Teras Kasi Archive

Thread: The Teras Kasi combat pass will go like this.....

Cakins7005
Tue Feb 24, 2004 7:32 pm
#1


Defensive acuity will work but dizzy will be nerfed. Dizzy will make it so you have a 50/50 chance of getting back up instead of 0 against masters of other melee classes. TKA's can still blow away ranged characters like they can now with 100 dizzy/knockdown. Then again, all melee classes willbe able to quickly dispose of ranged characters who are not specializinginmelee defense likepistoleers. TKA damage will be effected by damage mitigation so they are not the highest DPS melee class in PvP against meelers. Meditate will be more important than ever before. The devs may add other special abilities that meditate can effect. TKA is supposed to be the jack-of-all trades melee class that the player can customize to their own liking. Meditate can be a super stat migration that the TKA can make. There will be several paths that the TKA can take with meditate powerboost. The stat buff will be more powerful than ever before if the TKA decides to use powerboost to cause a stat buff. If the TKA puts all emphasis in the stat buff the TKM can have +3000 health, strength, constitution, action, quickness, stamina, mind, focus, and willpower for 10 minutes. With all emphasis put in one thing, other abilities will be significantly reduced. If the TKA puts all emphasis in defenses, combined with the fixed unarmed center of being a TKA will literally have +180 defense to everythingand can become the ultimate tank for 10 minutes. If the TKA uses powerboost to put full emphasis on damage a TKA will actually be thesecond highest DPS class in the game for 10 mins. With the damage boosta TKMcan through sheer willpower cause ap 3 damage. TKA's have to craft their own vibroknuckers.The TKA canmake the knuckler do any damage type. The TKA can even make a stun knuckler although the HAM cost will be high.


Fixes for other melee classes


Fencer: While TKA's have to use powerboost to have insane defenses, Fencers will have them automatically and do not have to suffer a drop in HAM or damage output. A fencer with center of being on will be like the Pistoleer/Fencers when dodge stacked. The Fencer will be the best tank in thegame. The damage output for the Stun Baton will be greatly improved.


Swordsman: Swordsman will be the highest damageper second class in the game, pure and simple. The Powerhammer will do more damage and be AP3. The Scyth will also be AP3 and be very fast.Swordsman will also be much more accurate!


Pikeman: Pikeman will the the best crowd-control class in the game with several knockdown attacks that are on different timers that are unresistable except to a Fencer or a defense power boosted TKA. Even then,their knockdown will land half the time. Pikemen will be much more accurate!


TKA's will be the most versatile class in the game. Although they will never be the best at one thing, the TKA can adapt to any particular situation.


These brawler boosts are needed to compensate for warcry being made worthless.

Message Edited by Cakins7005 on 02-24-2004 06:34 PM



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
Tal-N
Tue Feb 24, 2004 8:12 pm
#2

And despite all that any ranged profession will simply have to run in the opposite direction of any melee profession to in order to win every time.


target not in range


target not in range


target not in range


target not in range


target not in range


..is the only thingany melee profession player will see on their combat spam and there will be nothing they can do about it.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

JiveTimeMofo
Tue Feb 24, 2004 8:24 pm
#3

wow, this is the first time i actually liked reading one of your posts. a helluva lot more constructive than most i've seen.


nice job



------------------------------------------------------------------------------------
Jivetime Mofo

Master TKA/Novice Rifleman
Aunna
Tue Feb 24, 2004 9:46 pm
#4

nice post cakin...keep all your new posts like this


although some of the ideas are a lil far fetched, it would essentialy be a dream come true if it did happen


ty


/bow





Aunna Gianna [ONE]- Ahazi
Master Swordsman - Master Brawler
Pistoleer 0344 - Smuggler 0040 - Novice Medic
Drag00n169
Tue Feb 24, 2004 10:14 pm
#5

Wait so how would that work? If i read correctly, you sacrifice something(im guessing HAM) to get better offense/def/ etc...sounds like a plan! Oh, and I read that with meditate we could do stuff like 3k in all stats...would that stack with doctor/dancer/music buffs? That would rock! lol



Zaton Devirr, Pikeman forever!
/wave Good bye Tathaloral /sniff
swankiller
Tue Feb 24, 2004 11:55 pm
#6

is this what you think it should be or is this coming from a dev?






