Teras Kasi Archive
Thread: Concept for a Master's weapon...
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Seabear70
Tue Sep 21, 2004 7:19 am
#1
It'd be kind of nice to perhaps have some sort of weapon only available to the Teras Kasi Master. I was thinking perhaps a shuriken or something of that sort.
TravonLepen
Tue Sep 21, 2004 7:47 am
#2
add a ranged attack to Teras Kasi? What happens to all the other ranged professions? Do they get melee attacks?
I already know about Smuggler's melee, but what happens if we give Rifleman a Stock Smash 2?
lokiy2j
Tue Sep 21, 2004 8:13 am
#3
ok I see where you're coming from.
perhaps not a shrunkin.
maybe another Vk?? or maybe duel VKs???
hey! what about some sort of nun-chucks?? that's be awesome (perhaps a little too turtle power)
I reckon best option is for another VK type specfically for Masters (not the Black sun fire tpyes) but something similar.
Regards,
Nas.
Seabear70
Tue Sep 21, 2004 8:35 am
#4
The problem is there are lots of types of VK's already.
A missile weapon of some sort would add some depth to the character, and provide some content to the game after master level.
Make them so that they are fairly powerful, but cannot be reused. Perhaps allow Master Weaponsmiths to build them, or make them a quest type Item.
A thrown weapon would also fit in with cannon, as it seems to me that virtually every type of martialarts in the books had some sort of thrown weapon, and they were alll next to impossible to use without proper training.
Seabear70
Tue Sep 21, 2004 8:37 am
#5
You could add melee attacks to other professions, though I suspect it would not be as well recieved.
lokiy2j
Tue Sep 21, 2004 8:48 am
#6
as far as I've been reading today there is only one Type of Vk the one that deals kenetic damage and is light armour piercing.
I know there are loot ones that would deal poison but I'm talking about Vks that deal different damage types or are heavier hitting, perhaps ones that deal stun damage 9not my preferred damage type but hey!) or ones that are medium armour piercing .
just something to add to what we already have otherwise alot would need to be changed and the last thing we need is another new buggy item.
anyways I love being a smuggler with TKM so nerrrrr.
regards,
Nas.
Naikrovek
Tue Sep 21, 2004 8:50 am
#7
i like TK juuust the way it is. too much complaining will get you nerfed and then all the complaints in the world won't matter a bit.
if you think TKM is boring, try mastering another combat profession, then you'll be very happy with TKM. That's what I did, and I am.
Seabear70
Tue Sep 21, 2004 9:05 am
#8
I'd be the last person to complain about TKA, I love it. But I can see that there is room for improvement.
You'll notice that I never recommended this for anyone below master's rank. But, once you reach master, how much is there left to do? What can you accomplish? What changes? Sure, play arround with what ever else you have going, I'm a medic, artisan, and a scout, but all of that just supports my role as a TKA. Becomming a Master could, and in my opinion should open up a whole new realm of options, abilities, quests, etc. Why shold attaining Mastery be an end in it self?
Atama
Tue Sep 21, 2004 4:03 pm
#9
You already get a ton of bonuses at master, as well as our most damaging attack (Unarmed Hit 3).
There was a cool idea proposed that would take away VKs altogether, and instead give us AP1 with no weapon at TK Novice and AP2 with no weapon at TKM, and the ability to do a different damage type as an ability.
There was a cool idea proposed that would take away VKs altogether, and instead give us AP1 with no weapon at TK Novice and AP2 with no weapon at TKM, and the ability to do a different damage type as an ability.
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