Teras Kasi Archive

Thread: TK was never meant to be a damage dealing profession.

TravonLepen
Mon Aug 15, 2005 7:50 pm
#1


period. This came directly from the combat upgrade chart and profession explainations. My thoughts are in red.



Professions and Variety
These changes to the combat professions provide a much better role definition for each of the combat professions. Group and solo play are both enhanced by enriching the professions with these new ability assignments and most importantly, these changes make "profession stacking" a strong game challenge. Profession mixing is an exciting choice that players can use to personalize their characters and make them more unique and effective in combat.


So, according to the devs, No one profession is designed to be able to do everything on it's own. To help promote the group concept each individual person has to choose their role and the group will decide how to best utilitze each person. While you may not like the fact that we have to take swordsman to increase our damage capabilities, it is part of the game's design. The CU gives everyone the ability to create a template that they want.





Swordsman
Primary Role: Close Range Damage Specialist
Secondary Role: Melee Tanking (Mitigation)
Offense: Very Strong(5)
Defense: Moderate(3)
Crowd Control: Minimal(1)


The Swordsman is the heavy hitting melee damage dealer. Up close there is no one that can dish it out like a Swordsman. The Swordsman has decent defensive abilities but is unable to hold out for the long haul.


The Swordsman is the close combat equivalent of the Rifleman. They are much less about stealth and tactics and more about raw brute force. Swordsman abilities are all about increasing damage output and delivering powerful crippling strikes.


Swords is all about offense, this has never been disputed.




Fencer
Primary Role: Close Range DoT Specialist (Damage-Over-Time via Bleeds)
Secondary Role: Close Range Crowd Control (Position Control)
Offense: Strong(4)
Defense: Weak(2)
Crowd Control: Moderate(3)


The Fencer is a lighting fast attacker who specializes in hit and run combat. While Fencers have fairly weak defenses making them less than ideal for standing toe to toe with their opponent, they will employ many abilities that help them reduce their need to stay within range of their target.


As a primary Damage Dealing profession Fencers will have damage output second only Rifleman and Swordsman, however their attack style is very different and unique. Their defensive abilities will end up being very weak ensuring they must rely on hit and run tactics. Basic Crowd Control abilities support their role as hit and run combatants making them a very potent damage dealer in combat.


Profession Mixing Tip: Because of their weak defensive skills Fencers will benefit greatly from additional defensive skills from Teras Kasi or Pikeman or a player could choose to widen their offensive arsenal by adding Swordsman abilities.



Fencer is also about offense, but in a different manner... more hit and run, they rely on TK for extra defenses.


Pikeman
Primary Role: Melee Opponent Control (Attacker Modifiers)
Secondary Role: Melee Crowd Control (Attacker Control)
Offense: Weak (2)
Defense: Strong(4)
Crowd Control: Moderate(3)


The Pikeman specializes in controlling and tanking groups of opponents. In addition to a generally strong defensive ability the Pikeman has the ability to significantly reduce an opponent's combat ability. These defensive abilities combined with some good area attack capabilities make the Pikeman a strong combatant.


Profession Mixing Tip: The Pikeman tanking ability is mostly based in their abilities reduce an opponent's ability to deliver damage. This ability combines exceptionally well with other defensive profession abilities such as Teras Kasi. A Pikeman who is not specialized in defensive skills is still extremely useful in a group situation as their ability adds perfectly to the defensive skills of other players allowing them to stay alive longer than they ever could on their own. While Pikemen are not by default powerful offensively they do get extremely useful utility abilities and area attacks that when combined with other offensive professions skills, like those from Swordsman, allow for some devastating combinations.



For those who have complained that pikeman are do more offensive damage than us... Seems that the devs were already aware of this, and I quote for emphasis "While Pikeman are not by default powerful offensively they do get extremely useful utility abilities and area attacks that when combined with other offensive professions skills, like those from Swordsman, allow for some devastating combinations."







Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate(3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)


Teras Kasi Artists are experts at avoiding damage. TKAs have several utility abilities to further help them survive standing toe to toe with the most powerful opponents in the galaxy. Their damage output is only moderate however making them less than ideal for taking opponents on their own.


If you don't understand yet, please read the last sentence again. We are NOT meant to deal damage, no matter what that "3" for offense says. It isn't like we have horrible damage like some members of the forums would have you believe, they just want MORE.


We get utility abilities to help us stand toe to toe with high end enemies: ICoB, Dizzy Attack (which lowers opponent's defenses) Knockdown, which prevents an opponent from attacking, as well as adding an damage modifier.