Remos.President.of.the.3/4.inch.club
| 1&1/2 on a good day | KRA
Jay_Dub
Wed Feb 25, 2004 12:02 am
#7

wow.... can we make any more peeps be TK? i dont think ENOUGH ARE ALREADY!!!



BS if ya ask me



-aib



Aibanti.emo.army
| master smuggler forever | KRA

Cakins7005
Wed Feb 25, 2004 2:58 am
#8

This is a realistic proposal that the players would want. Let's say a TKA has the full stat buff for the chosen powerboost. A TKA will have 6,000 health action + secondaries and about 4-5,000 mind and secondaries with all the buffs possible including doc, entertainer, and chef vs a Swordsman with the 3k health and action secondaries and 2k mind and secondaries. The TKA will have the damage ability and defense of a TK novice and a Swordsman will have full damage capability with an AP 3 power hammer. The TKA will use head hit with stun knucklers and the Swordsman will use head hit 3 with the powerhammer. The fight sounds pretty even to me. The TKA still has decent capability to win because of stun knucklers going through most armor but the sheer damage output will be around 1/3 of a Swordsman. The Swordsman's AP3 powerhammer will do around 50% more damage because it is heavy armor piercing and just do a lot more damage.



Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
KnightHawk420
Wed Feb 25, 2004 6:41 am
#9

Now cakins if you could just wake up and realize kd,dizzy,stun,posture change defenses exist not only in professions, but now in food!!. Then your trip back from the darkside may be complete. And maybe only tom will need to be banned haha..



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Xeranx
Wed Feb 25, 2004 7:19 am
#10

I would rather the other melee professions are brought up before we add anything new to this class. Let's work with what we have now.





Teräs Käsi Master 9-27-2003
Master Smuggler 3-04-2004
64Bit
Wed Feb 25, 2004 8:11 am
#11

I guess that I find it interesting that TKM will never be the best at anything. Referencing all of your other NERF TKM posts, I guess that is not surprising.



===========
Bria - retired
Chilastra - TKM - MD
exMCH,MScout,MMarksman,MBrawler


flabajaba2213
Wed Feb 25, 2004 10:15 am
#12

Perhaps the 3k is too much of a boost. Something along the lines of a 2k boost is much more reasonable, I think. Also, put a timer on it. You are boosted for 10 mins, but after it wears off, you can't use it to your full extent for 5 mins. Also, no secondary stats. That would make us WAY too powerful. If anything to secondary, maybe a 1/10 buff. (3k to your primaries, 300 to your secondary. Still nothing to sneeze at. =) )



If you put everything into defense, then you should only be able to do maybe 1/4 - 1/5 of your normal damage. If it is offense, then you may take 2x to 3x as much damage.



Don't think that we should get ap3. We are hand to hand fighters, after all. Perhaps a boost to ap2.



All in all, a very good idea. however, if wee give ourselces too many perks, then we will be the most hated class. With these improvements, we would need something added that would limi us in some way.



Perhaps, lets sya that you got a doc buff, so your health is now 3k. Lets say that you can buff your self up to 3.5k or 4k. (I think it is a bit high, but this is just an example). Ok, your action has no buff. you use the defense buff to add to your health and action. Since 4k is your limit, your health only goes up by 1k, but your action (base 1k for easy calculating ), goes up by 3k. =)



The other melee profs should definately be beefed up,a s you have stated.



Also, I forget who stated it, but Tk is almost bug free now, just FoW and CoB left. I think that any changes can wait till some other profs, like pikeman, get their fixes and other profs, like smuggler, get their content added.



very enjoyable reading.





"Don't bother running from a commando, you'll only die tired."

_Bichiru Iwamoto - Imperial Commando_

_Huy Iwamoto - Rebel Smuggler_
95M3
Wed Feb 25, 2004 1:20 pm
#13

This is pure speculation nothing more.
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