Development Cycle Archive
Thread: Jedi Feedback: Jedi Powers
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).
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.
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.......
Seems like we're creating the same cookie-cutter jedi that this revamp was envisioned to prevent.
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.
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