Teras Kasi Archive
Thread: Concerning My Post About Commandos and TKAs ( I hit a button with alot of people)
First Read the below link to understand who the Teras Kasi are and what our role is.
http://forums.station.sony.com/swg/board/message?board.id=teras_kasi_artist&message.id=3494
Now, Many are saying flamethrowers will become this and become that and armor this and armor that:
Let me lay down the facts:
1. It is not about the damage the flame thrower does! It is about Commandos that I have seen challenge TKAs and TKMs to melee duels and win over and over again. I dont care what any of you say cause that is bunk! When given the history and the role the Teras Kasi have played in the history of Star Wars, we should be the absolute most powerful force at melee combat next to the Jedi. If you dont like it, tough, thems the facts! With all the ranged penalties we have aginst kiters and the HAM penalties to use special moves we should be doing way, way, way more damage with our hits than we are right now. Deal with it cause that is the truth. Otherwise what is even the purpose of a Martial Art.
2. We do less damage, take more HAM penalties than any other melee class I know of and that includes Fencers and the like. The Devs are so worried about "balance" but the fact is Teras are not Balanced and shouldnt be..there very existance was to keep the Jedi in check and developed into a powerful enough class that even Luke Skywalker sought them out to rebuild Jedi Order.
3. Commandos take anywhere from 2500-3500 damage in Melee attacks cause I have seen it so dont refute it! There is no way a class should take more damage than us at Melee especially with all the freakin penalties we already suffer from ranged attacks, not even being able to use many of our so called "Special Moves" because they are either useless or rape you to death so what is the point.
Now....that said, Teras Kasi is a great Profession and I left Rifleman to join this Profession because Riflemen basically suck since they nerfed the T-21. Teras has brought new life and fun to the game and I think that SWG ia a great concept and wonderful game. I also think that the devs are doing a hell of a job and I appreciate each and every one of them, but that in no way means I shouldnt say anything regarding this class when things like this should never happen. NO CLASS SHOULD BE MORE POWERFUL AT MELEE COMBAT THAN THE TERAS.....Its that simple, read your history and the books and you will agree.
I read the original post. Your asking for a lot of potential for very few skills points used.
I would imagine to gain the strengths you seem to think you deserve, that every skill point should be used in pursuit of that path.
TKA costs the same as Fencer/Swordsman/Pikeman and a lot less than commando, imo, you do very well against those classes from what i have seen.
As a MCH/Commando myself the very best i hope for against TKA in melee range, is to land a bleed before im dizzy/knocked down and killed, and to hope my pets avenge me while im coming back from the clone centre.
I've no idea where this 2500-3500 dmg absorbtion comes from, im a wookiee so no armour.
The most i have ever hit a TKA with flamethrower is 545dmg i think. Flamethrower being counted as a melee weapon atm, you get good modifiers against it.
The WOTC D20 system has only about 1 A4 on TK, mostly rules and a little history but its further treated as a normal martial art system.
The only MA system that uses the force is called Mutakai and Zeison Sha.
But i remain open to new info if somebody can name me the books that contain them.
Whether the books ever state or even hint at the idea that TK are the baddest of the bad is irrelevant. If you make one profession the best, no one will play the rest and you might as well not even spend your time creating the rest of them. Since they are created, the rest of the melee professions were intended to be equal.
So, it doesn't even matter what the books say. TKA will never be the best melee profession. They will only be equal. If it were otherwise SOE would be wasting their time with fencer, swordsman, and pikeman because there would be no logical reason for us to play them.
One last note, there is no reason why a Commando shouldn't be able to take damage in melee. They have 81 skill points left over after mastering commando. Since Unarmed IV is required to become a commando, they could just as easily spend those on mastering TKA. With all the defensive mods, + maybe some armor + maybe some doctor buffs and/or spice/food, a TKA might take anywhere up to 6k in damage and live to tell about it. Another option is to take Pistoleer, this also has some nice defenses. Why are you making the assumption that just because a person's title says "Master Commando" that this is all they know how to do?
If I am Master Commando and Master TKA, am I just a commando that shouldnt be able to beat a TKA in combat?
Maybe If TKA required Master Brawler as a prereq. I could see them being the most powerful elite melee profession. Here is an even better idea. Create a tree that extends from Brawler called Unarmed. In there put some of the various attacks that an armed martial arts master might have. Then require TKA to Master both Brawler and Unarmed in order to become novice TKA.
By the time they climb that tree they will have about as many points left as a BH. No one disputes that BH should be the king of ranged combat. If TKA had similar requirements, no one would dispute them being kings of melee.
This solution also means that people who are TKA now won't lose their unarmed skills, they just wont be TKA anymore they will be Master Unarmed or whatever level they have reached.
Actually the more I think about this, the more I like it. Anyone have some thoughts?
1) No arguements here. Commandos should not beat TKAs using commando melee skills. Luckily, this has never once happened in the history of the game because commandos have no melee skills. If someone with the commando profession uses a melee skill on you, they're using a skill outisde the commando profession, so you might have a pistoleer, fencer, pikeman or TKA beating a TKA with melee skills, but not a commando.
2) I haven't played any other melee class, so I can't comment from first hand experience, but I would bet that if you were to go to one of the other melee class's forums and post that their profession is unbalanced and over-powered compared to TKAs, you'd get flamed to ashes. Although these days, I guess that's not saying much.
3) I'm assuming you meant "inflict" rather than "take" when referring to melee damage here. As I said above, commandos have no melee attacks. The special move you describe in your last post where the commando swings the but of his pistol at the target is a pistoleer move called pistol whip. If a droid engineer with that skill hit you, would you say that droid engineers are overpowered in melee? I think not. You can't call it a commando move. If you want to complain about it, complain about pistoleers.
I agree with parts of your last paragraph. TKA is a great profession.
The problem with making it take more points to be a TKA than any other professions is: What do you do with all the people who are currently Master TKA and have used all their remaining skill points on other professions? You can't exactly take their skills away from them.
By adding unarmed in place of TKA, and making unarmed a requirement for a new elite/hybrid class, you effectively make all the current Master TKA's into Master Unarmed. Then if they want to give up skill points to become master brawler and get TKA, they have that choice.
By doing this you could make TKA much more self sufficient since it costs so many points to climb that tree. You would give them more unarmed toughness, maybe allow them to wield some weapons other than knucklers, Psi for example (or a weapon like those), and you could make the meditate line do more, like increase regen of damage for example.
While I really like the idea, I am also realistic. The developers have a hard enough time balancing the game and programming simple feature as it is. If you add a whole new profession and migrate all TKA to Unarmed it would probably be very complex. You would also piss people off who took TKA to complement their current professions and now might find unarmed sort of lacking.
I think we can pretty much forget about a big change in TKA requirements and power for quite a while. My suggestion is: If you find TKA underpowered, try complementing it with another skill like Doctor or maybe a ranged elite profession. This is what we are intended to do.