Development Cycle Archive
Thread: Feedback: Jedi Bugs and Issues
- Both Force choke and force weaken 1 and 2, as well as force drain, can be spammed quickly and end a Jedi's life, or power quickly. I was able to get a lot of testing in on these and quite frankly, they are the "I win" buttons for any duel right now. They need to be placed on a timer to clean up this mess.... and right now, they are bypassing force shields as well. We have no counter in dealing with force weaken at all... if it lands, your done for... especially if they stack em.
- Avoid Incap is still broken. We tried this many times over the past several hours between both player induced and creature induced. If it was working before, it certainly isnt now.
- Regain conciousness is working pretty well, with 1 minor problem, it doesnt work when you get incapped by force weaken or choke right now... if this was the devs intent, we need clarification from them.
- Force Drain had me depleted in under 15 seconds while dueling.... this skill should be on some lvl of timer as well... cost is I believe, 50 to use it, and you get back 100-250 or so range of power added to yours. I used this in duels when my foe was KD'd and dizzy on ground, we had already been fighting for a few minutes and then I start draining his force as he goes down... end results were he couldnt heal himself , he couldnt remove states.... he was in lots of trouble because I kept hitting him with it every 10 seconds using a macro while fighting him. You can speed spam this and its just wrong to drain their force pool so quickly.
- Saber crafting tools are still just a looky piece of decoration... devs still have not made this functional as a weapon crafting tool for us so unless they do, consider it junk and keep going with what we have been using all this time... our trusty weaopn crafting tools.
- Experimentation is borked... what can I say, I went master sabers to get a full feel for this and my results where just poodoo! I had 5 other ppl craft same generation lightsaber as me to start with... we all used the exact same materials and we all had the same weapon crafting tools. We also made sure we all were using great success crystal packs I had made prior to the testing. At best, with the extra points I had over everyone else, my saber ended up being around 10 pts more in top end damage over the others. The other option to experiment which is suppose to help reduce force costs, doesnt work that way. Instead it slowly drops the HAM costs instead! I also made a 4th gen saber with same materials stated above, and top end dmg was +20 to +25 over all the others who made their 2nd gen sabers and 3rd gen. Come on! We need something worth while here and scaling dmg giving us a real reason why we want saber master shouold be worth more than this!
- Saber Slash 2 works with all saber types. Problem is, its suppose to KD your target, not posture down.
- While we are talking about posture change moves we can use with sabers, if your target is Dizzy from a special attack, and then you use a posture change, that target will not KD! The only way to get them is to KD saber throw followed up with your favorite AOE / Cone move to land the dizzy afterwards, preventing them from getting up. So in short, they need to fix Saber Slash 2 so it KD our target as stated.
- Force intimidate 2 works very well =) we grouped together several ppl (about 8-10 in all) and they were spread out a good 15-20 meters apart .... Jedi hit them from about 25 meters away and this beam of energy shot from one person to the next... (reminded me a bit of that part in India Jones and the lost ark part when that lightning hit everyone) anyhow, this beam bounces from one to the next and leaves Intimidate on them =) we did this several times and its pretty darn effective =) If your looking for a must have skill for a PvP template on raids or base defense, this is the one to have.
