Development Cycle Archive

Thread: Jedi Feedback: Jedi and Combat

Equalivious
Wed Jun 16, 2004 7:22 pm
#14

Also, I feel the increase in damage to lower level mobs shouldn't be just to them. The damage should be universal like it has been in this game all long. If you look at it optimistically, higher level mobs have lightsaber resists since we do far less damage based on how they con and NOT their resistances.



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JustinHarrell
Wed Jun 16, 2004 7:41 pm
#15

Yeah I dont get it either. FIrst they give us damage type with no resists then they make some kind of wierd dmg multiplier based on con? Wouldnt it make more sense just to up our damage then give higher level mobs some lightsaber resist to get the same effect except it would use the system already in place AND we could SEE the resist like every other dmg type?


Wierd thought process, guess its like how they gave all mobs alot more ham than players then 1/4 the damage done PvP to make up for damage the weapons do in PvE. I mean it would havemade alot more sense to lower weapon dmg and mob ham so there isnt any wierd .25 multplier PvP, then the whole combat system gets simpler and more straight forward, but hey whatever.


Justin
MonroeThanes
Wed Jun 16, 2004 8:30 pm
#16

XP loss on death needs to be turned way down, 100k xp is a 2hr grind session so thats a pretty big amount to take away for a single death. could there be a buffer for incidents that may happen, like a BH catching you with your pants down or something, where you could get one death per week that you dont lose xp. a little buffer is needed, i understand a challenge but the first time someone loses 100k xp from server lag keeping them from healing or reacting quickly in pvp all hell will break lose.


bring back weapons xp for the LS trees, leave jedi xp in the master box and toughness tree, but grinding for hours on end to get one box in the weapons is not fun, its extraordinarrly boring and tedious. since the saber is the only method of gaining jedi xp these days its going to be needed for all grinding, gaining those saber skill boxes should be accessable with some effort, but not the current headache that it is projected to be in the revamp


thanks



I'm Monroe Thanes and I approve of this message.
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Larki
Wed Jun 16, 2004 10:14 pm
#17

Jedi Vs Ranged


Ranged can't hit a Jedi at all, can't land intimidate or stun to lower sabre defence mods because they reflect those attempts too. I tested this combat with a MBH template and either MBH accuracy is too low (I don't think that's the issue, it's high enough), or sabre block is too high.


Why are ranged attackers penalised when meleers are not? TKMs had no problems landing hits, I for one would not try to punch a Jedi weild a limb-removing-lightsabre .





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Chut
Thu Jun 17, 2004 2:13 am
#18

JEDI VS NPC FEEDBACK on TC - CORBANTIS



two 0044 LS jedi went for a hunt on Nightsisters hunt onDathomir.




PVE Damage a bit high at the moment. (maybe robe issue)


template:


novice force defence

novice force enhance

lightsaber 0044

brawler 4400

tka 4404

fencer 0440

scout 4000

novice medic


stacked for melee, had full buffs on, plus muon, food for mind buffs, dmg reduction on.


Definately taking too much Mind dmg in pve. (was testing against nightsisters with one other jedi at the same level with me, but went master doctore instead of defense templates)


With all that on, dmg from NS'ers was 250-350 a hit.


With standard composite, 80% of that dmg would be protected.


Are there any stats at all on the jedi robes?


For now it seem like fighting without armor on.


NOTE: this is PVE testing only.



Chut
GM Sabacc Legends SL
Corbantis Server
EQII - Shadow Legends Najena Server
http://shadowlegends.eq2guilds.org
Xeovar
Thu Jun 17, 2004 2:40 am
#19

I would like to ask for considering the change in skill trees.

As it is now, you can have 2,5 tree. Coupled with apparent issues with balance, it will tend to drive jedi, especially FRS to create and develop FOTM. Additionally there is a lot of uproar aboutguardians being nerfed. I also would like to point out, that at maximum jedi advancement level, you should be able to have a decent grasp of almost every aspect of the Force. Changing trees so that you can have around 3,5 tree will diminish the nerf cries, reduce the importance of FOTM, allow more people to have a support role jedi, without excluding them from FRS and lessen burden on template alteration that will happen when you will balance jedi on live (and that imho will be the case). I understand that you made this decision and there were reasons for choosing 2.5 tree instead of 3.5, but please reconsider.

