Development Cycle Archive

Thread: Jedi Feedback: Jedi Powers

glorfindel23
Sun Jun 20, 2004 7:32 am
#53

To make Force Powers more enticing, I would get rid of SaberThrow. I doubt many Jedi will agree, since it is a handy ability. But not only does repeated hurling of a saber like a yo-yo look silly when the attack is spammed, but having a ranged attack with the saber lessens the need for things like Force Lightning or Choke.


Yeah, people with just Saber would then get kited, but welcome to the world of Melee: that goes for every melee combatant that doesn't take up Ranged abilities to avoid it. And you'd have more interest in Ranged Force Powers instead of Master Lightsaber/Master Defense everywhere. And I can't stress this enough: You would also get rid of the silliness of Jedi running after someone with a Saber bouncing back and forth ... isn't it supposed to be an "elegant" weapon, after all =)


In summation: Lightsaber = Melee; Force Powers = Ranged.





  • ereshkigal: TF (Retired, Naritian)
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DarkJedi102
Sun Jun 20, 2004 9:54 pm
#54

force lightning single 2 was not powerful enough. saber is just as good, has state effects and costs about 1/5 the force.


Most force powers that i've experienced are still on par with a saber and take longer to cast
Cheetara
Mon Jun 21, 2004 10:30 am
#55

The Lack of versatility in Jedi is going to be Extremely annoying.... There are certain powers that everyone should have as well...


You are going to see all the jedi involved in the council w/ Master Defender + saber + power/enhancement, but very little differences between builds.... PvP will require that type of build....


I can only speak for Dark Jedi but Powers are still VERY costly vs similar saber moves.... As for what I will be building in Live, I will have only the Intimidation line for powers and focus on saber and defense.


If you really want to see jedi as they should be you need to reverse the SP costs on your tables.... Low level powers using less SP... (now its 8,6,4,2 - so either invert this to 2,4,6,8 or reduce the costs to being similar to normal skills 2,3,4,5 w/ master at 6)


The current skill point system for jedi is going to cause DEV's more trouble than anything, as Jedi will be just like any other class.... Tweaking and dabbling to be UBER pvp, and there will a FOTM for jedi just like norm's....


I like the changes to the LS and added defenses, but overall this patch may be the end of SWG as I know a lot of jedi (about 60 on Ahazi) that have stated they may drop there accounts (most w/ 2 accounts+) if things don't change w/in a few weeks of the publish in its current state....



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GuanYing
Mon Jun 21, 2004 6:35 pm
#56

Not sure if this is the right place to post, but battle droids seem to havea resistance to lightsaber damage. Using the same specials, the battle droids only took about 25% of the damage as other creatures. I'm not sure if they have some special behind the scenes resistance that isn't shown or what...


Also, they're attacks seem to go right through force armor, jedi and lightsaber toughness and melee/ranged defense. Master defense +force armor didn't stop their attacks for long, they still hit for about 300 damage per hit, which landed almost everytime. These weren't even super battle droids, these were the regulars. As a rank member jedi knight, I was only able to drain about 1/3 of the battle droids HAM before quitting, that was by fighting him till my ham was reduced to almost 0 run away with force run3, regen a bit and reattack, but the force pool ran out eventually.


Does this match up with the movies? I remember jedi being more than a match for battle droid regulars...
ltgrifter
Mon Jun 21, 2004 6:52 pm
#57

Jedi defense tree has no abilities untill master defense box. Adding melee / range damage midigation may add some luster to an otherwise useless skill tree.
Xey
Tue Jun 22, 2004 7:44 am
#58

TH - I have to have force run and the abillity to defend myself.These things plus healing =

Master saber master enhancer 4004 healing for me since you nerfed the defense tree.


How am I supposed to take force powers? I'm going dark jedi but my character definitely won't fit.




Unlocked Jedi November 16th 2003
Dark Jedi Guardian

Xey/Xarthos
Goonquad-Lowca
Cheetara
Tue Jun 22, 2004 9:53 am
#59

I havent been in a couple days now.... Nerfed the Defense Tree? So no more defense for the jedi's again.....?



--XXX Xrkune --XXX-- Tengi XXX--
--XX Dark Knight --XXX-- Rifle-SwordsmanXX--
-X Imperial -X- Shadows X- --
Address: 777 Dead Rebel Alley, Shadows Valley Talus
XenoKronn
Tue Jun 22, 2004 10:14 am
#60


I tried the force lightning tree last night and here's what I thought about them.


force lightning 1 - great speed on it, low damage

force lightning 2 - veryslow for some reason, seems like a 4-5 sec delay and not worth the damage output.

force lightning cone 1/2 - pretty much the same as lightning 1/2 above. I wasn't able to get the AOE to work on this special and I had plenty of aggro by me.


The animations on these moves are really good, kudos to the artists. Everyone around me was impressed, I hadpeople lining up toduel mejust to be able to see it again. The only problem I noticed was that the animation seems delayed between the time you hit the special and when the animation starts.



