Development Cycle Archive

Thread: Jedi Feedback: Jedi Powers

WzaThaWizard
Thu Jun 17, 2004 4:07 pm
#40


Too start, i have been light all times, and master power the very first tc2 start up and the latest. The first time i had 0-0-4-4 saber, master power, 4-0-0-4 enhancer, 4-0-0-1 healing. The second build was 0-0-0-4 saber, master power, 0-1-0-4 enhancer, 0-0-2-4 defense, 4-0-0-0 healing. I have also tried two other builds with little or no power, but in all i have been able to play 6 very different builds, considering my roommate is a jedi also. So i have seen the master lightsaber/defender, master defender/enhancer, master lightsaber/ehancer, and just all out dabbling. If you dabble you can be as tuff as a master lightsaber/defender if you choose your skills wisely, but there is a very thin line to being weak or strong with an all out dabble build. (meaning no masters)


1st set of testing is really irrelavant, now that it has changed so much. Except to say that build would never work without some sort of defenses.


Now for what was just found as of 4/16,



Animal calm, scare, and attack:


Cost are 20 calm, 20 scare, 40 attack. Cost are in line, moves are working great. You can basically become a CH anytime you like. Places like the geo cave, anywhere with many creature targets, it can help if you do nothave defenses or just do not feel like fighting. It's also possible to send many creatures at anyone attacking you, or at your target to help with loot rights, Imagine4 enhanced klikniks and 4 enhanced kwis helping your group with loot rights for the acklay, as well as taking the damage for you.A grouptrying to kill you while your trying to do your knight quest of giant canyon krayt. The krayt can instantly become your friend, there is many uses and for cheap force costs. Nothing should be changed.



Weaken 1 and 2:


Cost are 200 and 400. Used to work great, then was bugged, then was fixed then bugged, now working but not very well, Needs to be a % not a set number, and as staited before only weakening health in pve. Needs to be changed to a % bad. Cost are line, effectivness needs changing. i.e. % to all hams



Mind Trick:


Have not tried and do not know the cost, i will probably test it today for cost against a soldier, but it will never be worth anything till it works againt any npc like animal calm, scare, and attack all in one, or just calm and scare. If it worked against npc's, like thosemoves do against creatures it would be worth a master move for sure. Only way to make this a viable move at master force power. Add effects



Force intimidate 1 and 2:


Cost have been 400 for both forever, just now was it 200, 400 but i think it was changed back again today. For everyone who says force intimidate1 is like a novice brawler skill please stop it. Inimidate from novice brawler does not cone. The only move on the game that cone intimidates other than force moves is wookieeroar. Single target intimidate is nothing like a cone intimidate. Both moves work great, i would just make sure you keep force cost at 200/400 or 150/300. Moves work great.



Force kd, kd2, and kd3:


Cost were 50/200/200, and then they were 50/100/200, It's now 50/150/200 i believe. It should be left at 50/100/200 if it wasnt just changed back to that today. They are not sucessful enough for cost, or compared to saber throws. Makes them equal to saber throw kd's and every thing is fine, except that the cost for saber throw 3 and knock down 3 should is not the same cost and shoud be. So the cost and effectivness need to be looked at on these, and the animation needs to me changed. kd should not look like lighting, should look more like a survey ring that goes out when you survey.



Mindblast 1 and 2:


Cost have changed alot i can not log in to re check them but they were75/150 the last time i checked. The cost changed twice in a couple days it could be 75/200, at first it was 150/300. 50 or 75 is what mindblast one should cost, and i can see 200 for 2. This should always hit the mind pool like everyone says, it does about 50% of the time right now. Max damage in pvp is 200, in pve about 400. Considering blind, stun, and dizzy are very good staits it will be a move that is used alot if the power template is to ever be possible. Costare not in line with saber cost to place the same staits to an area,because the area isnot as big. Damage in pvp should be increased a slight amount, max damage in pvp should be 300, and force cost should remain 75/150.



