Development Cycle Archive
Thread: Jedi Punchlist Feedback
The Jedi community makes an observation:
"Jedi cannot block melee attacks....at all. This is unacceptable."
Thunderheart (for SOE) responds:
"Jedi are not being designed to be the perfect solo character that can defend against all other classes. Jedi are not “scrappers” and by definition, Teras Kasi was developed specifically to fight Jedi at close range.This will be especially true when Jedi are given the ability to block ranged attacks back at their opponents. Melee attacks are something the Jedi should be wary of."
I am very sorry guys, this is only my opinion, but the above response to melee attacks is just totally inconsistent with STAR WARS. And no it does not make the game feel like STAR WARS either. Can you in your wildest dreams (or Nightmares as it may be, lol) imagine a melee artist of any type competing with a jedi using a lightsaber? And now SOE professes that jedi should not block melee attacks??? Ok, then havejedi dodge them, hehe. The SWG player community may have some quirks, because we play this game so much (you have to just to accomplish the simplest of things), but I doubt naive is a trait of many players. Of course the jedi is the perfect solo character that can defend against all other classes. That's what makes them a jedi.
"Teras Kasi was developed specifically to fight Jedi at close range." Are you kidding, OMG, LOL! TKA was developed before Jedi even existed, in concept or code.
Now i can understand for the sake of the game having the brawler professions, especially since the baseline engine used to make SWG already had brawler type action, but really, can we have just a bit more reality in this space based science fiction adventure, lol. A jedi should shred any brawler class period. For that matter, any marksman class should shred brawlers too. Don't let my personal martial arts training get in the way of sanity, but the only time hand to hand combat is of value is when your opponent does not have a weapon, or you manage to disarm them (not at all like the current Disarming shot) or control their weapon. This usually requires the practioner without the weapon to be more proficient in their art than the one with the weapon. And the only time a sword, staff, orother melee weaponis of value is when your opponent does not have a firearm/gun. Let's not forget that the saber is essentially a brawler class (one handed, two handed, and polearms for originality sake). Clearly one brawler class should block other brawler classes. Jedi can block a lightsaber but not a Knuckler? a Sword? or Staff? LOL!!!
Rather then make perceptively weak arguments for designs that were perhaps not totally thought out, why doesn't SOE just admit that jedi should have melee attack block, dodge, and counter abilities.
Thunderheart, you are doing one hell of a job (I mean that most sincerely), riding the fine line required of someone in your position. Please don't allow the developers to sell this reasoning, cause as the STAR WARS fan that you must truley be, I refuse to believe the you actually buythe above response yourself.
The only class that Jedi should be wary of is OTHER JEDI!! If jedi have to fear any of the brawler professions or any kind of melee attacks, then obviously players will have to reconsider just how much they will continue to play SWG, and SOE and Lucas Arts will just have to consider just what that means to their bottom line.
Again, very sorry for the rant, but the above response was just one disappointment that I simply could not sit quite on. Thanks very much for your attention.
Thunderheart wrote:
13. Robes of all levels should have *some* sort of armor resists. Padawan who are just starting out in the world could use a Robe with some resists. Higher level Jedi Robes should have +resists to certain things like poison/fire/etc.
The Jedi Development team is against balancing these combat features with the robes. We will work to balance resists to poisons/fire/etc.
That addresses the 'higher level Jedi robe' suggestion, but the core is that the padawan just starting out can no longer use armor, so have no kinetic resist (or armor), nor do they have the advantages of high lightsaber and jedi toughness. As part of the described purpose of the robes was to replace armor, we want and NEED these robes to have functional armor-like statistics, not just +regen and +forcepool (though those are lovely, it's not all you need).
15. Sabers made with exceptional pearls (-9 FC) for example are not returning exceptional components.
Pearls are returned based on the stats of the Lightsaber as a whole. So if you have one amazing pearl and three lame crystals in a lightsaber, you will not have an amazing pearl come out.
Additionally, when lightsabers are deconstructed, the pearls are un-tuned.
The process of tuning a crystal or pearl does have a random element so the final stats are not guaranteed, though they will be within the correct general range.
The problem with this is that in the corbantis change, there were people using all highly desired -9 FC pearls (with other reasonably good stats), but the resulting pearls from the breakdown looked like 'normal' pearls from any other saber deconstruction. The popular theory I read was that the curve appeared highly flattened, with exceptionally good pearls (or bad crystals) averaged out completely to a default range of pearls (which weren't very impressive at all).
And heck, it doesn't address the core issue that was on the top5 since Jedi had a correspondant: Requirements for looted items to have the weapon at all. In the revamp this was made not better but worse, since you now have to have a dropped component PER saber, including training sabers!
27. Overall skill point requirements need to either be reduced or one tree collapsed.
Having to spend 24 skill points in force sensitive skills that do NOTHING for Jedi and having all skill boxes RAISED in skill cost is a very bad combo.
8,6,4,2 is simply too restrictive. We have jedi coming from a system where you can have all powers, to a system where you can not possibly have even the most basic powers and be viable.
