Teras Kasi Archive
Thread: What do you want TKAs to be?
TK SHOULD NOT BE ABLE TO WEAR HEAVY ARMOR.
We get that feedback from a lot of people here... Think about how dumb it is for a nimble martial artist to use heavy armor in combat. Yet every kiddie out there who is TK is buffed and wears compoiste. Find a way topreventTK from wearing armor, and you will both balance the class and get rid of people who want to be TK just for the sake of being UBER....
I agree with most of the points but... I feel TKA should be left the way we are.We seem effective again now.BUT!! FIX pikemen they need love. Up pikes speed and damage or something
We should be the fastest.. But honestly, they should leave TKA alone COMPLETELY (apart from bug fixes and some of the moves that don't work.). Andthen balance the other classes around us as the rest of the melee proffessions really need the help.
tka should have their speed caps released in exchange for less power.
i think fencers should lose their defensive bonus and given more offensie powers and we get the higher defensive bonus. I mean, you block with a sword, the sword trains it hardness, you block with u're body, u're body gets tougher. Not to mention, tkas were supposed to be the tanks of the game.
specials, our specials should be lowered in cost since the power is reduced.
kd should be removed since its completely useless now against anythingbut low level mobs. i mean its pretty **edit**ty that they flip up and hit you once, and then fall down.
unless theyare going to fix kd to where it might actuallykeep them down and prevent them from hitting players.
ourcob and damage mitigation should be the highest, alatank we supposed to be
move thehealing to master tka and move powerboost to master med.Move force of will toadv med.
um....oh and we shouldreplacecombo 2 with some kind of delay for ranged users. maybe a short throwing weapon which causeranged to be delayed. perhaps disarm. iono, this is just a fancy
i don't believe tka should have their passive skills be taken for granted by other classes, so they can have some of the best advantages we have.
thats why i want the med line changed
oh and sorry about the spelling errors
I fully agree... I think that to justify the fear others have of us we should have to go through hell to get it. My friend has been here since the game began working towards BH, on the other handI started a month ago and am at 2 1 4 3 tk. I'll master way before him and all he needs is investigation 4. I we make that change i'd enjoy the challenge.
get those flamers ready and the pilot lights lit.
this just hit me as a possible idea.
you know how those AT STs work now? how they can only attack rebels that are overt? NPC or PC?
make us the same. were balanced now. although i dont feel the deffensive acuity works, so fix that and were all set. but on the AT ST thing, how about weare allowed to chose a path at novice TK, one of them is the current path, the other wecan only fight other TK's and Jedi or any force sensative NPC?
sounds weird, yes, but think about it. it could eliminate dabbling, as XP would be crazy hard to earn, cause wed have to kill NPCs all the time. TKs in this different 'path'would have to train in different areas than just trainers in a city. and our trainers could be undercover. give us quests to become a TK once we find the trainer, have unarmed 4 and the XP needed for novice TK, and to help in terain Negotitation master scout is a prerequisite. wed have to complete the quest to get trained in novice by that trainer. jedi the same, theyd have to craft a lightsaber and kill something or other. up our damage a little bit, maybe to +350 at master. remember, we are only attacking other TKs or force sensative NPCs. we cant engage in other combat. and make that path at TK a total useage of skill points. youd have no more left, be totaly dedicated to forse sensative NPC combat and quests from your teras kasi trainer, and not be able to attack a agressive mob, unless it has something to do with the force, or a quest. if the TK on this path is agro'd, the only thing they can do is run and hope like hell to live. but the agro mobs would be so bad, as a teras kasi in this path would have different bonuses. they would be larger, like more melee and ranged deffenses, more deffensive acuity, more equilibrium, more damage, and increase melee toughness from 57 to 65 or 70 even. those forse sensative NPCs hit hard! they would also have a small ranged toughness, something like 25-35% absorbed, minor, but would help keep from dying in one shot.
basicaly, put together something like this, answer the call to many people out there who want to roleplay there teras kasi as a force sensative hunter/killer. or protector. just like jedi, your either dark, or light.
to those thinking, WHAT!? he cant be serious, is he HIGH?!
no, i am. wed have quests, tho those who chose to devote themselves, wed be limited to combat, thus not be overpowered (as we cant PvP except with our equals) and cant attack a regular mobile unless somehow it has a connection to the force.
this would also emphasize roleplay, as people who travel to dathomir, with all those nightsister baddies, and those force sensative guys that pop up now and then, could hire or bring a teras kasi whose chosen this path with them as a means of some better protection against these strong NPCs.
i dont think many people would take this profession on, limiting how many exists, similar to jedi, people would be happy, and this would eliminate some dablling (as it costs all remaining skill points).
well? thoughts?
Yup.. I vote 'your high' on that one...
you cant enforce the way people want to play the game like that.
But with that said I would like to also offer an alternative way of approaching this topic...
I would like the TKMs to be elite. There should be a line drawn between Dabblers (which I think is perfectly ok to do) and those who Master the profession. Assignment to a Dojo or Specific TK missions (quest to become master) would be a neat interesting RP element. But again I struggle with this because SOE should not _force_ me to RP if I don’t want to.
Moving a higher percentage of our total stats to Master would be a viable solution to separate dabblers from Masters...
