Teras Kasi Archive

Thread: Why should we get an additional damage type? Dev's want to know.

Mister_Heavy
Fri Dec 19, 2003 9:26 pm
#1

In my recent post giving an update to our top 5, I noted that the developers are willing to hear our arguments for why we should get an additional damage type.


I recommend that we ask for restraint damage. Of course, go ahead and make whatever argument you want to make, but martial arts grappling moves like chokes, holds, and locks seem perfectly suited for doing restraint damage, and I think we could make a solid argument there, especially in light of our upcoming presentation to the developers on what we want TKAs to be.


So, if you have the urge to speak your mind on the issue, do so here, and I'll consolidate, post a draft, and take it to the developers.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Seasonsin
Fri Dec 19, 2003 9:32 pm
#2

I think restraint is a great concept. It also adds our value in team efforts if we can 'hold' a mob for certain amount of time (sort of like a manual warcry), and let other players get some hits in while we also score some restraint damage....





Safe Travels!
-Seas
FatGuy26
Fri Dec 19, 2003 9:34 pm
#3

sounds like a good idea, what type of moves would do this type of dmg? would it be a new weapon? i think restraint sounds awesome


Ender56
Fri Dec 19, 2003 9:47 pm
#4

The problem with that is, to my understanding, restraint isn't even a damage type, persay, it's the chance for a mod to be resistant to status effects like blind, knockdown, stun, etc...I think that stun type damage would be appropriate for a different type of knuckler, but restraint...can you imagine how many TKA's there would be if we could do actual restraint damage? Cuz it's not actually a damage type...




Iloro Kamou
DOA Council
"I bring knives to gunfights."
Seasonsin
Fri Dec 19, 2003 9:50 pm
#5

I would call it a limited damage type. It's more of a tactical move that enables teams to fight more effectively. The ability to use a Judo-type grapple or hold would allow a team to be more successful. The actual damage xp to the TKA using the move should be limited in nature.


To me it's more of a 'take one for the team' type of move. Interesting at the very least.




Safe Travels!
-Seas
Neclonmite
Fri Dec 19, 2003 10:38 pm
#6

I think TKA should get access to diff dmg types the same way ranged classes get access to stun dmg. With a weapon that lowers your effectiveness.


This is really tricky since you get +100 and better speed at master. The only true way to apply this in this fashion is to punish your damage.


Make it AP0, and low enough damage so that you don't completely overcome it with the huge dmg bonuses (so you do about 1/2 - 3/4 normal damage when using the weapon/ability). Thats before figuring Armor.



Granted in pvp TKA can be kited, but the fact still remains when a tka gets within 15 meters, you're usually dead unless you got bufs and really good armor or get lucky and resist kd/posture down.




-Neclon (Rodian) Galaxy of Bria - Master Weaponsmith - Master Merchant - Master Artisan

-Neclon (Slave of the Holocron) Galaxy of Gorath - Desolation Peake
Mastered So Far:
Artisan | Smuggler | Pistoleer | Bio Engineer | Scout | Marksman | Brawler
Image Designer | Entertainer | Medic | Teras Kasi Artist | Fencer | Swordsman
Pikeman | Squad Leader | Weaponsmith | Architect
Aranel
Fri Dec 19, 2003 10:54 pm
#7


  • Aren't we the only class without DOT?

  • Can't we break a guy's neck and watch him bleed?

  • I think that would be DOT.

  • Don't mind me though, I'm just an idiot.

  • That's the type of damage we need...



Aranel Tasardur - Starrider

Mastered Medic (Retired) | Mastered Droid Engineer | Currently Going Swordsman
_Macabre_
Fri Dec 19, 2003 11:00 pm
#8

How can we explain why we should have multiple damage types when we don't even have a clear direction in the "What do you want TKAs to be" thread?


Give us the vision of what the TKA's role will be after the combat balance pass and I'll tell you whether I think they should or should not have multiple damage types in that role.




Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
MiloPEZ
Fri Dec 19, 2003 11:17 pm
#9

Mr H,


Introducing a new damage type could easily be a monumental task for the developers. Think about all the additional database entries that would have to be calculated and employed. May I offer a different sugestion...


Stun damage is already in the game. We should use it. The 'Stun Baton' is modeled not after a cattle prod type of weapon but instead a rubbery, subduing weapon that our military and civil police use. Its close... we should focus on this.


We should also stay away from asking for 'stun gauntlets' while at the same time complaining about VKs. Instead lets ask to have a few restraining moves installed to replaceany currently ineffective specials. These restraining moves would change what ever our current damage to stun for that particular move. Now I am not sure what a programatic nightmare this might cause. It might not be something they can even put into the game but it would make since and does follow the general format of the TK.

TheRealLegion
Fri Dec 19, 2003 11:55 pm
#10

My argument for why (and how) we should have access to different damage types is fairly simple: just like all the other combat classes, we should be able to select weapons that do different types of damage. Pistol users (even in the marksman tree) can choose between energy, heat, stun, and kinetic. Carbine users can similarly choose between energy, heat, and acid merely by changing weapons. It seems to me that we should have access to the same choice: change weapons to get a different damage type.


That's right ... multiple types of VKs. Heat VKs. Acid VKs. Cold VKs. More weapon choices is a good thing. The tradeoff is, as always, that VKs have much higher HAM costs than our plain ol' kinetic-only fists. If you want the damage choice, then pay the HAM cost. If you want the HAM cost minimized, then you get to do only kinetic damage. That doesn't seem that unbalancing to me.




Vote for Er'I
swankiller
Sat Dec 20, 2003 2:28 am
#11

restraint or stun damage would be a good choice for us maily because it helps us be a better debuffer like i think this profession should be. tho i think that our weapons shouldnt give us a boost to damage just AP1 and a different type of damage to deal.


jinbu




Remos.President.of.the.3/4.inch.club
| 1&1/2 on a good day | KRA
Maverick315
Sat Dec 20, 2003 2:51 am
#12

Sorry to say, but I don't think that we should get a different damage type. I am perfectly happy with just kinetic damage. It provides a nice balance to us, and allows us to have our high speed and damage.



Bria-Varien: TKA, Pistoleer, Smuggler, and wanderer.

It's nice to be wanted, even if it is 'Dead or Alive'

"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

-Page 267, SWG Strategy Guide
Decease
Sat Dec 20, 2003 3:17 am
#13

Right now there's only one weapon that uses restraint damage and it's a pistol that nobody ever uses because the damage sucks.



There is no pistol that does restraint damage. There is a low damage pistol that does stun damage (tangle) but thats it.




---------
Strategy - Rifleman/Fencer
Madison - Smuggler/Tailor
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