Teras Kasi Archive
Thread: 2nd Teras Kasi report submitted..
TedTschopp wrote:
Here is a thought on how to fix the TKA.
Focus on the A of the title. We are Artists. What we all want to be is a Teras Kasi Warrior. I suggest that when Elite-Elite professions are rolled out, that the TKA get's a new elite-elite profession called the Teras Kasi Warrior. Then all the defensive andoffensive skills we need to 'fix' our class can be rolled into that new profession. So here would be the four tracks. Track 1. Defensive.(blocking and hardening, reduce health costs for all manuvers) Track 2. Offensive. (Focus on attacks while moving, recude Action Costs for all manuvers) Track 3. Exotic Weapons. (Each level gets a new weapon) Track 4. Mental Techniques (reduce Mind costs for manuvers)
Then when this is done you can modify the TKA tree a bit.Meditation could then add a skill which would be like the dancers flourishs where a TKA could meditate/practice his skills by doing a martial arts routine. So the Artist who is 'meditating' would /startTKARoutine and then perform the manuvers of the TKA to put on a martial arts show. XP gained would be like the dancers/musicians track, you would get reduced unarmed combat XP for doing each manuver you did along with med. XP (like Music and Entertainer_healing XP). Now when you get to TKW you can no longer use the XP from meditate manuvers to advance, the only way to get XP for the TKW would be to defeat someone/thing in combat.
Of course this would all need to be balanced, but this approach is a lot more realistic towards a martial artist/warrior as well as fixes many of the problems with the TKA tree.
Are you a SOE operative in disguise? Why would I want an EE profession to fix my already broken E profession? You logic is absolutely wrong, if EE makes me as good as an E, then other EE's are gunna woop my butt and we'll all be in here crying about it after we all realize it.
Duka_Duka wrote:
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I'd like to put an end to this, "don't bring a knife to a gun fight" crap I keep hearing.
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This code was brought tp fruition through EXTENSIVE research, as it has been determined that within 21 feet (7m) the assailant can cause a deadly blow with an edged weapon BEFORE THE OFFICER HAS A CHANCE TO USE HIS FIREARM.
We are not talking about a person trained in edged weapons....the studies were done with average criminals, most of which have never had to use their weapons for a purpose other than to intimidate.
Dude, shut up! we cant use knives..
Streetracer81 wrote:
Javi there is no way to fix that. If we can catch them and kill them then they dont have a chance to beat us. The stick can only go one way, there is no way to make it fair 100%.
But again I dont care about pvp much.
Ptthh.. If there's a problem it can be fixed. You just arent thinking hard enough.. I've got some posts in last weeks issues list on this very subject, and I've at least convinced myself that there is one way to even the playing field and doesnt require adding or nerfing anyone.
TheDarkTrumpet wrote:
In response to #2:
Maybe instead of worrying about a player picking the best of each profession, make a certain profession 'cancel' out another profession. For example, lets say TKA's can not be Pistoleer, or carbine, Rifleman, etc. Maybe make it where there is a clear distinction between melee and ranged weapon combat players...or at least limit it heavily (like marksman only, no elite ranged if TKA).
Just a though, ideas?
-TheDarkTrumpet
Dude. You wasted your time even thinking this. Do you realize that 90% of the TK's I see are TK/pistoleer or TK/rifleman combos? In the words of george bush #1 "Not gunna do it!"
Yeah, we are that way because we got PVP screwed, but hey, I'm just taking the other skill rather than wait on the dev department to fix it, because, knowing them, they'll just say that TK should take pistol or rifle to even out their pvp abilities.. but thats also dumb because if that is the case marksmen should take melee to be able to beat a melee fighter...
SOE I believe is trying to make almost every class about as level as possible, so there aren't people who decide to pick the 'best' of every thing out there (picking the best attibutes from the best classes, and trying to roll out a really big character). I believe that because of this 'thing' people do, trying to become the best available combination and obtaining a 'walking army' status is why nerfs and other problems are existing.