Force lightning single 1 and 2:


Cost are 75/150 now which is finally in line. It was doing good damage in pvp as of the 16th. The damage was around 300-800 in pvp depending on the persons force defense, shield, absorb, and feedback. Even a master defender on his back with shields on was taking around 500 max. These moves are finally where they should be for cost and power. Do not change them, you wanted saber to do 500 max damage in pvp, well the most power lightning and FORCE THROW, i repeat and force throw. No point to force throw with bonus gone at the damage it does. I suggest to leave lightning do great damage you make a lightning single 3 at master to allow that to hit the pvp max damage cap you want for jedi,to do away with getting such a powerful move at only 3-0-0-0.

Rember in a template with no saber moves, lightning will be the most used move for damage, because force throw does no damage. Lightning singles are where they should be, and the staits work. Do not change them. Only problem is speed of attacks with no saber skills, but that goes with all of the force power tree and i will get to it at the bottom.



Lightning cone 1 and 2:


Cost are 125/250 now, which is finally right also. Damage is about the same as above to the area and it does hit the area. The most important is cone 2 finally dizzies, this is what makes this move great. Damage, cost, and staits finally where they should be do not change it.



Force throw 1 and 2:


Cost 60/120. This move should do the exact same damage as lightning single 2, most light jedi think shooting lightning is out of character but like force moves, and would rather throw stuff in the area. If bonus from lairs is gone force throw 1 and 2 doing 150 damage in pvp is rediculous. This move should do blind not stun to be different from lightning, and because dirt going in the eye blinds you not stuns you lol. Cost should be the exact same as lightning and do the exact same damge, but i understand having force throw 1 do as much damage as lightning single 2, and not being in the same spot on the tree will not work. If you do not do anything with force throw there is no point for the move. Force throw is one of the best looking moves by far, and should be treated as such. Simple solution is to move mind blast 1 and 2 to where force throw 1 and 2 are and move force throw 1 and 2 too the 3rd and 4th box of the second row, That would require moving to animal moves down to 1 and 2 where they should be, and allowing force throw 1 and 2 to do the damage of force single 2 and cone 2. This is a change that needs to happen or they best looking move becomes worthless. Cost should be 150/250 for these to be good moves, and the damage needs to come up to the exact same level as lightning. Very important, or move is pointless.



Force choke:


Cost 450 now. It can now be done on creatures and npcs more than once which is how it should be. Works good and damage is good in pve, but pvp with a buffed person is not working. If you do force choke as the first move it does not do enough damage to ever see it. If they have any health over half and you choke them it will heal them roflmao. Thats right heal them. If there around 1/3 of there health it works properly. When a person is unbuffed about 80% of the time it works properly, but sometimes it will heal also lol. Figure out why its healing, force cost is fine. but it shoud do staits. Not sure which, but some, i was thinking stun, and dizzy. Why? Well when your choking your definitily stunned and alittle disoriented which is what dizzy is. No animation of them lifting, which in turn would turn into a kd/dizzy if the dizzy stait and the animation were added. Giving choke dizzy/kd would go a long way to making this a real master power move. Someone choking while kd/dizzied is a definitly a master power move, cost is in line but staits and kd should be added, as well as the animation.



The most important issue of wielder tree is the speed in which attacks are executed. When done with no saber in your hand and being a master, you should attack as fast as the fastest saber allowed. No questions asked. If this is not done, no one will ever be able to be a master wielder and be able to be offensive, which is exactly what wielder is. Add speed mods through out the whole power tree to allow them to be done as the only attacks at master and be an effective pvp, pve jedi. THIS IS THE MOST IMPORTANT ISSUE FOR A FORCE WIELDING JEDI



To sum it up, only way to be master power and no saber is to be master defender, or by taking the tech 4 saber row for saber block and toughness as well as the shields. Once force throw is brought in line, mindblast hits mind all the way, weaken is on a %, lightning and force throw stay on par with saber damage, and choke gets the staits, kd, and the animation all will be well for those hoping to be powerful like they should be. Some will say master saber/power will be to powerful, well with no defense they surelly will be open to attacks as they should be. Even with master saber/power 0-0-4-4 defender, would have major vulnerabilities. Fix speed and those issues, and power will be very clost if not where it should be.


Overall master force wielder is about 80% of the way to where it should be.


Wza

The White Wookiee

Gorath

Leader of Mafia
Calabeth
Fri Jun 18, 2004 12:29 am
#41

Not sure where else to put this but the Sensitive powers such as the crafting, assembly etc have some minor thing that dont really seem to do what they say.


