Teras Kasi Archive
Thread: TKA Advancement/Specials Some ideas
I'll try to use some decernable order, but if I don't well.... =)
TKA Novice - When a decides to follow the path of a TKA, they should not have to get Master Brawler also just to have the added special moves. Most tend to want upgrades to Intimidate and Berserk, but since they have chosen an elite profession, that profession should have comparable upgrades in it.
- Meditate : No change
- UnarmedHit2 :Added an effect like Intimidate2, or some other noticable combat benifit. Stun reduces the damage of a PC, but does not have the same noticable effect on a mob.
- DefensiveStance : New move in line with the idea posted by Holocron about a "tank" command. When used this command causes a 60% drop in attack speed, but also will increase the chance of a defensive move firing by 10x. As the TKA progresses, the HAM cost and effectiveness of this move will also increase. Because of the 1/sec cap on attacks, the speed bonuses that TKA's get are rather useless, but with the attack speed drop that this move causes, they make more sense. A TKA-M would still be able to attack at full speed while a Novice would have a greatly reduced speed.
Meditation Line - This line is still the least important line to anyone following the TKA path. Since the ability to meditate to regernate health is not highly needed when ina fleshed out group. Add modifiers to the meditation line that would help reduce the HAM cost incurred when using special moves, the better at meditation you are,the lower cost you incur. This only makes sense because a more focused fighter would have more control over the feedback that they feel from the stress they cause to their own body.
Int Med
- ForceOf Will1 : Move this command here. It's really not something someone would expect from a Mastered line. Also propose an addition to allow this command to be used as a type of DB resist. I say this because it is very rare when fighting anything that DB's that I have had a chance to hit this command before being slain. Usually, the MOB DB's almost instantly. Allow the player to attempt to resist a DB that would allow them to be healed if they can. However if the player is not healed in X amount of time, they then die.
Adv Med
- PowerBoost : "Power" is not a measurement of how much damage you can soak up. This command as is never seems to be used because 1) The stat increase is not worth it, 2) As soon as you meditate, you lose the buff. Change this command completely. This should be the TKA answer to Berserk2. Have a 1.5 damage increase with this move, lasting around 10-15 seconds at a great HAM cost. Also this move will cancel DefensiveStance and cause a wound to be applied to the Health pool.
Exp Med
-Focus : New move. When this is used, the next special used by the TKA has the chance of hitting for 4x the damage. This move will also need to have a timer on it so that it is not macroed before every special, say once every minute. Also when using this move, a wound is applied to the Action pool.
Master Med
- ForceOfWill2 : New move. Very simple, when a TKA has mastered meditation, they have the ability to "refresh" themselves of the stress of battle. This move when used will heal a chunk of MIND damage. Use of this move will also cause a wounding of all three HAM pools.
Balance Line - Since recent changes, this line has become somewhat obsolete. Balance should be central to the TKA student, since a professional fighter is in the business of not only damaging their opponent, but keeping themself from being damaged. Most of the mods gained in this line are hard to see where they help. Even at Master TKA, I will get knocked down or posture changed 99% of the time when another player uses a move that causes it. As additions to the entire balance line, I would also propose a added mod to all melee professions. Defense vs Bleed.
Int Balance
- Knockdown1 : A sore spot with most TKA. Since this is only an Int skill, I can understand it not being super effective, but the usefulness has to be looked at. As is, the 5 second delay that this move provides is less then the combat delay it causes to the person that used it. This gets better with more speed, but with all respect : OVERKILL. With the KD timer as it is, this should at LEAST cause the same delay it did. While it is understandable that TKA should not be dependant on ONE more, it does not make sense to completely break a move. ( Just as a side note, the usage of KD as the center of TKA statagy was a big cause of the recent nerfs, but from what Holo said about the proposed "tank" moves, dosen't that cause another single move to become the center of TKA stratagy?)
Adv Balance
- Close : New move. Causes something like lunge but with the addition of the "stick" effect. When this move is used, the TKA will quickly close on the target, causes a posture changeand stay "locked" on them for 20 seconds.While locked on the target,the effective range of the TKA attacksto that one target recieves modifierstoenable hitting a moving target. Because the move basically takes control of the character movement for 20 seconds, attempts to "spam" this move while it is already in effect will cause the TKA to stop all movement
Exp Balance
- Knockdown2 : Because of the decreased usefulness of this move, it should be moved here. The dizzy effect of this move is useful in PvP, but it could be concidered overpowered in that way. This is NOT because the move is overpowered, but because the resistances and effects of dizzy on a PC are much different then on a MOB. Currently only humanoid mobs have even a chance of being effected by the dizzy effects. This needs investigated to bring some kind of common ground to the overall effect.
