I've just read through all the links and I'm not scared by any of it. Some of the things that I do like or have just become familiar with from long play are going out the window. But many other things that I do like very much and am familiar with, ironically, from not playing SWG are coming to this arena.
There is a distinct challenge to all of us and, depending on personal tastes, the changes are sweet or bitter. Just for a self-perspective, my old comfort zone is going to be turned on it's head. The paradigm flip isn't going to be a walk in the park for me, even though I do like this particular park.
Grouping - personally I have a nature that looks on the building of a worthy group as part of the fun. It can be time-consuming and irritating based on the people involved, but some of my best and oldest friends in the game I met from grouping.
The dynamism of a group also appeals to my nature. Like good music, a solo singer or instrument can be fun to play or hear, but when the full symphony gets going with multiple pieces in unison it's magic.
Personal Template - Keer's Master Smuggler/Master Pistol/Master Teras Kasi. Even if the new pre-reqs kicked in without the rest of the changes, I'd have a seriously powerfully offense and defense, grouped or solo.
Now, overnight, it looks like that pre-req template will be more defensive, mitigating, and hamstringing enemies over time. Now, hard-hitting. Soon, hard to be hit or finished off.
So, many of my combat instincts will be thrown out the window to make room for learning new ones. It'll be a challenge, but I am really eager to make the best of it. It may not work out in the end, and then I'll motivate on over to something else. But until then I'm going to play these cards.
Role Play - The functions given above for the new nature of my template fits very well with my character in an RP sense. I plan to keep Master in Pistol and sacrifice 2 of my TK branches to satisfy the new pre-reqs. Keer could have been a super damage dealing TK Master for sure, but I like the image of the new "avoidance" given to TK when up close. First and foremost my toon is a silky crook. A smuggler. RP-wise I welcome the attack-sapping Pistoleer, the hard to hurt TK, and finally the delay & run of the Smuggler when the chips are finally down.
Smugglers abilities ... will be vital in dealing with high end group content.
And that doesn't hurt at all,
finally.
Continuity: Teras Kasi has joined the long roster of things in the game to get the discontinuity shaft, depending on your canonical preferences. This newer version of Teras Kasi with moderate damage I can't really see in a continuity/RP sense contending with a Jedi, as they were reputed to do.
Then there's the name itself, "Steel Hands". With the re-imagining of TK it should be more like "Body of Smoke" or "Be Like Water, my friend." Hard to hit, grasp, or keep and it might just choke/drown you?? *shrug*
But, the continuity train has long been chugging from the station. It's not totally gone, there are a few cars left to jump on. But none of us can do anything about it but quit the game. It's proven that I can't do that yet. There's enough left
for me, to stay right now.
I believe so far the new system looks like it will be worth playing on it's own merit. Belief isn't reality though....but curiosity is very real. :lol:
So I guess we'll all be seeing each other out there in the field, making the final call.