Teras Kasi Archive
Thread: My personal take on the TKA
A couple of you have asked what I personally think TKA should be. I'd be happy to share, but note that this has nothing to do with the recommendations I'll be taking to the devs. I'm interested in fulfilling the collective directions of this community, not in pushing my own agenda.
That being said...
Compared to the other melee professions, I see TKA as the high-speed combat class. They've talked about setting hard caps for speed on different types of ranged weapons, something like 3 seconds for rifles, 2 seconds for carbines, 1 second for pistols... whatever. I have the feeling that if they do that, they'll port the same thing over to the brawling professions as well. I'd see the TKA as filling the 1 second slot.
Personally, I would like to see TKAs have the most target-manipulation skills. As someone who has studied martial arts, I realize that weapons generally do more damage per hit, but nothing can compare to the precision and versatility of an open hand. ( just so nobody takes this the wrong way, remember, I said that this is only my opinion, not what I'm going to start asking for.) So I'd like to see a TKM be able to debuff the target a half-dozen unique ways, confuse, hobble, choke, blind, stun, throw, pin, etc. To me, those types of moves are the coolest parts of martial arts. Damage is obviously necessary and will always be "the" measuring stick, but to me, the flavor comes from target manipulation skills.
On that note, one specific thing that I would like to propose as a potential fix for the unarmed combo moves (which are really bad right now) would be various combinations of debuffs. Maybe Unarmed combo 1 could be stun/blind, UC 2 could be something like dizzy/stun/blind. I'd like to hear your ideas on that one.
I do not think we should be U83r. I do not personally agree (in the context of this game) with the wonderfully creative bit of fan fiction describing TKAs as possessing near-Jedi combat powers. I don't personally favor increasing the TKA skill point cost as a justification for more powerful moves (although I would like to see some kind of hybrid brawling profession sooner or later).
I DO want TKAs (and all brawling professions) to be on-par with the ranged professions in terms of overall effectiveness and playability. As master Marksman who at one point dabbled in pistoleer and carbineer, I can tell you that I personally think that ranged professions are far easier, and more effective overall ATM. I'm putting a good deal of hope in the skill the combat dev mentioned that will greatly increase brawler's tanking ability for a limited time. We'll see how that develops.
I'd also like to see more weapons. Combat gloves, brass knuckles, stun-VKs, Acid-VKs, and while we're at it, I've always like the Sai. Maybe that's just me though.
Well, I'm in serious danger of rambling here. I haven't covered PvP here, but there are so many issues there that this thing would be twice as long.
Like I said, this is just my personal take on things. It's not my job to push my own agenda, I'm here to work with you guys to make this class as fun and cool as possible for everyone.
I'm looking forward to it.
I agree with most of your comments on some level. I especially like the state attacks like chokes and throws. I however think that special abilities instead of more wepons are the way to go for damage types. See my post on the issues thread.
Thanks,
This is going to be interesting!
I like your ideas for TKA, it may not line up with my ideas exactly, but its darned close enough!
Very creative and optimistic thoughts! Rock on! ![]()
I would've liked the sai and other martial arts weapons to belong to TKA's, I was hoping the polearm was one of them.
Maybe if they fix 1 handed swords and two handed swords and polearm maybe the requirement to move to novice TKA would be Master Brawler?
Ever see those wookiee gloves with the spikes on them? Those could have some effect on the damage of wookiee TKA's.
Maybe another weapon for TKA, maybe something such as blow darts? They could have poison, or disease. We could craft them ourselves, but the resources could require something specific, so they aren't too common. Or weaponsmiths could make them? I don't know, but just my opinion. They could also have a slowing poison.... hehe, that would be cool.
Please get your head out of the clouds
TK are unarmed. The only weapons related to TK in SW EU are:
Stun Gauntlets
Vibro Knucklers
and my favorite the most elite: Czerka Vibroknucklers
(my constant suggestion was Stun Gauntlets + VK for Unarmed Brawler. Reserve the uber Czerka VK for TK)
First off, I like MH's ideas. They're sound, optimistic, and logical.
However, there needs to be some semblance of an idea of what an actual Teras Kasi Artist is! Many of you are crying out for ninja-esque weapons. A TKA is not a ninja.
Teras Kasi literally means "steel hands." It is meant to be an extremely brutal and powerful martial arts form that is rare across the galaxy. Literally, true TKA's wield no weapons. They're extremities are their weapons.
I personally feel that things such as the Vibroknuckler and Combat Gloves shouldn't be profession-specific. Just as CDEF pistols can be used by anyone, so should those weapons. Hell, who says a pure Medic can't slap on some thick combat gloves and use them effectively? Same goes for bladed brass knuckles (aka Vibroknucklers).
Teras Kasi should be a completely weaponless Profession. If you want another martial arts profession that uses weapons, petition for the Echani Warrior (which could be that hybrid brawler profession quite easily).
My only problem with what you said is that you think we should be able to debuff enimies in a number of ways.
You listed good ones but the problem is they don't exist, so combining stun/blind into one move isn't hardly worth arguing for imho, my macro does it pretty effectivly.
Now that being said unique tka debuff that would make the enimy unable to use special, unable to move except to walk, triples the enimies ham costs etc there are 100 different ways to do this but the current debuffs are just simply nice to put on an ememy and fall into two classes
pve: stun/blind/intimidate
pvp: knockdown/dizzy/lunge
(stun/bind/intimidate) imho this time can better be spent useing headhit or hit2
I belive we should be the fastest hits as you state, however this needs to be faster than the fastest ranged attack to mean anything.
These are good sugestions but the main problem is still landing hits in pvp, need to have range uped to 10-16m, 16m if heavy weapons remain melee and not rifle, or an effective /stick if we catch them once they should not be able to get away i belive that the initial chase should be ranged weapon users advantage, once we catch them they need to brawl.
NO MORE WEAPONS. GIVE TKA THE ABILITY TO MAKE THIER OWN KNUCKLE WRAPS AND RULE OUT THE WEAPONSMITH COMPLETELY.
I think TKA masters should get a boost to run and swim. . . I hate running from a mob thats totally killing me, then swimming away while it continues to kill me from underwater. It will prolly never happen so pretend I didn't post at all. Stop reading now. . .. stop man . . . I said stop so just move on already. OK you win.