The one I see as being the biggest now is the survey. All it really seems to do is increase your range.


From the point of Survey 4 to Master and then the additional bonus from the survey senses power Your actual sampling amount is not increased at all.


The Vehicle speed I believe is actually working somewhat but causes rubberbanding. ( Not sure if it is the oncreased speed or just a server issue ).

The Testing of this I did on a swoop and rubberbanded alot aways into a long ride. I would then switch to a landspeeder and would no longer rubberband.


The speed and defense for both ranged and melee seem to help just a lil but not really be enough to make much of a difference either way mostly in the speed.



Calaifee Dracoral-Eclipse Swordsman Master-TK Master
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DarthMaul73
Fri Jun 18, 2004 12:43 am
#42


Just did more testing today:



TotalHealSelf - seems to actually to work now (hotfix?), but it cost me 1200 force power to use (I had states and all 3 bars down under 1000 ).


TotalHealOther - same scenario - cost me 1500 to use on someone.


HealStatesOther - healed three states (from saber attacks) - cost 750 force power


HealStatesSelf - cost like 500...



also noticed that forcerun2 now costs 400 force power. It only cost 200 before (I am pretty sure).







Aftokratorikos Erimosi, Tarquinas Jedi Sentinel (retired)
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Netninjax
Fri Jun 18, 2004 6:45 am
#43


I was a light Jedi Knight.


I was a Master force Wielder and tested every power avialable to me.


Force Knockdown(2&3), Force Drainand Intimidate 2 seemed to be the only 2 force moves that actually worked. Liked these!


Force choke was basically a joke (no dmg), Force lighting could not kill a chuba, and force weaken was minimal at best.


Due to these high level powers being "broke" I dont see anyone taking this tree in the revamp unless its power is boosted enormously. A master force wielder should have a damage put out equal if not better than a master Lightsaber in my eyes.






____________________________-

.:Iaxive - Jedi Knight:.
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CyberFett
Fri Jun 18, 2004 6:48 am
#44






awthtem-xour wrote:

in reponse to CyberFett's post about mixing templates (jedi and regular professions) i cant believe people are still whining about mixing professions... .especially CMs. You people still dont get the fact that the game is MMORPG ...remember what the MM stands for... 1 character WILL not be almighty/uber and defeat every profession/FOTM character.





Huh?


MM stands for Massivelly Multiplayer if memory serves me correct. What does that have to do with mixing professions?


1 character WILL not be almighty/uber and defeat every profession/FOTM character? I don't understand this part either. Are you saying it doesn't exist? If so what game have you been playing? There will always be FOTM, everyone will always gravitate to the most powerful profession at the time.


To be quite honest with you I do not see the professions ever being balanced, tere will always be professions more powerful than others. This game has been out for almost a year and we have not seen anything close to balance yet. Maybe the Combat Rebalance will fix all of theNormal professions, I don't know, if it does GREAT.


So lets say it does, all Elite and Hybrid Combat classes are in perfect balance, everything is right with combat in SWG between the Elite and Hybrid Combat Classes. But wait, now we have introduced the Jedi, not only the Jedi as powerful as they can be but you can also have these Powers and still be an Elite Combat or Hybrid Combat class while gradually getting these new powers. Guess what, Combat is now back out of balance. And what will everyone gravitate towards? The most powerful profession possible, at first it will be Hybrid Jedi, if they see that Jedi Knight is more powerful, of course they will continue on that path to be more powerful, but they do not have to sacrifice anything along the way to becoming more powerful, because they have their other Elite Combat skill to mix with their new Force Powers as they go. But what if a Master Fencer with Force Powers is more powerful then a Jedi Knight? Of course they will go with what is the most powerful, we have seen it time and again with every FOTM(s). Creature Handler, Rifleman, Fencer, Combat Medics, Stackers, ect.......







General Vultan Blackstar

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chewboywa
Fri Jun 18, 2004 6:49 am
#45

Whats the point? You dont have time to change it before it goes live (you are already pushing out the patches daily)... There will be massive changes to the system after live but all high level Jedi will be hosed because of the choices they have to make now..


I dont even feel like a Jedi anymore having Master LS and Master Def. with a dabble in Healing. Force powers is a very important part of being and feeling like a Jedi. The new system with its point contraints pretty much ruins that for most everyone that doesnt want thier Jedi to be a support class.