That's just not "fun." This revamp is about what is fun, as much as what is good for the game as a whole.
We aren't looking for overpowered here, but we would like to be able to have viable templates and still have enough points to learn some of the necessities such as Meditate and Force run.
Please lower the skill requirements to 7,5,3,1 which will let Jedi master 2 trees and achieve 4444 in another. This is hardly overpowered, will still allow for great diversification between Jedi, and will discourage dabblers. Please do us this one favor, it is not asking too much.
Absolutely the revamp is about fun. It's also about adding depth and choice to the experience of being a Jedi. Adding additional skill points or reducing the skill costs just further homogenizes Jedi making them all have the same basic abilities. That is completely counter to one of the major goals of this rebalance.
This one is a key. I understand why the skillpoint costs must be high, I understand the desire for differentiated Jedi. But I don't understand why changing the point allocation significantly is counter to the major design goals. Alterations like combining all of the novice profession boxes (for basic skillsets) into a 'padawan' box that costs a reasonable amount of skillpoints (upwards of 40, for a barrier of entry of 64 points for not-just-fs-but-jedi), with a commensurate reduction of higher boxes was one idea I saw. Reversing the distribution (8-6-4-2-1 to 2-4-6-8, for example) was another. Still another was making the novice profession boxes 15 skillpoints each for higher barrier of entry, then making the rest of the tree a more normal profession (5-4-3-2).
In all of the scenarios that've been looked at, especially with the conversion revolving around skillpoint allocation (as opposed to xp), with ZERO credit given for 'unspent' skillpoints, the high barrier not only penalizes dabblers, it penalizes less experienced existing jedi. Scenarios where you have more than 8 points, but less than 16, so can't get more than one box (but get no xp back). Variations of the same (More than 89, less than 97. More than 97 but less than 105), at every breakpoint. Even the mundane 'single point' loss that FEELS significant with the amount of effort put into the advancement, that comes when you get any skillpoint allocation in conversion that yields an odd number other than multiples of 89 (where you can use the odd point on a master box).
As well, there's a highly justified feeling that 'the necessities' aren't covered by the dramatic spreading out of the skills in question across four of the five trees. While the Jedi revamp team seems to think that moving Force Run 1 (and basic Force Meditate) down to novice boxes is 'extremely overpowered', I'm willing to bet they've never dealt with the production scenario of hordes of people converging on you to make you dead.
These are not (at least, I don't think) covered by your answer to this one.
That last comparison, I believe, also applies to the 'don't throw yourself into the meat grinder' response you gave to #11, and the downside to the expectations in #1. There may be some risk of credit/death loops if there was no pvp xp loss, but the danger of untenable, unrecoverable xp loss at the lower levels is just as high.
The majority of Jedi are quite happy to 'avoid trouble',not throwing themselves deliberately in the meat grinder. Trouble comes looking for them anyway, from continuity reasons, to bored people wanting to score a jedi kill, to bounty hunters on terminal missions. With the visibility system still a complete mystery, how is one to 'avoid trouble' effectively? Lessened pvp xp loss (and removal of it from FRS) doesn't address the lack of a bottom to it, nor does it affect the 2x penalty for 'death while linkdead', nor does it address the basic player tendancy demonstrated all over creation to gleefully kill any jedi, weak or strong, by whatever tactics are most effective and efficient.
The scenarios the team seems to see, all revolve around FRS jedi (or Jedi at the 'almost there' threshold of skill). The place those ideas break down are on the now-incredibly-longer climb to knight, where everyone's a foe and you're running around in your no-armor PJs.
Thanks for the initial feedback though. I presume this is feedback from the revamp team, filtered through you, rather than just TH's take on the whole thing?
AnXdiety wrote:
All the Defence Tree and Master Saber equate to is a defence stacked template on live. None of our mods go above 125 or anything else. Yet the live defence stacked templates can still wear up to 90% composite armor. This is straight out of the bulls ass is what this all is.
The current set-up is definitely not set up for diversity in any way at all. 226 skilll points is enough to master 2 full trees, and to get to lvl 4 in two more of a third tree. Any deviation from this in any way results in either extra skill points wasted, or requires the jedi to spend them in absolutely useless FS skills. The restriction of not being able to dabble at all is going to homogenize jedi into a master this/master that 4/0/0/4 (in some order), or feel gimped due to the useless skill points or becaue they are not viable in the trees they dabble in. To me this isn't fun. It seems that either you have fun with your skills, or you can be viable, you can't be both.
Oh.. if you hadn't heard, everyone is taking at least 4/0/0/4 healing... guess what masters they will have.
Thunderheart:
Experience loss has been changed back and forth a bit. There has to be some death penalty associated with PvP deaths because of the inherent power level of Jedi and also to prevent Jedi from selling their deaths to Bounty Hunters. Without a penalty, it leaves the possibility of a “Death-credit” loop.
How about same cooldown timer? Sameas for PVP raiting or for Jedi FRS exp