XenoKronn Kameo
Rogue Squadron
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bob7654
Tue Jun 22, 2004 10:23 am
#61


Since the big changes to enhancement with force armor and force shield.. the defense tree has been left bare except force mods and jedi toughness/state defense. master defense gives little protection against other jedi who use sabers since the saber toughness and jedi toughness dont stack now. Maybe this is the way it should be but whats the point of having a defense tree with no skills. My suggestion is please at least consider giving the defense branches large bonuses to states like stun, intimidate, dizzy, posture change, etc. I know that the resist states skill is part of the enhancement tree and healing has heal states as well, but defense has got to have some kind of skills other then jedi toughness.... having defense verse states in defense tree may seem redundant but enhancement has force absorb, force feedback, force speed, force run, force resists, force shield, and force armor. master enhancers are going to use all of these at once i take it but master defense gets nothing? i thought the bonus to being enhance before was if you wanted to break away from the extremely popular template of master saber/defense you would be able to force run away from any attacker pvp or pve, as you arent a defensive template. Now enhancers can force run to catch anyone who tries to escape, use force feedback, absorb, armor, and shield to protect themselves from attacks, force speed to do faster moves, and drain your force? Master defense should now be titled Master defenseless. Why not give enhancers some force buffs or something to compensate for the lack of armor with additional stats.... this would also be a way to combat the force weaken skill, but obviously dont make the force buffs as long a duration as drs would be.. I think defense should have been left alone and just leave armor and shield to the defenders... makes sense right? then just add some buffs for the enhancers to use but spread them out so that you dont have all the buffs in one tree.. this would prevent master saber/defense with a branch or two of enhance everything.



There are skill melee, tka specifically i noticed, on test that are killing any master saber/defense in seconds... and i was unable to do any damage back to this individual.. i believe his name was rutt if i remember correctly. That definitely needs to be addressed before release.


Force powers have been improved somewhat.. i was satisfied with damage i seen from throw and mindblast doing 2-4 k damage or so... this puts the damage for these skill in par with saber damages... weaken doesnt seem to do anything still when a player is buffed, i guess my question here should this be a set reduction of X amount of ham or should it be % reduction like 25% reduced stats for whatever duration to combat buffing. if you had 3k+ stats from buff and lost 25% to weaken temporarily then you would only lose like 700 or so and if unbuffed at around 1k ham only like 250 or so. i dont know.. weaken just seems to be to weak to be worth it. Most people are uninterested in powers, or master powers anyway, because it doesnt seem worth the cost to be more then 1/3 of your char. Lightning is rediculous if you dont have high saber damage. I was doing 200 damage with lightning with master power... accuracy is all based on skill boxes in power tree so why would damage not be? Also lightning should be electrical damage but if its based on saber damage then obviously its not. Intimidate 2 i was happy with. Choke doesnt seem like its strong enough since stack was removed... stack had to be removed... thank god... but just make it worth using. Then there is knockdown with 1, 2, and 3... 1 and 2 are fine with me as single and cone or whatever. I do think however knockdown 3 as a powers master should knockdown and dizzy at least... maybe stun but prolly not as dizzy would be enough to improve this skill. knockdown should not damage, which it doesnt presently so thats good but i think if you are master powers knockdown 3 isnt much better then 2 so kinda dumb, could use the added stat effect of dizzy.


Saber i was happy with the new damage type, area attacks at level 4 boxes in case dont want master saber, and the increased damage to lower level creatures... all these changes i love. i dont have much of a problem with the solution of jedi toughness and saber toughness not stacking when hit with saber, as this reduces the endless stalemate saber battles... however if defense tree is not fixed with the removal of shield and armor then this may be a problem.


Healing is the one tree that seems closest to being perfect for balance with force costs, damage healed, etc. the only thing i wish is that we were able to master 3 trees, not 2 1/2 or whatever it is because i would like the ability to heal others and such but when you are soo limited on skill points with such a wide variety of skills, that are necessary for your own survival, you may as well say forget healing others. its every man for himself now. i wouldnt want to see heal other skill fall by the wayside but unfortunately, on test at least, that seems to be the path its taking moreso each day. its just too costly to spend points here when the skill point costs start to choke you in the other trees.


Overall i am quite pleased with the love jedi finally has gotten and would like to thank the dev's for all their hard work and efforts to make it as enjoyable but balanced as possible. I have only unlocked a few months ago but before and during my jedi experience i was most disenchanted with the weak profession as it was not following continuity at all. thanks again



*Making the jedi jealous players more jealous and the jedi haters more hatefull.*

Players who whine because they are too weak to get a jedi deserve what they get. this is not care bear galaxies its star wars galaxies. Jedi will destroy you so get your 5 friends and come try to gank if you dare.
Gremicwas
Tue Jun 22, 2004 10:27 am
#62

I want to first apologize, I didn't know where to say this and I may have posted this to the wrong thread. Please help me if I need to post it elsewhere.


I've read many posts and had many thoughts on balance of jedi.


First of all, saber should be thought of as melee or front line combat and force power as ranged.


Saber masters should have melee bonuses for attacks and defenses. The force shield and force armor should be placed back in the defense profession anddefense should also get block bonuses. This would give the force power master a defensive option without having to be a saber master. As the system is now, everyone is forced to master sabers for the defensive bonuses.


Force power masters should have more range and speed coupled with accuracy bonuses. As the ranged combatant, master force weilders should be balanced to be able to compete with saber masters and the defense profession should give more bonuses to make it more attractive. This would give a person the option to choose to master power and defense to compete with someone who is master saber. Someone who chooses to master saber and power would be defensively balanced with someone who chooses "master saber/master defense" or "master power/master defense".


A master healer should have the ability to heal themselves/others with the same speed/cost as a master of an offensive professioninflicts damage. Jedi as a whole, are passive. The true jedi were the keepers of the peace therefore, healing and defensive bonuses should be as powerful as offensive or attack bonuses with similar costs and speed.


I'm not sure what the total solution should be, but a balance of all abilities would create more of a variety in jedi than just a bunch of saber masters. It would be nice to see people have the option to"dabble" all the trees of all the professions without being penalized.



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