BTW: I know a lot of people are playing support role Jedi on TC2 but none of the ones I have talked to will be doing that with thier live Jedi. You will notice this once the patch goes live and all the Jedi take both the LS and Def. trees with a dabble in one other.



eKravin f
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Halfblood
Fri Jun 18, 2004 7:42 am
#46

Ya whats the point Jew, hehe. I think I will be master lightsaber and defense some heals and just stick to pve. The death penalty is also massive. Cant PvP before Knight which is sad, because the grind is so horrible. Who would in there right mind want to take a death for 200k exp lost to grind? As if the grind isnt enough, lets add a penalty to make them grind more and more. FRS doesnt even look fun, yes you get a boost boohooo hoo you end up lossing it anyway if you stop to pvp for a day or 2.
PuntaSur
Fri Jun 18, 2004 8:42 am
#47

I tried to edit my original post, but can't in this forum I guess. Here are some more details:


The Master Force Wielder template I tested (first TC2 roll) was just a sitting duck without having Master Defender. I literally could not stand up against anything other than Meatlumps. Seriously, I tried just about everything and was in the cloning centers and shrines in a heart beat. By the way, in live I am almost finished with the Apprentice box, unlocked in January and have NEVER died despite many "drive by TEF poaching shooting events" while outsolo getting xp(so I KNOW how to play a Jedi carefully and how to stay alive).


The 2nd wipe/re-roll left me out of testing for a week due to conversion bug.


The current build I have in this TC2 wipe/re-roll is Master LS/Master Defender and Enhancer 4004. I wish I had even a littel healing and some of the Force Powers (Lightning, Intimidate, KD), but I have to say that I am enjoying the overall experience much more. I feel like a glorified "shiny" melee fighter with no real Force Powers, but I am very effective at PvE and PvP overall.


So we seem to have to make a choice on being effective toward PvE/PvP results or a desire to "have fun" and immerse ourselves in the game with Force Powers at the sacrifice of being successful in the outcome of combat.


Lightning Single 1&2: Killed Meatlump in one hit. (anything tougher than this survived the attack and killed me)

Lightning Cone 1&2: Killed Multiple Meatlumps in one use. (anything tougher than this survived the attack and killed me)

Force KD 1, 2 & 3: Worked great at knocking down Meatlumps.

Force Weaken: Hard to tell if it was effective agains Meatlumps. Against Players in PvP I usually got one of these off before they killed me, but I never lived longer than 4 seconds to fully test it's capability.

Force Intimidate: Worked real well at crowd intimidation. I'd love to see how this works against something tougher than meatlumps if I had some defenses that protected me better.

Force Choke: Like Force Weaken, I never lasted long enough in PvP to see it work effectively. Against Meatlumps it was devastating, but at a very high cost.



Summary: Without defences and better damage per force cost, this was a very disappointing skill tree to test. The visual effects were very impressive, but the end results were less than desirable. I can apply states and KD with Master LS much more effectively, even if it is not as "pretty" or "Jedi" looking in action.


I wish these skills actually had more to offer since they are really a big part of being a Jedi.



PuntaSur - MBH/Ranger and Jedi of 2003
EMC2

Stormkrow
Fri Jun 18, 2004 9:15 pm
#48

Given that the force powers, defenses, healing, and lightsabre abilities are so spread apart; I don't see many people using force powers....at all. The force costs are too great for the damage done, the rational self-interest doesn't appeal to using said powers. Unless the force costs are greatly reduced, speeds increased, or damage done is increased, I don't see them become viable, and you'll see a bunch of master sabre, master defense, and some healing lines.

Seems like we're creating the same cookie-cutter jedi that this revamp was envisioned to prevent.



---
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Netninjax
Sat Jun 19, 2004 7:19 am
#49

With the way the damage output for most of these moves are now, I dont see anyone that plans to stay alive take any of these skills with thier points. Only way I would consider it if you spread some defences out across the remaining trees and killed that force defender tree.