The best way that I could come up with, without causing too many problems, is to limit the amount of combinations between the most 'elite' professions. Instead of nerfing them until we are walking around with our little nerf guns and nerf gloves, they should give people a choice. One or the other, but not both. Why should one have a clear advantage at both ranged, and melee combat? Why should the bonus given from TKA be used with ranged players? That's the problem that I am seeing now. It's hard to remedy the situation with variables to decide what bonuses people get and what they don't when in a fight. SOE should limit the combinations one can make.
This is why I think my solution is a bit more valid than the nerfing that they are currently doing. Instead of making the elite professions the same, pick one...or the other.
First Thunderwulf for you energy and time you are spending on our issues of the profession.
I think I am one of the oldest players of the game, I am in my 50's. Have study martial arts for some time now. I would like to see as we progress up the profession trees, a lower ham cost to special moves of the profession. I have seen some Masters in their 60's toss opponents over 200 lbs with ease, with very little effort, and with a natural movement without energy lose. As a Master should be able to doing multi-movements and with the deep understanding of energy flow.
As far with the armor issues of opponents, the body parts are connected at weak joints and are easy to break or put in a most discomfortable position. Where are the locks or restrictions that a Martial Artist has to pen movements or use of weapons? Talk of knockdowns are a lot harder then to do movements restrictions. They are fairly easy and a small woman can lock a large mans arm to a point with a slight movement can cause severely pain. These are not unreasonable compare to someone with a rifle or pistol 45 meters away from you. We are talking about the 5 meter radius of a Martial Artist. It is within the scope of Star Wars movies and stories. I can hold you in a position until I decide to let you go or have someone hits me to where I have to let go.
Concentration and clearness of mind is produce from a Master with mediation. Increase ham lines and lost of ham performing moves would be the results of doing so. The more we are able to hold our Center of Energy, the less effort and ease of performing movements are the end results.
With the skill cost and time it takes to become a Teras Kasi Artist, a player has shown his effort and proven his true goal. Within a 15 meter radius, there is nothing more deadly then a Martial Artist Master. They may get two bullets in us before we reach them, but look fool when we get within reaching distance. The DEVS should keep within the true Star Wars story line, and treat the martial artist as a true combat opponent.
Now this is just one mans feeling about this, but please do not destroy the game concept about Star Wars.
Very nice, just adding
VK range, 5m is not enough
Unarmed Lunge, No timer
ok first off if they nerf this skill any more im gonna have to bail on it i jsut cant take it......
as for meditate XP i would LOVE that cause i dont get that great of a time in the hospitial
i would also like the meditate to heal minds because teras kais get asked to duel alot so the ppl can say they 'have beaten the master of melee' in realilty i got beat by a fencer in 30 seconds which dosent make sense
i aslo want LESS DRAIN ON POOLS and MORE DAMAGE
OK I'm only a novice TKA so have very little experience withTKA so if I've got anything wrong here please excuse me and disregard.From what I have seen so far with unarmed hit 2 our specials all go to random HAM pools, which to be honest is a pain, because I can take stuff down faster with an OK pistol spamming bodyshot 2( a much lower lvl skill and HAM costs). To counter this I'd like to see the precision striking tree changed slightly. Instead of just doing a hit for X damage when you hit one of the precision specials I'd like to see a non damage switch put in place that makes a large portion of our normal and special damage go to that HAM pool.
So when you do /unarmed body hit 1 it does no damage takes HAM but all special and normal hits from then on go to the healthpool until a different HAM is selected or the option is turned off.
This is just an idea and may be overpowered but I'd like to be able to do an unarmed hit 3 to the mind, body or leg.
I just became a TK a few days ago and I hate that when I use to VK's the I have trouble hitting creatures at 4m away,but if I take the VK's off I can hit like 5m away. I think that it should be the same distance as if you wasn't using the VK's. This makes the TK profession less exciting for me.