Teras Kasi Archive

Thread: 100% Kinetic resists...question for discussion...

Hiply
Wed May 05, 2004 5:16 am
#1

After having my hat handed to me by an Elder...and then having to turn tail and run from a Councilwoman...and a Guardian...I have to ask myself:


Why, if there is a charcater class with only one damage type, are there mobs that are 100% resistant to it...thereby effectively shutting out that class from even attempting to engage the mob?


I would not mind seeing very serious resists to kinetic, but to just arbitrarily say: "Sorry TKs, you will not be able to engage these mobs, at all", is, in my opinion, wrong. I undertstand (and I am not at all a "new" TKM) that we deal amazing damage and all that...but to "balance" that by saying that we are shut out of engaging anything, makes no sense to me at all.


I'm sure this has been discussed before...but if there is no additional class of damage weapons for TKs, should there be mobs that cannot be engaged (I do not mean solo'd, I mean even scratched) by an entire class?



On Eclipse: Hiply Rustic...MM/ME/MMerchant...now playing with THE FORCE (see us at www.use-theforce.com)

On Tempest: Landru Sol...Master Swordsman/Master Doc

On Lowca: Heru...TKM/Ranger


atat9619
Wed May 05, 2004 5:17 am
#2

When death watch comes u get the razor kunckle.Its heat BTW.U might be able to get it from deathwatch NPCs on patrol.



^4Battlefield SF>SWG
icutyou
Wed May 05, 2004 6:26 am
#3

I think 100% resist is dumb. If I'm picked for TKA correspondent, this is an issue I'd like to bring up with the devs



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EcadMistflier
Wed May 05, 2004 7:35 am
#4

At the present moment TKM is for masochists. BTW nice armor......



Ecad Mistflier
Force Wielder and Old School Disturber of the Peace
:: Ex Master Smuggler :: DEC 15 = BYE BYE SoE :: Ex SWG Jedi ::

"There is more stupidity than hydrogen in the universe, and it has a longer shelf life."
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OmegaSaintSeiya
Wed May 05, 2004 8:52 am
#5

That's why I only keep TKA for the wound-healing, force of will, and the weak-against-kinetic mobs. The devs give you 250 skillpoints for a reason, and its not so you can marvel at all the pretty left over points while you stick with only TKA. Pick up a side profession such as Fencer (Stun baton: Stun damage), Swordsman (Powerhammer: Blast damage), or Pikeman (HVA: Electric).



Zemyugga
or
Commert

Zemyugga - Shah of the Zoroastrian Empire of Star Wars Galaxies. Appointed by Commert, Minsc, AND Oawofae.
Mistwaver
Wed May 05, 2004 10:01 am
#6






Hiply wrote:

After having my hat handed to me by an Elder...and then having to turn tail and run from a Councilwoman...and a Guardian...I have to ask myself:


Why, if there is a charcater class with only one damage type, are there mobs that are 100% resistant to it...thereby effectively shutting out that class from even attempting to engage the mob?


I would not mind seeing very serious resists to kinetic, but to just arbitrarily say: "Sorry TKs, you will not be able to engage these mobs, at all", is, in my opinion, wrong. I undertstand (and I am not at all a "new" TKM) that we deal amazing damage and all that...but to "balance" that by saying that we are shut out of engaging anything, makes no sense to me at all.


I'm sure this has been discussed before...but if there is no additional class of damage weapons for TKs, should there be mobs that cannot be engaged (I do not mean solo'd, I mean even scratched) by an entire class?






This isa good topic, and well, I agree with you. I personally don't believe anything should be 100% resistant to anything. Teras Kasi has a second damage type now, and even with that you can't damage the Nightsister Elder until her HAM begins to get low and her resists start to drop, but even then, with 80% resists and AR3, you do roughly 50 points of damage to her with AP1.



Reeli Owoo
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Proud TC-Prime player for over 2 years and counting.

TC-Prime players get pwned daily, multiple times a day.
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Ryutek
Wed May 05, 2004 10:07 am
#7

I would think, that instead of having 100% resists, those "mobs" that are supposed to be tough should have 95% resists and medium to heavy armor. That way you still "should" have a group to take them on, and we would have the ability to do some damage.


This is definitely a very hot topic, but one that also is like a tightrope. If we try to lean to far to one side, we will most definitely be nerfed, and that is something I do not wish for ANY profession.





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Morphink
Wed May 05, 2004 10:21 am
#8

I think the 100% Kinetic resist has a place. It is important that the TKA profession has a place in a group, and also has a need to group. In an MMORPG I fail to see the point of being a totally solo profession with no benefit to grouping/socializing. TKA is close to that point, let's look at the facts:


Damage Output: If you can solo 4 rancors (at times I have done more), you rank in the devastating

Meditation: Disease, Poison, Wounds, a TKA fears not these things

Power Boost: Nothing like a self buff (albiet a much smaller and shorter one)

Force Of Will: No I'm sorry, you cannot death blow me


We are a machine of destruction and mayhem with little need for a group when we pick vulnerable targets. If we were able to smash everything, a group would imply slow us down and be a liability. I like the fact that on a NS hunt, I fill the roll (VERY important roll I might add) of a tank. I flash the shiney object at the Elder, and let my group deal the damage. 100% resists are a critical part of the balance that TKA MUST have to remain a viable profession and NOT a target for nerf.