____________________________-

.:Iaxive - Jedi Knight:.
353, 2507 Tatooine - Near Mos Entha
DarkHybrid108
Sat Jun 19, 2004 11:55 am
#50

whatever twirls your beanie



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Never shall the blood of the innocent be shed yet the blood of the wicked shall flow free and the three shall spread their blackened wings and be the thundering hammer of god!
Gr8Dane9
Sat Jun 19, 2004 4:51 pm
#51

Devs you need to play the games like the DarkForces/ Jedi Knight Series and Also Knights of the Old Republic. The base of the Jedi system is this the Light side focuses on defense and skill to defea their opponent while the Dark side focuses on Power and Destruction. Also a great system that was created in Jedi Knight Outcast was to have 3 dfferent lightsaber fighting techniques. The first was very skilled and fast attacks with the least amount of damage dealt, the second was medium skill, medium speed, medium damage, and the last was most damage, Very slow and focused on Damaging power moves. Each one is different. the third one obviously is the most used by dark knights, One hit with their slow damaging techniques takes a great toll on their opponent but while the light side lightsaber technique hits fast with less damage and more technique and skill to the fighting. they both have their advantages and dissadvantages. The one I used most was the Middle class lightsaber technique power full some what fast it gave u the edge on both. Of course in SWG the dark side should not be allowed to use the light side lightsaber technique and visa versa

Ideas For Light side powers:

-In KOTOR there is a Light side jedi power caller Valor 3 levels of valor: Valor, Knight Valor, Master Valor. It is a power that a jedi can use when not wearing any armor that gives them force armor against all attacks. It pretty much acts like armor. It is a power that you MUST include, in the movies you never once saw a jedi wearing armor when fighting. This way they can have armor while wearing there Jedi Robes.
- There is also a light side power called Force resist it too has three levels it reduces the chances and hit points suffered by damaging force attacks example force lightning. When you get to Master Force Resist you no long move out of the force powers way but u actually catch it and deal it back to the enemy for 30% of its max damage. Of course there is a 40% chance to catch the dark side force power.

Ideas for Dark side powers:
- Force Destruction a power used by dark jedi to wield a ball of force energy at there opponent used in Jedi Knight I and Mysteries of the Sith.

-Force Vision also another JK power used by dark jedi to hurt surrounding enemies by damaging them for a certain amount of time would work like a 40 sec DOT but with great damge
- Plague a power that allows the dark jedi to posion their opponent
- Insanity a power used like Intimidate has three levels Fear, Horror, Insanity at each level when used reduces the ammount those attacking the jedi are hitting at by a percentage.
= Drain A common force power used in many star wars games that allows the dark jedi to Drain life from their opponent and heal them selves there are only 2 levels of this power. 9 cannon be used with armor)
- Force rage works like Beserk by increasing speed of dark jedi and damage for a limited time but reduces HAM for a limited time and shielding.
- Force Stun 2 levels of Force Stun, Force stun and Force Stasis. For a period of time force stun freezes one opponent in there place allowing them not to attack or move. Force Stasis freezes up to 3 opponents at a time.
serqet
Sun Jun 20, 2004 3:55 am
#52