"Less than ideal for taking opponents on their own." Teras Kasi is a defensive profession, if you want to be able to do more damage, learn another profession.







It is quite apparent that




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- Make no MYSTake, the Bears are going to the Superbowl!!

TravonLepen
Mon Aug 15, 2005 7:51 pm
#2

Just to show you this info came directly from the devs



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- Make no MYSTake, the Bears are going to the Superbowl!!

Riemei
Mon Aug 15, 2005 9:52 pm
#3

The only thing thisproves to meis thatthe left hand of SOE has no idea what the right hand is doing.


"While Pikemen are not by default powerful offensively they do get extremely useful utility abilities and area attacks that when combined with other offensive professions skills, like those from Swordsman, allow for some devastating combinations."


Rubbish! Pikemen don't need anything from swordsman, or any other profession, to be combat effective on their own. They have everything they need to deal damage in their own skillset; improved impale and improved leg hit make their offensefar superior to ours. They get intimidate, warcry and an area KDas well. Why, then, is our usefulness so limited?


Pikeman is a standalone profession,swordsman is a standalone profession, fencer is broken, and the only thing TKA is good for is icob. Why? Why do I have a mastery box here that I get so little from? Why can a swordsman or a pikeman toss out a couple dozen skill points and pick up the best ability I have in my entire arsenal, making my mastery completely redundant? I wouldn't even care if I could justdrop20 skill points and pick up head hit and advanced armour break or something, but I can't. Dizzy attack? You must be kidding me; it's not even worth spending the combat turn to apply the state, it'd take thirty hitsto make up the damage lost by using thestupid thing. Knockdown? Ihad that as a brawler, for God's sake.


Spin the virtues of melee hit and combo attack all you want, our damage is horrible. Melee hit, melee strike, combo attack:this is the lowest combination of offensive specialsavailable toany melee profession, and in factprobably any combat profession period. In pvp we sit there plinking people for 300 damage two thirds of the time. We have no analogue with any other combat profession. The closest is fencer, which is broken,and who fare little better than we do. The next closest would be pistoleer, but they gethalf a dozen variousCCs and state effects. We, for all intents and purposes, get none.


Every combat profession is meant to be a damage dealing profession. It's implied. It's sad that when the CU came about, the offense of TKAs was hit so hard. The saddest thing, though, is that through poor planning or lack of foresight, they made 90% of our skillset pointless. Every time some jackoff swordsman or pikeman pushes my owntrademark abilitydown my throat in a duel it irritates the hell out of me, because I know it cost them next to nothing,whereas if I wanted to pick up their best moves it'd cost me dearly.


Here's what I want: I want TKM to actually be worth getting. I want our profession to stop being a grab bag for other melee professions and start being a proper combat class. I want to be able to specialise in teras kasi and dabble in the other melee professions, instead of having to pick up two masteries tostay competitive in any manner. I don't want unarmedhit3back, I'm not interested in dominating everyone all the time, if I were I'd be a Jedi.Iwant my abilities to be comparableto those of a profession that's rated lower on offense thanmine is. Do you see the problem I'm trying to highlight, yet? As things are now, we have nothing but icob. Everything else we have is justfluff. This needs to be fixed.
TravonLepen
Tue Aug 16, 2005 7:09 am
#4

you're right, every profession is a damage dealing profession, but to various degrees and TK is on the low end of that spectrum. That's the entire point, despite what you think, TK is viable on it's own. The point of my previous post is this, the system was designed so that you can add other professions to augment your abilities.



I showed you exactly what our profession role is, what we are designed to do, and you still say it's not enough. I'm telling you it isn't supposed to be more.





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- Make no MYSTake, the Bears are going to the Superbowl!!

iijin
Tue Aug 16, 2005 7:38 am
#5

And how do you explain


Secondary Role: Close Range Damage Dealer


170 points of damage with my very best attack in PvP is not enough, especially when wedon't stand a chance astanks at all in PvP.


You think TKA has sufficient damage cause you are a Swordsman, using Swordsman offense to supplement TKA not having any. We are TKM / whatever else not melee, therefore we need our supposed 3 offense. At the very core of this damage or not, why do we only get combo!?!? It's like we are being punished for being so uber before, yet swordsman who were the real "uber PH wielding loot whores" get treated with utmost importence. LOL swordsman even got some of our specials, "oh TKAs don't need that, lets give it to swordsman....they should be more uber".