- Right now, we know that when you use saber throw 2 in the current system, it takes 30 second cooldown before it will KD your target again. Same hold true in new system , however, a problem may exhist as I consider saber throw 2 and 3 different throws and therefor should be independant from each other. Unfortunately they are not. If you use saber throw 2 on a foe, and wanted saber throw 3 to hit the masses, to bad, you have to wait the 30 seconds before you can effectively KD again. What I think is happening here, is that the devs have "Saber Throw" tied together in their database as generic with 2 and 3 adding modifers for a KD. They seem to have kept it all linked so if we get it changed great, if not, well at least we have a ranged KD we know will work =)
- Dmg being done between saber throw 2 and 3 are very marginal at best. For mastery lvl skill to get saber throw 3, one would expect to receive a fair amount of dmg increase by using this skill. My only acceptance to this could be the fact that it hits an area of ppl effectively KD many to all of them in 1 throw. I will take the trade off on higher dmg if I get a decent area KD with this skill =)
- State defenses we get as innate ability taking up the xxx4 def tree, is not working as well as I would like to see it. Seems that 5-6 attacks out of 10 used against you with state effects, land. To me this is not acceptable. +50 natural state def is pretty hefty and the only added difference is +15 more if you get def master. Now seeing a Def master resist state effects was more in line with what we would expect... but come on... a +15 difference to change a 5-6 out of 10 you get state effect on you, compared to master def getting it 2-3 out of 10?? This just doesnt add up to me.
- Having some trouble with the Cone area attacks of Flurry 2, Dervish 2 , and Phantom. They are not hitting any other targets that I can see so far except for the one your targeting in front of you. This seems broken and when I have 3-5 foes directly in front of me, I better be hitting them all with that cone area effect.... so this needs to be looked at again.
(BTW, Phantom is the 2-hand skill you get with master saber, its pretty darn sweet looking as well as Dervish 2, as both use the force to litterly take the saber out of your hands and act as if an unseen presence is doing it for you!)
- Heal states works great as does heal states other. Just like any other heal but it doing its job very well by dropping all those effects from you.
- Animations look great for the most part, just wish they would redo our sabers and give us some new hilts to choose from. Polearm gets the shaft, (litterly...hehe) as there are all of 2 hilts to choose from. When doing saber block, 1-hand saber has several motions to block incoming fire and looks really darn nice. 2-hand has no animations at all, and I dont understand why not, your jsut standing there with sabre in ready position and thats it... (how boring is that! ) give us some movements with our sabers when we block please!! Same goes for polearm saber, but sometimes you see a little pivoting move.... again, not impressed at all.
Hi,
i logged today and in my skill tree there are no jedi skills.
My char was in test center before vehicles patch, so was copied on test center 2 but no jedi skills....
Can you help me please?
My char name is Karuman Ilioro and it is now in mos espa (on test center 2), is it a bug?
Thanx a lot for your help.
Ok...I've been reminded that this is test center and I shouldnt get mad about this stuff, but, I do feel I should tell the Dev's what I think...so...here goes....
I started testing Jedi padawan (this was forced on me) and couldnt do anything except bang away at MOB's for little to no XP.
I found my trainer and gave up all 250 skill points to learn Jedi Initiate...wow...this was fun...I was moving up the ranks with my lightsaber and doing very well. Only problem was, when I logged out and then back in, I lost initiate and had to spend my 250 skill points again. After doing this a couple times, it got a little frustrating.
We get a wipe and gifts next. I make a Lightsaber and begin killing stuff. I need 200000 points to get my first box and am making at the most 70 points per MOB. This will take years. I had to ask myself if I want to spend years getting Jedi...I think you know the answer to that.
At the moment I have skills I can't use or get trained in. I have skills that are painfully slow to advance in. I am not having fun at all because of the repetition. I dont have a FS slot on live, so is this punishment because I didnt grind? What are the Jedi Trials and how do I start them? Why do I need a robe to do this? In a nutshell...What the heck is going on??
I have played this game for almost a year now and have 2 accounts. 460.00 in real life. I have had fun and was looking forward to trying out Jedi for a long time now only to find disappointment.
Please help me enjoy this game once again.
Xixo / Anorrex / Izo / Acean Darq / Mocs / Wickwire
TC2 Swa't
I was able to go to jedi, but i figured that you would be certified in lightsaber, so i put all my skills normal thing, not knowing you could actully put them in jedi things... besides the first 6. so now when i try to get Jedi Xp it's REALLY hard having NO force powers, and hardly being able to use your lightsaber.
Could you 1) reset so i can reselect skills,
or 2) add the novice lightsaber skill
Thanks
Swa't