Teras Kasi Archive
Thread: An idea for new damage type not involving new weapons
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Bry5
Wed Nov 03, 2004 8:44 pm
#1
/damagechange? How about a skill that u can activate while /meditate (like powerboost), but changes the damage type u do with unarmed attacks. U meditate for like 10secs then u get a random damge type, maybe heat cold and electricity, for like 10 mins. But u HAVE to wait for the 10 mins to run out, u cant use it again right after if u dont like the type u got.
fishbrains
Wed Nov 03, 2004 10:07 pm
#2
Honestly the way TK is right now I think giving us any more damage types would be horridly overpowering. However this might be something to consider for the CB, however likely
Tathizar
Wed Nov 03, 2004 11:02 pm
#3
be nice to have something like this, but yea if they did.. i would say lower our max UA damage or we going to get even more OMG!!1!! TK IS T00 P0W3RFU11
Bennyboy4308
Wed Nov 03, 2004 11:06 pm
#4
All professions have some kind of disadvantage, TKs is damage types. You still have 158 SP to pick up another profession to augment some more types just in case.
Atama
Thu Nov 04, 2004 1:56 pm
#5
This idea was already suggested before and there was a huge thread about it. It was a good idea and many liked it.
Read this, it was in one of the stickies.
Read this, it was in one of the stickies.
Dafushpu
Thu Nov 04, 2004 10:02 pm
#6
i agree with the idea that our primary limitation is lack of damge types. i like this limitation for the most part. i took TK for the ability to meditate my wounds away, buff myself, force of will (the 1 out of 3 times i get the FOWeffect i want),natural speed cap, good defenses, and high kenetic damage. sounds like a great profession to me. i love being a TKM. i took swordsman for theblast damage and fencer for stun damage/defensesfor when i run into those pesky 100% kenetic resist mobs. ifwe got another damage type we would be very much so unballanced. use your other skill points wisely and you wont have any problems.
lets look at what other professions get.
rifleman - energy (ap3!), acid, and cold. the heat rifle is broken right now buti have seen a few working ones in the game. the cold damage rifle doesnt do much damage anyway so they are left with 2 usefull, possibly3 in the future, damage types and 2 of those damage types will only be available with loot that is getting harder to find.
pistoleer - stun, heat, energy, acid, and kenetic. thestryker pistol is a joke;i dont know anybody who uses it. the FWG5, geo blaster, dx2, de-10 and scout blaster are their staples. these still dont have great damage outputsunless they are loot madeand the DE-10 is pretty hard to comeby anyway.
carbineer - energy and acid. im not sure if they get anything else, but i dont think so. good range modifiers, good damage output, horrible ham costs.
fencer - stun and kenetic. low damage, high defenses. if it weren't for the defenses this would be an almost useless profession.
swordsman - blast and kenetic. great damage, slow as all get out, mediocre defenses at best. newest loot made weapon is anerfed clone of their other lootmade weapon. the hack's saving grace is you can get all the schems you want for it instead of just1.
pikeman - electricity, energy, kenetic. energy weapon is hard to get. not very accurate with any weapon,pretty slow. pikemen have to rely on getting dot weapon loot drops to be competitive.
commando - flame thrower is the only usefull weapon (speaking on past experience here) and it is dirt slow and innacurate. commandos are 2 trick ponies.
it seems to me that the individual professions all have their limitations and benifits. of course some need work (pikeman, carbineer, pistoleer) but i think thatwe, along with riflemen have the least to complain about. ifwe want another damage type we need to sacrafice our high damage output for it.
Merendel
Fri Nov 05, 2004 10:11 am
#7
Dafushpu your forgot stun on rifle. prety much all thats used on rifle though are T21's and Jawa rifles for either heavy kick or for stun dammage wich usaly is either low or non existant resistance.
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