Too many TK Masters

Discussion on the balance and use of the Teras Kasi and Unarmed Specialist skills.

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Too many TK Masters

Postby Sharah » Mon Nov 01, 2004 5:10 am

As we have all seen, across every server in the game, hordes of players are going and becoming Teras Kasi Masters because they see it as the most (Quote:) "Uber Leet!" profession to become short of jedi.

While I agree that our profession should be quite powerful, as it was meant to be, there has to be a way to reduce the number and kind of TKMs in the game to only the most dedicated, and deserving, of players.

As such, here is a list of suggestions:

1) XP requirements for boxes:

Unarmed 1: Change from 1,000 to 2,500 xp.
(We all know that getting hit 1 is the stepping stone to starting out, and we want to make it harder, not impossible.)

Unarmed 2: Change from 5,000 xp to 8,000 xp

Unarmed 3: Change from 15,000 xp to 20,000 xp

Unarmed 4: Change from 70,000 xp to 100,000 xp

Teras Kasi Novice: Change from 125,000 to 200,000 xp

First level boxes: Change from 175,000 to 250,000 xp
Combat first level: Leave at 60,000 combat xp

Second level boxes: Change from 250,000 to 350,000 xp
Combat second level: Change from 85,000 to 90,000 xp

Third level boxes: Change from 350,000 xp to 450,000 xp
Combat third level: Change from 120,000 to 135,000

Fourth level boxes: Change from 450,000 xp to 600,000 xp.
Combat fourth level: Leave at 150,000 xp

Teras Kasi Master: Change to 1,600,000 of unarmed xp


Vibroknucklers:

IMHO, VKs should also be completely useless until you hit novice TK. The certification should be moved to Master Power Techniques as well, and the speed upgrades of using one will allow you to go up to power 4 instead of unarmed 4.

We all know that a player going up swordsman can't use power hammers at two-handed 1, so why should TKs get to use VKs at unarmed 1?


Moves:

Because we are now making Teras Kasi Master a far harder skill to acheive, we should also make it more rewarding. I propose that the current unarmed hit 3 be moved to Master Power Techniques, and an Unarmed hit 4 and Unarmed Knockdown 3 be created for TKM. UHit 4 would deal half again more damage then the current hit 3, and the knockdown 3 would have a higher chance of knocking the target down and cause a bleed to a random HAM pool.

The damage inflicted by unarmed hit 2 should be increased by 25%.


Abilities:

Nothing much here. I suggest that an attack bonus vs. jedi be implemented and put into the MBH and TKM slots, as both these professions are more centered towards killing jedi than others. TKMs will have studied the art to a fine point and should be very focused (+30 resist to dizzy) and also good on their feet (+30 to defense vs. KD).

As also stated in the TK history, Teras Kasi Artists should have at least some force resistance from the meditation trees, and a little bit more at Master.


Current TKMs:

Current TKMs should be dropped down to power 4, those below TKM to power 3, and so on.


Trainers:

The arts of Teras Kasi are rare, and should be made that way. All current trainers should be removed, and player cities disallowed from placing them. The only TKA trainer should be located in the Blueleaf temple on Yavin IV. Those seeking to train in the art will be forced to fight their way through the Klikniks surrounding the temple to get to the trainer. They will doubtless need another prof or a group to acheive this. This serves a double purpose, as the person wanting to become a TKA must learn to work with others.


Overall:

If even half of these changes were implemented, Teras Kasi Masters would be more fitting to their roles, and the current number of people who become TKMs, let alone going up the prof, would drop dramatically. This fits into the best of plans, as there are thosands of TKMs running around at a time when there should be a few hundred at best.

It would also make TK comparable to jedi, and as rewarding. This is, by my understanding, a large part of the idea of the art's creation after the destruction of Palawa. It would also adhere more to the storyline by reducing the number of TKMs romping around.


These are just my views, and I welcome a heated and progressive discussion :D
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Postby konik » Mon Nov 01, 2004 5:24 pm

making a profession harder to get does not make it any less atractive to wield, it just makes it more irratating to grind, star wars to most people is jedi and spaceships, dangling the carrot of jedi is one thing to keep customers *hooked* but making *another* jedi class (more or less) with a fairly unknown profession only cited in the EU sparsly is a carrot people will wonder what to do with, without having any backup content.

TKM on its own is *not* that powerful, the whole debacle over this is people seeing defence stackers using TKM and thinking that *they* are too powerful which they should be as they are limited to a template of one profession as they have used up *all* their skill points.

TKM arent much cop in group PvP to be honest and only do well in one on ones, so yep if they stand up to jedi fine they should be able to, thats the sacrifice.

in any case its all swings and roundabouts lets see what the combat rebalance brings.
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Postby Paeganh » Tue Nov 02, 2004 1:27 pm

I agree with what I've read on other forums, which is that TK is one of the most well-balanced and thought-out professions. I think the other professions should be fixed before we are penalized. The only change I would like to see is that the skills granted at Med IV be granted at TKM. Most people really like the damage healing and /powerboost and so only get the Med branch. I think these should be saved for Masters.

The thought of raising the XP requirements for TK makes my tummy hurt! :sick:
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Postby Sharah » Tue Nov 02, 2004 10:40 pm

paeganh wrote:... the skills granted at Med IV be granted at TKM. Most people really like the damage healing and /powerboost and so only get the Med branch. I think these should be saved for Masters.


I have to agree with you on that part...this was discussed in the previous thread about cherry picking, but it seems logical that only a master would be able to heal wounds.
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Postby Olicc » Sat Nov 06, 2004 8:10 am

Welcome to the club.

TKM was my first profession. I have been playing since launch and have never dropped it.

I've seen it very broken and I've seen it very powerful. I've seen it become the flavor of the month several times and I've seen it lull to the likes of rifles, fencer, and Combat Medic.

I've seen lots of suggestions from people that wanted to make TKM an exclusive club; one guy suggested that TKM should unlock like Jedi and be permadeath (this was when Jedi was permadeath) in exchange for even more powers.

It used to bug the shit out of me from a roleplay perspetive. What kind of secret society runs around with a TKM tag over their head? Then you get into the whole TKMs are supposed to be rare concept. Ultimatly, I think it just comes down to the fact that we all want to be unique (kinda like a girl who hates to see someone where'n the same dress).

I've since learned to stop caring about continuity and I hardly think of this game as even related to SWs anymore. As long as there are SWG servers running, there will be lots of TKMs running around, you just can't beat a profession that rocks at tanking, is as fast as hell, and can heal itself. Add the fact that the concept of the order is cool as hell and you got yourself a profession that lots of people will gravitate to.

My advise, learn to live with it and just learn to play the profession better than them.
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Postby Sord » Wed May 18, 2005 1:42 am

I know this is old and dated, but I dont think there is a problem with TKMs any more. We are not NEAR as common as we once were, and I am ok with that. It takes a special breed to truly appreciate TKM, and the people that are TKM now, for the most part, do appreciate the concept of what it means to be a TKM.
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Postby Taigei » Mon May 23, 2005 2:26 pm

Well said. I am a bit frustrated that the attack skills we once had, which were based on the EU and SWRPG, are entirely gone. Many of our initiate trials were based on these skills. Right now we have our principles and ethices, but have to go to other professions to gain combat skills. Not that it's entirely bad seeing as one common concept of a true martial artist includes melee weapon proficiency, just that it doesn't fit with TK in the EU.
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