Teras Kasi Archive
Thread: Just a wierd idea i had about TKM.
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JuggernautRM
Wed Nov 17, 2004 10:46 pm
#1
What if the pre requisite for TKM was master brawler.
Some of you think "But why".
Reasoning:
Think about this, TKM are supposed to be the masters of martial arts, and whats a better martial artist than a master brawler. This could give the reason for TKM being a little more powerful than other melee professions, and makes Master Brawler useful for something for once.
Advantages:
Since the CU upgrade is coming up, the developers are gonna make the profession as powerful based on how many skill points it uses. With this in mind, this could give the devs a reason to keep TKMs at a higher state of power than the other professions, while justifying itself by using more sp and having a higher requisite.
Disadvantages:
Dabbling is restricted more for people interested in getting TKM. Also the cost of the SP might hamper some of your templates. Also with this, you have to create a whole new tree or new professsion to fill the 4th tree in brawler. Something like Survival Techniques for brawler like how marksman has ranged support.
Conclusion:
To me, this idea doesn't mean nothing, just a random idea that i have, just like all the other ones i have, and the best way to use a idea is to post it. I actually don't want this to go in, because it might hamper my future Commando/TKM template that im going to use post CU. So comment or flame, don't care which, just say something atleast lol.
Some of you think "But why".
Reasoning:
Think about this, TKM are supposed to be the masters of martial arts, and whats a better martial artist than a master brawler. This could give the reason for TKM being a little more powerful than other melee professions, and makes Master Brawler useful for something for once.
Advantages:
Since the CU upgrade is coming up, the developers are gonna make the profession as powerful based on how many skill points it uses. With this in mind, this could give the devs a reason to keep TKMs at a higher state of power than the other professions, while justifying itself by using more sp and having a higher requisite.
Disadvantages:
Dabbling is restricted more for people interested in getting TKM. Also the cost of the SP might hamper some of your templates. Also with this, you have to create a whole new tree or new professsion to fill the 4th tree in brawler. Something like Survival Techniques for brawler like how marksman has ranged support.
Conclusion:
To me, this idea doesn't mean nothing, just a random idea that i have, just like all the other ones i have, and the best way to use a idea is to post it. I actually don't want this to go in, because it might hamper my future Commando/TKM template that im going to use post CU. So comment or flame, don't care which, just say something atleast lol.
DireBountyHunter
Wed Nov 17, 2004 11:44 pm
#2
JuggernautRM wrote:
What if the pre requisite for TKM was master brawler.
Some of you think "But why".
Reasoning:
Think about this, TKM are supposed to be the masters of martial arts, and whats a better martial artist than a master brawler. This could give the reason for TKM being a little more powerful than other melee professions, and makes Master Brawler useful for something for once.
Advantages:
Since the CU upgrade is coming up, the developers are gonna make the profession as powerful based on how many skill points it uses. With this in mind, this could give the devs a reason to keep TKMs at a higher state of power than the other professions, while justifying itself by using more sp and having a higher requisite.
Disadvantages:
Dabbling is restricted more for people interested in getting TKM. Also the cost of the SP might hamper some of your templates. Also with this, you have to create a whole new tree or new professsion to fill the 4th tree in brawler. Something like Survival Techniques for brawler like how marksman has ranged support.
Conclusion:
To me, this idea doesn't mean nothing, just a random idea that i have, just like all the other ones i have, and the best way to use a idea is to post it. I actually don't want this to go in, because it might hamper my future Commando/TKM template that im going to use post CU. So comment or flame, don't care which, just say something atleast lol.
Some people will argue that TKA needs to use more SP to master. I don't really agree with that mind you. As far as your idea goes, meh. There's no real logic to having those skill trees added.They don't have any direct relation to what we do. TKM are masters of unarmed combat, not weapons. I'm also sure that most people won't agree that we're at a higher state of power over other professions, myself included. We're fast and we have states, we don't have the defences of Fencers, the sheer power of Swordsman, I have no idea what the deal is with Pikeman as I've never done that profession.
I dare not waste anymore time on this. My opinion, horrible idea.
TheRockStar
Thu Nov 18, 2004 3:50 am
#3
I don't think this is the way forward really, as none of the other brawler boxes give any mods that a tka could use - the only useful mods come at master brawler, with improved warcry, intimidateand cob. If the other brawler boxes had some more generic mods then I could see some sense in it, but then I would query why every master combat profession shouldn't have the same restriction, ie, mastering the novice part.
Basically I think no, but nice try 
Atama
Thu Nov 18, 2004 7:31 am
#4
TKM is not the master of all martial arts, it's the master of unarmed combat. Fencer is the master of small one-handed martial arts weapons, swordsman is the master of larger martial arts weapons, and pikeman is the master of pole martial arts weapons.
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