Master Balance
- Knockout : New move. This move causes the effected target to enter an unconsious state. While in this state the target will not attack, and will heal at a increased rate. If the target is attacked in any way while in this state, it will "awake" with a temporary anger buff, causing greater damage for a limited time.
Power Line -Still probably the first line that most TKA students will learn. Some slight changes could cause more interesting playability.
Int Power
- Dizzy : Possible considerations to the overall dizzy effect are mentioned in the Exp Balance section.
Adv Power
- Combo1 : While good in thought, there is really no reason to use this move above other moves that the TKA as has access to. Add a slight slowing effect to the target with this move, since the target is the health and action pools, it makes sense that someone hit with a "combo" would be slightly injured.
Exp Power
- SpinAttack2 : To be honest, I really have not tried this move since the intended damage upgrade, so my comments on effectivness are not up to date. However when I was using this more, it seemed a rather weak update to the original. Possible suggestions would be addition of stun effect to area. (I mean come on, it's a "dragon strike" that's gotta sting a little...=p)
Master Power
- Combo2 : For a Master skill this is a bit under powered also.Add agreater slowing effect with this move from the effect in combo1. Since the target has just had 3 different areas of their body pummeled, it would make since that they would be a bit dazed and less effective for a time. This would also need a higher HAM cost to the TKA.
Percision Striking Line - A TKA does not really choose to get this, it's kind of a given. But the line is a well concieved one. As implimented, it is effective, but there are still some specific suggestions. For the line in general, it does not make sense for the ranged defense mods to be here, they should be in the Balance tree, but I supppose they had to be put somewhere. Also the idea of percision striking tends to lead one to believe that you are going after a specific area on the body of a target, and they are going to have some additional harm done to them beyond HAM damage.
Int Striking
- BodyHit : While not as effective as one would think, it does target the Health pool of the target. Add to this the temporary reduction of the STR pool as an effect of receving a fist in the gut.
Adv Striking
- ArmHit : New move, replacing LetHit. Using this move would not cause any secondary stat reduction, but would cut the attack speed of the target by 50% for around 15 seconds.An additional effect of this attackwould be similar to disarm. The ultimate charely horse, it's gonna be hard to pull the trigger or grip your weapon securely afterwards.
Exp Striking
- LegHit : Move this command to here. In addition to a reduction in the target QUK pool, this move should cause the target to be "rooted" for between 5-10 seconds. Try this on your own, take a baseball bat and smack yourself in the knee. If you can still run away after that, you are just plain cool.
Master Striking
- Head Hit : Not only should this cause an effect on the FCS pool of the target, but should also have a chance of applying either blind, stun, or dizzy to the target. Try taking a fist to the face and see if you can get away without a headache.
Master Teras Kasi Artist -This is my personal gripe with Master TKA. I don't see any reason why a Master TKA shouldnot be able to be an extremely effectivecrowd controller, solo'er, or addtional TANK in a group.Think about it for a sec, a MASTER of unarmed combat in a universe that has blasters and lightsabers? And MASTER means that's it, you are not finding someonebetterat the whole fist-to-cuffs thing then this gal/guy. I would be lying if Isaid that I don't want to be supergirl,but I do want to feel good about my character.My biggestgripe? I have a REAL problem with standing toe to toe with an *insert ranged profession here* and getting completely destroyed by a novice. If they were at adistance? I would have no problem with that, it makes sense. But you would have to be a MORON to pull a gun at point blank range to a MASTER of unarmed combat. You would be lucky if you mearly got a broken wrist from them in the attempt.
- UnarmedHit3 : While this move is widely used, it is not what it should be. This should be THE ULTIMATE move of the TKA. As such it should be rarely used, have very high costs, and do EXTREME damage. Also, instead of blind, which causes negligable effects, have this move cause Bleeding. You can't tell me that you just got hit by the cumination of thousands of years of training to perfect an art, the most powerfull attack, and your not gonna have a mark on you?
Anyway, those are my thoughts, and I realize the there is about a 0.0001% chance that we would get these, but they are nice to think about yes?
How about adding meditationxp to advance in meditate line, Idontunderstandhow can one advance his/her meditation skills by killingmobs.
surveying, survivalare examples.