As for Dabblers... What Samaria has not learned a flavor of Karate? It is completely appropriate that TK is the most dabbled class of the Brawler kind and for that matter a great complement to ANY combat profession. I think that it should offer more complementary specials like meditate. I think Warcry2 and Intimidate2 should be TK skills in a tree or trees other than meditate. I think an AOE Intimidate should also be offered in that arena. This makes Armor not as necessary without boosting toughness.
With that said I will repeat that:
Moving a higher percentage of our total stats to Master would be a viable solution to separate dabblers from Masters...
OK… My proudest moment as a TKM came when I beat a fully buffed, fully armored TKM when I had no buffs or armor. I was the smarter player. I want TK to be a hard class to be good at even at Master level. I would like people to run around saying… ‘dam, TK is a sucky class’ while us elite _players_ know how to utilize the trixy tools given to us to defeat our enemies.
I think we should be lightning fast so we can stack our defuffs and specials on.
I want our damage basic low and our HAM cost low as well while fighting weaponless.
I want our fights to be driven by specials and to be over quickly (win or lose).
I want the separation of those who dabble and specialize to be great but I still want dabbling to be useful.
ie Dabble up meditate and meditate is useful.
I want people to see TKMs and not know if it is a useless newb or one of the elite killers.
This is what I want. I would like to see the TK Master profession to separate men from boys.
Well, IMO - one certain melee profession shouldnt be the big damage dealers, you could have even DPS - Tks would have speed, fencers slightly slower, but slightly more dmg, 2 handed even further slower, even more dmg, pikes slowest but also hardest hitting - in the end the damage output could be the same.
Besides that TKs I would like to see as some sort of one on one tank, with single hitting debuffs and damage hits. Leave bleeds for the other professions, we have done well without them.
Instead of using massive armor, get us some more equilibrium, natural evades and a pretty good toughness, make us the evasive kind of tank. Trying not to get hit, since we do use no armor, and do get hit - we tend to be a bit tougher than the other brawler elite professions.
Pikemen - they could be the crowd controllers, might throw in area KD, area action bleed as well or something in that line.. they should wear armor without restrictions
2 handed, I am kind of lost in this profession
input their charactaristica here hehe..
fencers, same as swordsmen..
My point here is, no one needs to be the uber damage dealer, no one the uber tank, we can be tanks and damage dealers all of us, in different ways.. TKs so far are good for the quick drops, but if the fight takes a longer time, you are pretty much going to spend some time medding up..
I think it is sad to see on the other forums that everyone thinks us and commandos should be nerfed, instead of "nerfing" they should change it slightly, but where they take away something, remember to give something in return. As a CH people might say I was nerfed, I feel I got the ability to tame higher level mobs, I might not be as strong as before, but I will have more fun I think..
Just remember, think creatively devs ![]()
Not all melee should be able to tank large creatures. I think that if any should it would be pikeman, then the next closest would be tka.
Swordsman are clearly the damage dealers, not alot of defense there. Not alot of unique specials either. They are there to do damage, and that is exactly what they do, and TONS of it. No melee or ranged defenses or counterattack.....maybea great deal of toughness
Fencers i am not compleatly sure what to make of them, "role" wise.....dodging isn't fun. Maybe fencers should be a little longer range than most everyone else and have lots of status effects, speed, and low ham. Very accurate. low defenses. not really any toughness, but lots of evasive skills(melee and ranged def. and dodge).
Tka- should be the everyman proffesion. Usefull in every situation, but for any specific job there is probably a class more suited for it. A good deal of status effects, light damage, good deal of toughness and evasive skills. They could have AP3 but have a low base damage to compinsate, so they will not be usless against tougher MOBs, or overly damaging to lesser MOBs. I really think if you guys had AP3 or AP4 but no +250 damage you and everyone else would be happier. Becouse of the low base damage you would be doing about the same damage you are now to things with AR0 or AR1, but higher up enemies with AR3 and AR4you will still be able to do notable damage of maybe 1K or so with Unarmed Hit 3. I think this is a solid idea and you guys should think about it.
Pikeman- I think it is the general consensus of the pikeman board that pikeman should have two basic strengths or jobs. #1 is a defensive role, when we use our staffs we act as a blocker, and tie up enemies whithought dealing much damage but nto taking alot either, high defenses in this state. #2 Heavy hitter- when we would equip or attacking weapons(Long Vibro Axe and Vibro Lance), we sorta switch over to harder hits and not much defense. Not as strong as swordsman maybe about 2/3 damage at ruffly the same speed.
I was thinking it might be good for pikeman to have a move where while in our defensive stance, we tie up enemies with a move called "defensive stance"that what it does is......when we fight multiple targets, only 1 for every three that attacked us could actually connect with hits. Or maybe just 1of how ever many. With the 1 of 3 way it would be like if figting 1-3 enemies only one would be able to hurt us and the other 2 would be blocked, if we were fighting 4-6 enemies only 2 could attack and the other 4 would be blocked constantly. This would not protect against ranged attacks. And we could not use special moves while in this stance. This move would last untill we moved our character or were inccaped, but not timed like CoB.
what do you guys think?
And please, really think about what i said, i put alot of thought into it and i feel these are some sound ideas.