Morph Fink - Master Smuggler
&
Aesh Tongro - Master Track Star

SOAL Valley - Sunrunner
Imp Radio Transmission: "I don't know what the technially millitary term for it is. But we're pretty f*%@ed up down here. We need men!"

Rebels Intercept and Respond: "Dude, how long have you guys been down there?"
Ryutek
Wed May 05, 2004 10:35 am
#9

Morphink,


That is exactly why I say the higher end "mobs" should be 95% Resistant and Medium to Heavy Armor. Yes, you could theoretically solo someone with those resists, but if the HAM on the target is high enough you will not be able to easily. Granted, we could say that the ones needing to be so much stronger could be 99% resistant as well.


The majority are not wanting to solo everything, just the ability to scratch the target when participating in a group...





Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Morphink
Wed May 05, 2004 11:43 am
#10

Fair enough Ryu


My only concern is that without balance we become ripe for a nerf. That being said I don't think a reduction to 95-99% would be so bad, let's us scratch them a bit but still doesn't make them viable for solo-action.



Morph Fink - Master Smuggler
&
Aesh Tongro - Master Track Star

SOAL Valley - Sunrunner
Imp Radio Transmission: "I don't know what the technially millitary term for it is. But we're pretty f*%@ed up down here. We need men!"

Rebels Intercept and Respond: "Dude, how long have you guys been down there?"
KnapweedD
Wed May 05, 2004 1:10 pm
#11

Nearly all the team aspects of this game are subservient to the needs of the individual. With the right template, nothing in this game is unsoloable. It may take forever, but every MOB in the game is solable. Even PvP appears to be more about templates than strategy, tactics and picking the right group with skills that complement each other.


100% resists, however, don't really counter the problem as there are plenty of points to invest in another profession to circumvent the weakness of TKs. A group of twenty TKs couldn't take down one MOB with 100% kinetic resists, no matter how much time they had, so just grouping won't help either.


We know there is a combat balance in the pipeline. Let's just hope these problems are addressed. Combat is so out of whack at the moment, it really can't be sorted by just giving any profession another weapon damage type nor can it be sorted by just lowering the resists on a couple of high level MOBs. The whole thing needs a massive rethink. SoE has told us they are doing that, so I suggest we just wait until it happens before we lobby for 'tinkering' with any individual profession or MOB.


Ryutek
Wed May 05, 2004 1:35 pm
#12






KnapweedD wrote:

Nearly all the team aspects of this game are subservient to the needs of the individual. With the right template, nothing in this game is unsoloable. It may take forever, but every MOB in the game is solable. Even PvP appears to be more about templates than strategy, tactics and picking the right group with skills that complement each other.


100% resists, however, don't really counter the problem as there are plenty of points to invest in another profession to circumvent the weakness of TKs. A group of twenty TKs couldn't take down one MOB with 100% kinetic resists, no matter how much time they had, so just grouping won't help either.


We know there is a combat balance in the pipeline. Let's just hope these problems are addressed. Combat is so out of whack at the moment, it really can't be sorted by just giving any profession another weapon damage type nor can it be sorted by just lowering the resists on a couple of high level MOBs. The whole thing needs a massive rethink. SoE has told us they are doing that, so I suggest we just wait until it happens before we lobby for 'tinkering' with any individual profession or MOB.









I would love to hope that it will be sorted out in the Combat Balance (and with the post some time ago alluding to different weapons that required a certain skill level within a profession I can only hope) but I really think that they do not quite realize this is an issue. Look at TH's response to the pikemen. It kind of danced around the true meaning of the question (at least in my opinion) while providing a decent answer. They did not necessarily want Akva Min to be "nerfed" they just wanted to know why their other damage type was dependant on getting a part immune to their only damage type without that part.


The answer, in a large part, is to keep her from being soloable. However, anyone should be able to cause her some damage, and that is the point. The only problem with asking this particular question, is that it would have to be phrased in a way that could not be misunderstood.




Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
Morphink
Wed May 05, 2004 2:03 pm
#13

Well you can't argue that the individual points laid bare here don't have merit. Whomever takes on the Correspondant duties will certainly have to press all these points with the DEVs. I hadn't considered the upcoming Combat Balance changes in my initial argument, will be interesting to see how this affects the TKA community.



Morph Fink - Master Smuggler
&
Aesh Tongro - Master Track Star

SOAL Valley - Sunrunner
Imp Radio Transmission: "I don't know what the technially millitary term for it is. But we're pretty f*%@ed up down here. We need men!"

Rebels Intercept and Respond: "Dude, how long have you guys been down there?"
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