If you are saying that there is a reason for this then please stop role-playing greek gods and share it with us...
pretty please...
Right now, what we need is for unarmed combo 1/2 to do something else, power boost to increase timer or something to about 60-100 times as long or to change completely, force of will to not take away all of our stats when we use it, unarmed hit 3/mind hit/leg hit/body hit to get about 25-50% ham cost decreases, and maybe damage increases on body hit and leg hit so there's a reason to use them over unarmed hit 2.
I would like to see state changes on the combos.
I think that the way power boost is right now is next to worthless.
Mind is too important in a battle to give up 200 points for a buff that is worse then the lowest doctor buff
Random thought... a Dive attack. Very similar to the Lunge moves. Basically it's just what it says: You Dive at your opponent from a great distance, dealing out alot of damage to your opponent and knocking him into a prone position. The draw back is that you too are knocked into a kneeling position. The both of you are locked into this position for 2-3 seconds, but you are able to get up first. Thought about the idea of adding a Dizzy effect to this as well, but I also thought about adding that to both people involved.
This could even be a DropKick type move as well.
I like most of the ideas.
The only thing is ee most people forgetting is that if you change the meditate brach to meditation xp, they will need to knock down the combat xp, so its a little lower. I mean, we dont want to have to get 180k combat xp from the time we get master in both power and balancing. That would just suck.
Alot of people have mentioned adding meditation XP instead of combat XP.
The reason I didn't add that to this idea, was because with some of the possibiltes and improvements to the MED line, it would be more combat oriented.
However, med XP could be added, but it would have to be rather difficult to get. Also the XP amount for the other skills should be increased, except for the persicion line.
Just my opinion of course =p
again, very cool thoughts
FlameWulf wrote:
I'll try to use some decernable order, but if I don't well.... =)
TKA Novice - When a decides to follow the path of a TKA, they should not have to get Master Brawler also just to have the added special moves. Most tend to want upgrades to Intimidate and Berserk, but since they have chosen an elite profession, that profession should have comparable upgrades in it.
i agree
- Meditate : No change
- UnarmedHit2 :Added an effect like Intimidate2, or some other noticable combat benifit. Stun reduces the damage of a PC, but does not have the same noticable effect on a mob.
- DefensiveStance : New move in line with the idea posted by Holocron about a "tank" command. When used this command causes a 60% drop in attack speed, but also will increase the chance of a defensive move firing by 10x. As the TKA progresses, the HAM cost and effectiveness of this move will also increase. Because of the 1/sec cap on attacks, the speed bonuses that TKA's get are rather useless, but with the attack speed drop that this move causes, they make more sense. A TKA-M would still be able to attack at full speed while a Novice would have a greatly reduced speed.
this would be an interesting way to do /tank...today was the first time (as a master TKA) i saw a defensive move fire...i was testing move damages on newbie critters and successfully evaded an attack from a flewt...about this though, holo said they messed around with stances in beta, and it was dropped--plus, i don't know if this would be effective enough to allow me to do fun things like krayt hunting (in a big group of course)
Meditation Line - This line is still the least important line to anyone following the TKA path. Since the ability to meditate to regernate health is not highly needed when ina fleshed out group. Add modifiers to the meditation line that would help reduce the HAM cost incurred when using special moves, the better at meditation you are,the lower cost you incur. This only makes sense because a more focused fighter would have more control over the feedback that they feel from the stress they cause to their own body.
i enjoy meditate...i can get over combat medic poisons and disease better than a doctor...and anything for lower HAM costs would be nice
Int Med
- ForceOf Will1 : Move this command here. It's really not something someone would expect from a Mastered line. Also propose an addition to allow this command to be used as a type of DB resist. I say this because it is very rare when fighting anything that DB's that I have had a chance to hit this command before being slain. Usually, the MOB DB's almost instantly. Allow the player to attempt to resist a DB that would allow them to be healed if they can. However if the player is not healed in X amount of time, they then die.
in pvp it sucks too, lag doesn't let you do it even if there's like 10 seconds between incapitation and deathblow...(sometimes)...i really like DB resist idea
Adv Med
- PowerBoost : "Power" is not a measurement of how much damage you can soak up. This command as is never seems to be used because 1) The stat increase is not worth it, 2) As soon as you meditate, you lose the buff. Change this command completely. This should be the TKA answer to Berserk2. Have a 1.5 damage increase with this move, lasting around 10-15 seconds at a great HAM cost. Also this move will cancel DefensiveStance and cause a wound to be applied to the Health pool.
