Teras Kasi Archive
Thread: Star Wars Galaxies, Take II, Part III Teras Kasi Master
Think that the last poster got bored and read alittle here and there. The idea is to have TKM require 250 skill points. The current TKM would be master boxer or something else.
I basically agree with the original poster. At the least TK should require master brawler. It should not be possible to be a FotM as it is also a lifestyle. TK should be much much harder to master, but then the result should be better also. Force resists, counterattack, dodge, sneak, increased toughness, etc.
Centauros should post his thoughts in the In Cooncept forum.
I think you missed the point. TK would be renamed boxer and a new TK profession would be made that required 250 skill points. The crafter classes you mention could feel free to take the boxer class (or swordsman, pikeman, fencer, rifleman, carbineer, or pistoleer). This is just to make TK like they were in the books.
Shubalt wrote:
Then all other combat proffesions should reguire a master of thier novice skills. to make it fair.
-What is it with all this BS on Teras Kasi being overpowered.
Im a Master Teras Kasi and i dont feel overpowered. maybe because i dont use buffs?
-oh is that why we need a nerf? because some TK's use buffs?
--My take is the nerfs are for PvP. becuase people want thier proffesion to be the best at it.
The people being claimed as overpowered are those who use the whole system to thier advantage
(Buffs)
(Mod stacking)
(tactics)
The people crying nerf are those who arent using the whole system to thier advantage.
-If you think you should be able to kill a buffed character with defense mod stacking. YOUR INSANE!
--get yourself buffs. dabble like everyone else if you wanna PvP. you cant relly your own strengths when everyone else isnt!.
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This is a shame that so many people have to come this forum and try and degrade a proffesion only because they dont know to play thiers. or if they have a broken proffesion then everyone else should "Fair right?" EERRRRR WRONG!
--ask for fixes to your proffesion. not nerfs and breaks for others.
or Join the proffesion yourself and stop whining about how broken yours is.
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I seriously dislike this idea, it wont leave people enough points to take anything else. like a on the side proffesion..
1. This game is not all about combat (other wise mission payouts would be more worth it)
2. Some crafter classes need a combat class to stand a chance in what they do.
---Im working on Bio-engineer to as my on the side class. and i deal with agro alot and need to be able to walk away from it. so i need to kill whats attacking me (unless its a really nasty creature, im dead)
I wont agree to this idea becuase its not a good one
It still wouldnt work.. and youd have people calling nerf on the new TK proffesion because it would be so powerful\
-People dont care how many skill credits a proffession costs! they only care that cant beat that proffession in a duel!
And that's where you are wrong. They wouldn't be too powerful, because if you READ, in all 3 of my posts, each of these combat types can be easily defeated by any TEAM of the more versatile players. Individually, one on one, at melee range, they should be the toughest thing in the game, bar Jedi. But if a rifleman can stay outside your range, he will kite you to death. Just like ANY OTHER TANK, I blow your tread off, I will own you.
That's why I suggested the skill break down, and their vulneralbilities. I REALLY wish people would also look past the single PVP, or PVE. I HAVE YET to see an instance of single player pvp on single player. I always see groups of 3 or 4 starting a ruckus, until the opposition mounts to the extent they leave, or, they own the entire location of all opposing faction members. A lone TKA vs a group would be able to REALLY make someone have a bad day, but would loose out in the end. A well rounded group would be the end all ofthe game. These are points I wished to reinforce,