Why is our only "real" attack combo!! and it doesn't work right. In my "Improve Our Profession" thread I stated that I would be happy with just more specials to chain maybe 2 new ones, stop forcing us to use brawlers superior offense. What do we get? Dizzy!...doesn't work, Leg Sweep!...works, Combo Attack!....pathetic for a damage special AND not working properly. The only special I have on my toolbar is leg sweep, everything else is brawler skills, AB, melee hit and strike.


In no way does one broken damage special and a KD = above average offense.




Iijin Myriiv | DFR
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SkySpear Industries
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Riemei
Tue Aug 16, 2005 7:52 am
#6






TravonLepen wrote:

you're right, every profession is a damage dealing profession, but to various degrees and TK is on the low end of that spectrum. That's the entire point, despite what you think, TK is viable on it's own. The point of my previous post is this, the system was designed so that you can add other professions to augment your abilities.



I showed you exactly what our profession role is, what we are designed to do, and you still say it's not enough. I'm telling you it isn't supposed to be more.







Then something somewhere is horribly broken, because the way things are now, there is no logistical reason for taking TKA above 21xx. If you're satisfied with that, good for you. I'm not. I don't believe TKA is viable on its own as a combat class. We'remoreor less atoned down version of the Jedi Defender skillset, except we'remeant to be a profession in our own right, nota third of one.Thatlone defensive abilityis just about the only thing in our tree worth having.


Honestly, how you can hold up that design document asproof positiveof your argument when it specifically denotes pikemen as being less offensively focused than TKA is beyond me. You quote the whole thing verbatim, then you say to ignore 'TKA offense: 3' and the bit about pikemen being weak offensely without cross-class abilities, yet you flail at "their [TKA's]damage output is only moderate"? Are we supposed to decrypt and reinterpret everything SOE publishes to make itcompatible with the actual facts? That thing says we're meant to have better damage than pikemen. We don't. In reality, pikemen arecloser todefense 4, offense 4, crowd control 3,with us defense 5, offense 2 (that's being generous), crowd control 1. Where is the balance? Maybe instead of giving us another attack they should take one away from the pikemen?The problem as I see it is thatpikemen and swordsmenare bothviable,standalone professions withgood defensive potential,actualusefulstate affectorsand two high modifiers a piece,and we are not. If they want to force people to take a bunch of professions to be viable then that should affect every individual profession, not just a few. If they want to give a select few professions the ability to do everything, then they should expect grief from the ones that were left out. I don't think I'm being unreasonable.
JeetBadwarrior
Tue Aug 16, 2005 8:07 am
#7

I tend to agree with iijin since i have the exact same temp the ofense in tk just sucks...but hey fine if ifwere sopposed to be tanks move icob to master...powerboost to the 4th tier fow make it a aviod incapp and move it to master....you can just scap dizzy...move are proffession defining specials into master..but hey thats not going to fly because all those people that pick up are skills for nuttin sp wise anit going to like now...


I said it before and ill say it a again I routinely get outdamaged by pistoleers in pve, and response to the pikeman it a stand alone proffession i doubled it with tkm and the only thing i used icob and powerboost and my dmage was great better the swordsman at a lower sac..i used the inate armor till i got a set that was armor break sliced...






Jiri Otoshi

Bounty Hunter
Collecting Hard Merchindise
"Friends are a liablity and your worth enuff to me Dead"
Otegu123
Tue Aug 16, 2005 8:16 am
#8






TravonLepen wrote:



If you don't understand yet, please read the last sentence again. We are NOT meant to deal damage, no matter what that "3" for offense says. It isn't like we have horrible damage like some members of the forums would have you believe, they just want MORE.


The devs have clearly stated, you even quoted them, that tka's secondary role is damage dealer. It also clearly states our offence is a 3, just because you dont want us to do damage doesnt mean we shouldn't. The fact of the matter is, you're using evidence that clearly states we should be doing more damage, and using it as proof that we're not meant to


We get utility abilities to help us stand toe to toe with high end enemies: ICoB, Dizzy Attack (which lowers opponent's defenses) Knockdown, which prevents an opponent from attacking, as well as adding an damage modifier.


Dizzy attack is useless, i've tested it enough to realise that the effect it has is so minimal that its an utter waste of a special, it lowers there damage by exactly 1 point, and has no noticible reductionto defence,I hit/miss exactly the same amount whether they're dizzied or not


"Less than ideal for taking opponents on their own." Teras Kasi is a defensive profession, if you want to be able to do more damage, learn another profession.