i really don't use beserk, and i doubt i would use this--i'd much rather see power boost fixed so that the buff doesn't wear off when i meditate (and buff should increase with power as more meditation skills are gained)
Exp Med
-Focus : New move. When this is used, the next special used by the TKA has the chance of hitting for 4x the damage. This move will also need to have a timer on it so that it is not macroed before every special, say once every minute. Also when using this move, a wound is applied to the Action pool.
nobody likes 1 shot kills in pvp
....much rather see HAM costs for our damaging moves fixed
Master Med
- ForceOfWill2 : New move. Very simple, when a TKA has mastered meditation, they have the ability to "refresh" themselves of the stress of battle. This move when used will heal a chunk of MIND damage. Use of this move will also cause a wounding of all three HAM pools.
interesting, but...i'd rather see power boost fixed, and lower HAM costs, and a /stick command, and a /tanking abililty...medics would not be fond of us having this
Balance Line - Since recent changes, this line has become somewhat obsolete. Balance should be central to the TKA student, since a professional fighter is in the business of not only damaging their opponent, but keeping themself from being damaged. Most of the mods gained in this line are hard to see where they help. Even at Master TKA, I will get knocked down or posture changed 99% of the time when another player uses a move that causes it. As additions to the entire balance line, I would also propose a added mod to all melee professions. Defense vs Bleed.
bottom line, melees need to be tough to pushover
Int Balance
- Knockdown1 : A sore spot with most TKA. Since this is only an Int skill, I can understand it not being super effective, but the usefulness has to be looked at. As is, the 5 second delay that this move provides is less then the combat delay it causes to the person that used it. This gets better with more speed, but with all respect : OVERKILL. With the KD timer as it is, this should at LEAST cause the same delay it did. While it is understandable that TKA should not be dependant on ONE more, it does not make sense to completely break a move. ( Just as a side note, the usage of KD as the center of TKA statagy was a big cause of the recent nerfs, but from what Holo said about the proposed "tank" moves, dosen't that cause another single move to become the center of TKA stratagy?)
certainly by KD 2 it should last a few more seconds (that they are on the ground)
Adv Balance
- Close : New move. Causes something like lunge but with the addition of the "stick" effect. When this move is used, the TKA will quickly close on the target, causes a posture changeand stay "locked" on them for 20 seconds.While locked on the target,the effective range of the TKA attacksto that one target recieves modifierstoenable hitting a moving target. Because the move basically takes control of the character movement for 20 seconds, attempts to "spam" this move while it is already in effect will cause the TKA to stop all movement
yayyyy...i think if /stick really worked, we wouldn't need a posture change other than a working lunge...it should turn on/off like follow as you suggest...it's silly to suggest as a TKM i can't stay up against as stormtrooper as he runs...where are my reflexes?
Exp Balance
- Knockdown2 : Because of the decreased usefulness of this move, it should be moved here. The dizzy effect of this move is useful in PvP, but it could be concidered overpowered in that way. This is NOT because the move is overpowered, but because the resistances and effects of dizzy on a PC are much different then on a MOB. Currently only humanoid mobs have even a chance of being effected by the dizzy effects. This needs investigated to bring some kind of common ground to the overall effect.
Master Balance
- Knockout : New move. This move causes the effected target to enter an unconsious state. While in this state the target will not attack, and will heal at a increased rate. If the target is attacked in any way while in this state, it will "awake" with a temporary anger buff, causing greater damage for a limited time.
can't we just get power boost fixed?
Power Line -Still probably the first line that most TKA students will learn. Some slight changes could cause more interesting playability.
Int Power
- Dizzy : Possible considerations to the overall dizzy effect are mentioned in the Exp Balance section.
Adv Power
- Combo1 : While good in thought, there is really no reason to use this move above other moves that the TKA as has access to. Add a slight slowing effect to the target with this move, since the target is the health and action pools, it makes sense that someone hit with a "combo" would be slightly injured.
