this time.
IF still considered too powerful, perhaps even make it attack can only be done when COMPLETELY unarmed. I'm in the 'unarmed should mean unarmed' camp, and this would gives us a good reason to not use VKs.
- Jherad