No ones asking for amazing offence, we're asking for what the devs have stated we should have -average offence







I dont understand how you can post what the DEVS have said we're supposed to be.. and then say we're not supposed to do damage. Remember this is what the devs have said, it's not about your or my opinion on what tka should be, its the devs. They have very clearly stated that tka should doaverage damage, if we want very good damage we pick up swordsman, but if we stick with pure tkm, we should do average damage.






+| Otegu | +
+Teräs KäsiForcewielder +


Andurilh
Tue Aug 16, 2005 8:26 am
#9


That's fine.



But give me a way to truly hold agro then. It's my job and I can't do it properly.



Asaimeite.

JeetBadwarrior
Tue Aug 16, 2005 8:28 am
#10

we should aleast do enuff damage to hold aggro i dont care if you give1200 woth of melee defense...i dint use it cause a pistoleer with an avg pistol can outdamge me..there for i dont take hits and spent my time chasing after the creature wilst hitiing taunt and gett the too far mssg



Jiri Otoshi

Bounty Hunter
Collecting Hard Merchindise
"Friends are a liablity and your worth enuff to me Dead"
TravonLepen
Tue Aug 16, 2005 10:44 am
#11






Otegu123 wrote:






TravonLepen wrote:



If you don't understand yet, please read the last sentence again. We are NOT meant to deal damage, no matter what that "3" for offense says. It isn't like we have horrible damage like some members of the forums would have you believe, they just want MORE.


The devs have clearly stated, you even quoted them, that tka's secondary role is damage dealer. It also clearly states our offence is a 3, just because you dont want us to do damage doesnt mean we shouldn't. The fact of the matter is, you're using evidence that clearly states we should be doing more damage, and using it as proof that we're not meant to


We get utility abilities to help us stand toe to toe with high end enemies: ICoB, Dizzy Attack (which lowers opponent's defenses) Knockdown, which prevents an opponent from attacking, as well as adding an damage modifier.


Dizzy attack is useless, i've tested it enough to realise that the effect it has is so minimal that its an utter waste of a special, it lowers there damage by exactly 1 point, and has no noticible reductionto defence,I hit/miss exactly the same amount whether they're dizzied or not


"Less than ideal for taking opponents on their own." Teras Kasi is a defensive profession, if you want to be able to do more damage, learn another profession.


No ones asking for amazing offence, we're asking for what the devs have stated we should have -average offence







I dont understand how you can post what the DEVS have said we're supposed to be.. and then say we're not supposed to do damage. Remember this is what the devs have said, it's not about your or my opinion on what tka should be, its the devs. They have very clearly stated that tka should doaverage damage, if we want very good damage we pick up swordsman, but if we stick with pure tkm, we should do average damage.






Because I also said that no matter WHAT YOU THINK "3" means for offense, the description of the profession tells another story. The devshave also "very clearly stated" that TK will need to combine with other professions to increase their damage output.


Please explain to me how large of a difference there isbetween a 2 on offense and a 3 on offense.



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- Make no MYSTake, the Bears are going to the Superbowl!!

Flinklok
Tue Aug 16, 2005 1:48 pm
#12

I have read what you guys said and I agree to some extent i used to be a TKM for over a year and loved it.

The CU changed that and i respec'd out of it. However what i saw the other day was amazing and has revitalised my interest in the TK profession. I saw a guy with a Kartan knuckler take on and kill two ranged rifleman , 1 being a bounty hunter at the same time and win. He was some sort of doctor as well but it was damn inpressive. These days you cant fight to well without combining professions such as some healing. I have never seen a melee profession take on and kill two ranged with such ease. Cant remember they guys name but respect from this BH. wow!

I may retrain now back to TKM
quitch
Tue Aug 16, 2005 2:27 pm
#13






Otegu123 wrote:







TravonLepen wrote:

Because I also said that no matter WHAT YOU THINK "3" means for offense, the description of the profession tells another story.



Im not sure if you're reading the same description as me, but to me it quite clearly states that our damage is moderate, rather than awfull


The devshave also "very clearly stated" that TK will need to combine with other professions to increase their damage output.


We want average damage to start with. TKM should be average in offence, just like the description states we should. If we want more than average damage then we should pick up swordsman.


Please explain to me how large of a difference there isbetween a 2 on offense and a 3 on offense.

this is open to interpretation, but i think everyone would agree that 2 should not be stronger than 3...






So basically, both the number 3 and the description of moderate damage tend to give the impression we should be average in offence. The reason it says we're not ideal for soloing is because we're meant to do average damage, not great damage. If you want to solothings quickly, you'dpick somethign with higher damage.





otegu has got it down



-who lightdust
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