As for the LS vs Power trees, I support the idea that powers should be more damaging then lightsabers, while maintaining similar force cost. Rationale: as stated before LS is an offense/defense weapon, that adds toughness mods, block, etc. while powers are for pure offensive capabilities.

Additionally, please consider striping defense tree of some mods and distributing them around other trees, to allow jedi to have some basic defensive capabilities even without the defense tree, and diminishing its importance in PvP.


Good luck and keep up the good work.



--
Xeovar Stone
Ex-Leader of Empires Elite Force
Chairman and Founder of GSX Corporation
Xeovar
Thu Jun 17, 2004 2:43 am
#20

Forgot to add, please completely separate force power damage from lightsabers. Force powers are not related in any way to sabers, it should be based on the Force pool or fixed values instead. Without it, you cant really thing of going Emperor's way (no LS, just powers) and from what I've seen thats a template that a lot of people are interested in.



--
Xeovar Stone
Ex-Leader of Empires Elite Force
Chairman and Founder of GSX Corporation
Djferio
Thu Jun 17, 2004 3:42 am
#21

Please, Make the Force cost on sabers the same as on live..


I can kill 1 or 2 nighsisters and then 1/2 of my force is gone, The force cost is toooooooooo high on sabers.



iOziss Zirzosski

Where ever there is Light Darkness will shine

iiDark Jedi Knightii
Getoc
Thu Jun 17, 2004 4:58 am
#22

Jedi vs. other Professions



Its kinda extreme against ranged opponents .... u barley land a single shot while melee opponents dont seem to have that problem



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Sharlathea
Thu Jun 17, 2004 5:05 am
#23

Not really sure which thread to post this in... this one seems closest.


I remember a Dev post that said something along the lines of "We envision Jedi to be harder to master than a normal elite class, but don't want it to be an impossibly long grind."


With the XP requirement for Jedi boxes basically doubled on TC, and no increase to the amount of jedi XP gained,even GETTING to the force ranking system is going to be a massive grind. 1.6 million jedi xp (which is 16 million "weapon" xp) for one box is an incredibly long grind.
EvoBeck
Thu Jun 17, 2004 5:53 am
#24

Please do not post in this thread unless you have actually tested under the most recent update.

Surely some of the above posts are based on testing from several days ago, and it is apples to oranges.


The PVE has gotten much better now, and the rate of xp gain is quite good now. Perhaps not where it is in live, due to the removal of the bonus FT xp, but just on creatures it is pretty good.

I think the xp requirements are ok where they are. Just as in live, getting started will be the hardest part. The more boxes you get, the faster it will go.



Beck - Bloodfin
EvoBeck
Thu Jun 17, 2004 6:01 am
#25

On creatures, the default attack, and not just specials should do additional damage. Currently only specials got the bonus' yesterday.


Same goes for pvp. Default saber is very low, while specials are very high.



There is a noticable difference between ranged and melee when in combat. Melee opponents, whether players or NPC, do much more damage.

This really needs to be evened out, so that at master defense, you can defend both equally. This is about balance, and right now on enemy is much easier than another. My opinion is that melee defense (through toughness perhaps) needs to be raised, while ranged defense is absurd and needs to be lowered.


The same hold true when the jedi is on offense. There is a marked difference between trying to hit a melee opponent and a ranged opponent. Really needs to be balanced.


When in pvp you get a combat rating, which has nothing to do with the FRS. Either impliment this as something or remove it. The messages are annoying when it has no use.


Saber throw2 has a force cost of 4x, while Twohandedbodyhit3 has a cost of 3x. Bodyhit3, does more damage however on less force cost. The force cost on these moves should be reversed to be consistant with damage.





Beck - Bloodfin
nolan007
Thu Jun 17, 2004 6:42 am
#26





Thunderheart:


My suggestions and observations....


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=402306







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Star Wars vs. Star Wars Galaxies
(Revised 07.07.05)

( Maybe one day these ideas will be considered or implemented. Bump it, please? )

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