CyberFett wrote:
All I really have to say is that I am glad I am only a 4/4/4/4Initiate when this new patch hits live.
I have a specific template I want to do for my Jedi, but as it is now, if I want to be effective in PvP I will have to be Master Saber / Master Defense, and dabble a little in one other tree. That is not the template I want. I am a Dark Jedi, I should be Offensive, not Defensive (defense is for Light Jedi), but unfortunitlly If you want to compete in PvP in the new system you have to have Master Lightsaber/Master Defense.
I am glad I am only 4/4/4/4 Initiate, because I can do most of the things I want to do while waiting to see what is changed after this goes live, where as the current high level Jedi will have to commit to their skills now, the day it goes live.The bad thing is going to be for them, when these things are changed to make all the Jedi trees more balanced so we do not heve the "cookie cutter" Master Lightsaber/Master Defense Jedi. They will have spent all of their points and very hard earned XP because their template will not be the best for PvP anymore and they will have to drop all those skills to get new ones. There are going to be some very pissed off Jedi when this happens.
The Trees are not balanced. You can not put all the Defenses in one tree and say it is balanced, everyone wants to have the best defenses possible in PvP, so everyone will have to take and Master the Force Defense tree because that is where they all are. You can not put all of the best Lightsabers in the Lightsaber Master Box and say it is balanced, everyone wants to have the best weapon possible in PvP, so everyone will take and Master the Lightsaber tree because that is where the best weapons are.
Weather it be Light Jedi or Dark Jedi, the only members of the counsil will be Master Lightsaber/Master Defenders (more so with Dark because it will be decided with duals) because they will be the best PvPers and will have the points, so once again, if you want to be a high ranking Jedi you have to be Master Lightsaber/Master Defender. This is not balance.
I have said this from day one that TC2 went live, and nothing I have seen has made me change my mind. The system looks great in theory, but when put into live it is going to cause many problems. Either we will all be Master Lightsaber / Master Defense and it will stay that way forever, which will be boring as hell. Or things will be changed after it goes live to rebalance and make the other trees more appealing so we actually do have some diversity in Jedi. Then all of the hard work and massive ammounts of XP the current and future High level Jedi have done will have to be discarded and they will have to aquire new skills. That is when there will be some pissed off Jedi.
I posted a suggestion right after TC2 went up, It did not get one reply. I will post it again here.
I do not know how hard it would be to recode but here is my suggestion to fix this problem.
1) Keep the initiate level, as a Basic profession (Like Brawler or Marksman). Skill points would be the same as any Basic Profession (15 SP for Novice 2,3,4,5 for each skill box) with the same XP for each box it has now. Give The Initiate Profession some Defense Mods,a little better force regen andforce points as you go up the tree. My suggestion would be to give 1/3 of what is given in the current Raise the Lightsaber XP needed per Box and lower the Jedi XP needed per box (Maybe 20K, 40K, 80K, 100K). At the Initiate Level you would only be able to craft and use a training lightsaber. Once you are 4/4/4/4 Initiate you can train Padawan (cost of 6 SP)
2) Once you have reached Padawan then you will be able to craft a 1st Generation Lightsaber of your choice (1-handed, 2-handed, polearm). Then you decide which Elite Jedi Skill trees you wish to persue. There would be 4, Lightsaber, Force Powers, Force Healing, Force Enhancement. A Defensive line would be in each of the 4 skill trees. These Trees would cost the same as the other Elite Professions (6 SP for novice, 5,4,3,2 for each line and 1 for Master)
A) The Lightsaber Tree would basically stay the way it is now. But change the Generation certifications back to 5 Generations and give the certifications for 2-5 Generation Lightsabers in each box of it's tree. Master would get all of the current bonuses it gets now, and is also reserved for the much anticipated Dual Weilding Certification for lightsabers. Also add Meele, Range, and Jedi Toughness Defense Mods to the Techniques line. Jedi Toughness should be added to this tree.
B) Force Powers Would also pretty much stay the same. But since some of the Skills would be granted to initiate, combine it into 3 lines and add a Force Power Defense line to add the Force Defense Line. Jedi Toughness should be added to this tree.
C) Force Healing, as with Force Powers would also give some skills at initiate, so combine the lines to 3 and add the Preternatural Defense line. Jedi Toughness should be added to this tree.
D) Force Enhancement Would remain the same as well, but add Jedi Toughness mods to this Tree as well.
3) Once you have filled out your template and become Jedi Knight and chose a side (Light or Dark) Light Jedi should get defensive bonuses depending on their rank in the new system, Dark Jedi should get offensive bonuses depending on their rank in the new system (can not really comment because we really do not know what this will be yet). Light Jedi should be more Defensive, Dark Jedi should be more offensive.
The current design looks nice on the surface, but if you really think about it, it is going to cause some major problems. Master Lightsaber / Master Force Defense will dominate in PvP which will cause either everone to go this route or will cause the nerf crys to begin. Defense should be spread out among all of the elite Jedi skill trees, and you should not have to master 3 types of lightsabers to be able to use the best one.
There may be flaws in my idea, I encourage any critisism or corrections, I am only a 4/1/4/4 initiate at the moment, but I have been playing this game since launch and I have seen what happens when things like this are put into the game (Rifleman, Cobat Medics, Fencers, ect.....) everyone will go for the template that will be the most powerful. The trick is to make all possible templates powerful in their own way, and still have balance. I do not see this in the new system.
I posted that on 6/1/04. Do not see it any differently now.





120% agree with author



ign Synrix
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