Exp Power
- SpinAttack2 : To be honest, I really have not tried this move since the intended damage upgrade, so my comments on effectivness are not up to date. However when I was using this more, it seemed a rather weak update to the original. Possible suggestions would be addition of stun effect to area. (I mean come on, it's a "dragon strike" that's gotta sting a little...=p)
Master Power
- Combo2 : For a Master skill this is a bit under powered also.Add agreater slowing effect with this move from the effect in combo1. Since the target has just had 3 different areas of their body pummeled, it would make since that they would be a bit dazed and less effective for a time. This would also need a higher HAM cost to the TKA.
hehe i never use any of the 4 above moves...in fact, i've never, once, used combo...never...ever...not even to test
Percision Striking Line - A TKA does not really choose to get this, it's kind of a given. But the line is a well concieved one. As implimented, it is effective, but there are still some specific suggestions. For the line in general, it does not make sense for the ranged defense mods to be here, they should be in the Balance tree, but I supppose they had to be put somewhere. Also the idea of percision striking tends to lead one to believe that you are going after a specific area on the body of a target, and they are going to have some additional harm done to them beyond HAM damage.
Int Striking
- BodyHit : While not as effective as one would think, it does target the Health pool of the target. Add to this the temporary reduction of the STR pool as an effect of receving a fist in the gut.
these moves (leg and body hits) need to "scale" in damage...i think when you hit master striking they should all be equivalent in damage to headhit
Adv Striking
- ArmHit : New move, replacing LetHit. Using this move would not cause any secondary stat reduction, but would cut the attack speed of the target by 50% for around 15 seconds.An additional effect of this attackwould be similar to disarm. The ultimate charely horse, it's gonna be hard to pull the trigger or grip your weapon securely afterwards.
Exp Striking
- LegHit : Move this command to here. In addition to a reduction in the target QUK pool, this move should cause the target to be "rooted" for between 5-10 seconds. Try this on your own, take a baseball bat and smack yourself in the knee. If you can still run away after that, you are just plain cool.
ranged users will throw a fit...just give us /stick (or /close as you suggest)...that way, they can still feel like they can run, but we'll just stay with them
Master Striking
- Head Hit : Not only should this cause an effect on the FCS pool of the target, but should also have a chance of applying either blind, stun, or dizzy to the target. Try taking a fist to the face and see if you can get away without a headache.
i agree...eye shot gets a special...(blind)...if they added specials to alot of our "standard" moves as you suggest, then they could replace things like dizzy, blind, stun with cool things you suggest (/tanking)
Master Teras Kasi Artist -This is my personal gripe with Master TKA. I don't see any reason why a Master TKA shouldnot be able to be an extremely effectivecrowd controller, solo'er, or addtional TANK in a group.Think about it for a sec, a MASTER of unarmed combat in a universe that has blasters and lightsabers? And MASTER means that's it, you are not finding someonebetterat the whole fist-to-cuffs thing then this gal/guy. I would be lying if Isaid that I don't want to be supergirl,but I do want to feel good about my character.My biggestgripe? I have a REAL problem with standing toe to toe with an *insert ranged profession here* and getting completely destroyed by a novice. If they were at adistance? I would have no problem with that, it makes sense. But you would have to be a MORON to pull a gun at point blank range to a MASTER of unarmed combat. You would be lucky if you mearly got a broken wrist from them in the attempt.
- UnarmedHit3 : While this move is widely used, it is not what it should be. This should be THE ULTIMATE move of the TKA. As such it should be rarely used, have very high costs, and do EXTREME damage. Also, instead of blind, which causes negligable effects, have this move cause Bleeding. You can't tell me that you just got hit by the cumination of thousands of years of training to perfect an art, the most powerfull attack, and your not gonna have a mark on you?
other melees get bleeds (DOT attacks) TKA's get meditation (ability to remove those attacks)...i would feel that would be unfair to other melees to give us bleeds...as for unarmed hit 3, the HAMs are a joke...they need to be scaled down heh
Anyway, those are my thoughts, and I realize the there is about a 0.0001% chance that we would get these, but they are nice to think about yes?
very nice thoughts: basically, my thoughts are that i'd like to see what we have now fixed before we get more stuff that's broken...remember, if we got all this they'd have to add stuff for other melees too
1) force of will really needs to be changed somehow so it's more effective, and power boost should do SOMETHING...at least take away meditation removing the effect...that's a start
2) bring body hit and leg hit up to speed with head hit by master precision striking
3) the new thing i really really want is a /stick command...i mean, it's my responsibilty to get to the person, but once i do, lag and "how skilled i am at guessing where the guys going to run" shouldn't play a part
4) add a /stick command
5) add /tanking abilities
6) give our headhits, leg hits, body hits, associated specials (blind, stun, dizzy, things like that)