Teras Kasi Archive

Thread: For next week's TKA examination...

Aetherium
Sun Aug 17, 2003 9:10 pm
#1

If I could get through to the devs (in an ideal world) and suggest a few things to consider while re-evaluating the TKA class:


1. Defense -- First and foremost, now that knockdown is so insanely expensive we need a way to keep from taking SO much damage. All of you know, if you're the TKA in the group, you take 99.9% of the damage because the mobs seem to never go after anyone with a gun if you're there. This will drop us in minutes vs. any large creature in a couple solid blows. What should we do? Wait idle for a few minutes until other members of the group draw aggro, then attack? If we do that, our ranged groupies will get wiped out! I suggest you look in to ways of giving us more defense. I would say in terms of 'evade/dodge' like skills. Most every other game, if you're the thief-type with high agility, you're innately more difficult to hit. Often times, you also have an ability to dodge arrows easier. I don't see either in this game. Also, we're forced to not wear armor due to the ham costs. This is fine, but if we're wearing no armor we need bonuses to these evade/dodge skills to keep us alive. As an alternative, you might consider increasing the chance that the target mob switches targets vs. sticking on the TKA like white on rice. Not sure how viable that would be, however, since we have no way of 'stopping' a mob to attack them.


2. Ranged weapons -- It would be nice to have some basic TKA 'traps' which would slow or knock-down a target for a short time so we can catch-up. Someone suggested a force-blow, like projected chi, which would stun a target for a short time. If you don't want to get in to the spiritual realm, why not just traps or poisoned darts? Perhaps these could also poison the target at higher levels like assassin weapons.


Those are my biggest concerns with TKA, and I think would help us out A LOT in becoming viable in combat. Even in group combat, we are the first to be incapacitated due to the immense aggro our hits draw, and having a high-chance to dodge/evade would do wonders for us. Thanks.

GalacticBulge
Sun Aug 17, 2003 9:29 pm
#2

I think point #1 should be re-evaluating the Knockdown change. NO MOVE FOR ANY CLASS SHOULD COST 800 HAM! That is a total design flaw that needs to be fixed. Knockdown was already satisfactorily dealt with about 3 weeks ago, making it much more prone to failure, so why mess with it again?


However, i do agree that in general we do need some more defensive bonuses.


I've never had trouble catching up to ranged users.. that's what Burst Run-->UnarmedLunge1-->SmackDown (Knockdown)is for, hehe.





||||||||||||||||||||
Narsil Anduril:
Teras Kasi Master - Master Brawler - Master Swordsman - Pikeman 0/4/4/3
Bria Galaxy

Ma-o Awe (hawt Twi'lek.. LEGGO MY LEKKU!):
BH 2/3/1/4 - Medic 0/0/3/0 - Rifleman 4/4/3/3 - Pistoleer 0/0/0/3
Corbantis Galaxy
||||||||||||||||||||


RunemonIV
Sun Aug 17, 2003 9:39 pm
#3

it only costs 800 damage if you rely on knucklers.. its nothing to actually put your knucklers in your tool bar so you can hot key them off use knock down 150 ham for me without with kd 2.. then slip em back on..



Day one Veteran of the game.. just a little fed up.. /tiny
Alkeash
Mon Aug 18, 2003 5:22 am
#4

after reading your thread title, the first though that came to mind was.."**edit** probes...no wait we already got those."

but yeah defence need a good hard look'n.



Elli / Ille Dullard (TC)
Bringing you the best from a Dullard
Alkeash
Mon Aug 18, 2003 5:23 am
#5

A.n.a.l was edited? ah well.



Elli / Ille Dullard (TC)
Bringing you the best from a Dullard
Hyakugojyuuichi
Mon Aug 18, 2003 5:51 am
#6

LOL



@}-----8----------
The SEXY BOY KOWLOON - Gorath
----------8-----{@
Thunderwulf
Mon Aug 18, 2003 6:47 am
#7

Actually, you can get some traps if you take some basic scout skills. Throw a wire mesh trap to lower the melee defense of a mob.





Bane Wulf - Chilastra *~RETIRED~*
Wulf - Test Center *~RETIRED~*
Teras Kasi Correspondent *~RETIRED~*
Aetherium
Mon Aug 18, 2003 8:51 am
#8

Thunder, I am a Ranger/CH/TKA and was using traps for a while -- mainly just the glow wire trap. However, I don't think it should be required to take the scout line in order to bring the TKA profession up to speed. Also, traps only work on creatures, and the trap that does freeze opponents requires metal... maybe I'll start stockpiling resources from the bazaar. Point being though, the TKA should have his/her own profession-specific traps which would work on human & creature alike, to compliment the class. They wouldn't even have to necessarily be traps per-say.... they could be poisoned darts that would slow the target & do some poison damage, or something. I think defense (evade/dodge) is the biggest issue though.
DarkBrood
Mon Aug 18, 2003 9:01 am
#9

Throwing stars....fits the martial arts aspect...put them in the 4 precision or 4 meditate..so only true TK's us them..



Teras Kasi are lethal,nearly impossible to knock down or unbalance(Just kidding). Facing an opponent armed with ranged weapons, high-level abilities enable him to evade blaster fire and close quickly(Not really)...
Elanae
Mon Aug 18, 2003 9:09 am
#10

I picked this class because I wanted an up close non-range attack class. I think if we get some true defense skills (block, dodge, counter) it will greatly help us and keep us true to what we are. Traps just seem like a hack to me and doesnt seem fitting. I do agree we need something to help us catch up to something kiting us but I don't think throwing a trap is appropriate. Aren't there things used in martial arts that are spun around, thrown, and wrap around a persons feet tripping them? That seems more fitting to me.




Elanae Curvacious -- Master Tera Kasi / Master Doctor on Lowca -- "Fear the wrath of the Cinnabuns!"
Med Supplies -- 6968, 6845 E of Kaadara

"Teras Kasi are lethal, nearly impossible to knock down or unbalance...Facing an opponent armed with ranged weapons, high-level abilities enable his or her to evade blaster fire and close in quickly, bringing him or her enemy swiftly to the ground. " - Page 267, SWG Strategy Guild on Teras Kasi


Where's the beef?! Buying Herb/Avian meat!
Aetherium
Mon Aug 18, 2003 9:15 am
#11

You know, I could agree with you too and say that there is an option for no traps! What we'd need, then, is a quick-burst-run option (separate from burst run) that would run on a MUCH shorter timer so we could do an istant catch-up to a ranged mob, and be able to use again in a few seconds if needed. They could call it Flying Leap or something. Martial artists also have several moves, like sweep kicks, arm/leg locks, etc. to keep their opponent from escaping. I'm still preferential to the assasin-style poisoned dart though.
Locu5
Mon Aug 18, 2003 9:30 am
#12

It would be nice if we could tell if our KD costs were bugged or if they are as intended. They seem extreme compared to our pre-patch costs and compared to post-patch costs for other class's KDs. I do not think we are addressing this possiblity and are instead focusing on the potential nerfage.



-----------------
-Locu5
Happy Killing!
Page 1 of 1
Previous Next