Teras Kasi Archive

Thread: How do TKAs see themselves in the balance of things?

Gadnar
Fri Dec 05, 2003 12:34 pm
#1

Well, how do you all see yourselves? Not strong enough? Too strong?



Kova Ginyt


Disgruntled Blademaster




Kova Ginyt (SI)
Do you find me sadistic?
Heorot
Fri Dec 05, 2003 12:39 pm
#2






Gadnar wrote:

Well, how do you all see yourselves? Not strong enough? Too strong?






Fairly strong by purposeful design, with a few huge weakness; no bleed, only kinetic damage and only one weapon. Within 5m we can kill most players pretty quick if we land a kd, but outside that kiting is a huge issue.


Overall, just fun to play with meditation, cool graphics and lots of pride at being unarmed in a world full of flamethrowers, grauls and guns.




A'noq
A'ker

Maverick315
Fri Dec 05, 2003 4:42 pm
#3

I see TKAs as a utility class. We have a little bit of everything. We can deal good damage quickly, not the best damage and not the fastest, but well enough. We have directed pool attacks, not as good as the other melee's pool attacks, but good enough.



Bria-Varien: TKA, Pistoleer, Smuggler, and wanderer.

It's nice to be wanted, even if it is 'Dead or Alive'

"Teras Kasi are leathal, nearly impossible to knock down or unbalance"
"Facing an opponent armed with ranged weapons, high-level abilities enable him or her to evade blaster fire and close in quickly, bringing his or her enemy swiftly to the ground."

-Page 267, SWG Strategy Guide
DewBackTF
Fri Dec 05, 2003 4:53 pm
#4

Very Strong yet Very Weak



we can deal thousands of damage in seconds, but we cant bleed, we cant do anything besides kinetic damage, we cant hit from 64 m...





~o ~o ~o ~o ~o ~o ~o ~o ~o
~o ~o ~o ~o ~o ~o ~o ~o ~o
~o ~o
Atib Bellar : Chilastra ~o ~o
~o ~o ~o ~o ~o ~o ~o ~o ~o
~o ~o ~o ~o ~o ~o ~o ~o ~o


scphares
Fri Dec 05, 2003 5:53 pm
#5

(Not sure of the actual numbers)
well, with +70 melee defense (clothing)
+54 unarmed toughness
+79% kinetic resist armor
doctor buffs
and
stim E's

I see myself basically as a player controlled Graul Mauler,
But I listen to commands and don't whine about being hungry or wanting to play.
JEAUX_ZUF
Fri Dec 05, 2003 6:08 pm
#6

were gettin there but other professions need love right now seeing as were retivally stable (excluding most of FoW)



Jeauxzuf
TKO - Sensei GAT Quarterspondant
No, no, no. You walk up to them and say: "Nice shoes...wanna f*ck?" - Graflex3 - I Support Annoying, Pointless Bandwagons. You can too!

64Bit
Fri Dec 05, 2003 7:29 pm
#7

I think that with the "out of range" fixed and the FoW timer reduced we will be right where we should be. Strong in close combat but weak in ranged.


How can I stand directly under a tortur and be out of range? At least I should be able to hit it in the knee or kickits ankle.




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


NeutralMonk
Fri Dec 05, 2003 7:52 pm
#8

If the outta range is fixed, then our normal range will be lowered to 5m, where it was before.
Taliskar
Fri Dec 05, 2003 8:13 pm
#9

I see us as one of the most powerful, versatile, kick but classes in the game... in PvE. In PvP we are suckers to anyone with half a brain and a ranged weapon.


All in all the class needs some changes, only to make it more fun:


They should completely remove FoW, or revamp how it works. I personally will never press that button with its current implementation.


They should re-think KD for all professions. Right now they have it tuned as a once in 30 seconds (per target), hard to stick guarenteed kill. People fall down and they really have no chance to get up before death. I would much rather see us with a command that can be used more frequently, but that only knocks people down until they stand back up... with a 50/50 on the stand part if they are dizzy. Dizzy should also be reworked so that hitting a posture change button DOES NOT call a check to dizzy if you are already in that posture. (ie. If you are standing and hit stand, you don't fall down). They should also let KD stick more often. Why this change? As it is I feel the power of the attack is well balanced with the other classes similar attack levels. However, the effect of the attack is one that just plane pisses people off. Laying not able to get up or hitting stand one to many times and falling back down until you die just sucks. If it did super damage and just killed them in one hit (like many other attacks) they would have LESS anger towards us and the command than what we have now... which is basically a somewhat hard to land torture to death command.


In short, we rock... I have been a TKA-master for ages and won't be giving it up. I'm using my OTHER skill points to grind holo-driven professions.


-Hyssthi Master TKA, retired: Master Scout, Master Artisan, Master Creature Handler, Master Smuggler... and the list goes on.




I walk the path of the Jedi, the path of many professions (tm). It is not what I know that makes me who I am, it is what I have forgotten... and I've forgotten more than most.
Riddix
Fri Dec 05, 2003 8:27 pm
#10

Happy, and loving my chosen profession of Teras Kasi .



~Riddix~
Doshan
Teras Kasi Master
Combat Medic
Master Medic

Spuzzed
Fri Dec 05, 2003 8:40 pm
#11

I love this profession so much. Its there for when I need it. Power boost combined with neutron pixie is very nice. We get the afore mentioned power boost, we can heal our own wounds, and we can dish out damage. I guess I just dont expect too much from my profession.
Tatho-Corbantis
Sat Dec 06, 2003 1:16 am
#12






Heorot wrote:





Gadnar wrote:

Well, how do you all see yourselves? Not strong enough? Too strong?







Fairly strong by purposeful design, with a few huge weakness; no bleed, only kinetic damage and only one weapon. Within 5m we can kill most players pretty quick if we land a kd, but outside that kiting is a huge issue.


Overall, just fun to play with meditation, cool graphics and lots of pride at being unarmed in a world full of flamethrowers, grauls and guns.






I see kiting via the "out of range" bug as a large issue that needs to be fixed, not a weakness in the prof. With weapons going to at least 10 m (I heard that, right? I'm not dreaming?) the fudge factor should be fixed so we can hit stuff if it looks like its in range to us. After that....I think we're just right
vonbraat
Sat Dec 06, 2003 3:40 am
#13

I see TKA as the profession that has come the closest to being the perfect balance between advantages v. disadvantages.


But such a well-balanced profession cannot remain .


The nerf-herders will strike again.



and there was much rejoicing...
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