Development Cycle Archive
Thread: Post Fan Fest response concerning Jedi Conversion.
Greetings all,
Please pardon this intrusion, but I have a very specific question and I’m hoping someone will be able to help me. Much like LonelyGhost suggested, I have been playing the game casually and only been hologrinding on the side until recently. I’ve always planned on unlocking a Jedi and have been developing some content involving my Jedi character when it is unlocked. But unless a major miracle happens, I won’t unlock it by 6/22. Now, as I understand the way it will work, credit will be given to me for the professions I’ve mastered in the form of rapidly advancing through the Force sensitivity path. Similar, I can only imagine, to the Jedi conversion. My newly unlocked character will have to go through the Force Sensitive quests again to advance the Force abilities, "but the entire quest line will need to be repeated with all the normal restraints."
Am I correct so far?
If so, this is my question: Does this means that there is no way for my new character, the one I intended to become a Jedi, to get the credit for my grinding?
Seriously… someone please tell me I’m wrong.
Having a Force sensitive tailor would be nice, but that’s not what I’ve been working for and it’s too late for me to change plans. Several of us might be really disappointed with the change over, but I for one will be happy to be finished with random grinding. Just Jedi grinding form now on. The new system does sound a lot better and I wish that it had been in place when I had begun. My prediction is that, whatever the end result, most of the players will be unhappy about the changes initially, but hopefully very few will be devastated. I like the idea of an easier unlocked, weak Jedi, if only they can keep the existing ones strong.
My gratitude to anyone who can answer my question and to the Devs for giving it a shot.
Elym
PS: Keep up the good work, Jedi. Perhaps they’ll listen.
Elym- wrote:
Greetings all,
Please pardon this intrusion, but I have a very specific question and I’m hoping someone will be able to help me. Much like LonelyGhost suggested, I have been playing the game casually and only been hologrinding on the side until recently. I’ve always planned on unlocking a Jedi and have been developing some content involving my Jedi character when it is unlocked. But unless a major miracle happens, I won’t unlock it by 6/22. Now, as I understand the way it will work, credit will be given to me for the professions I’ve mastered in the form of rapidly advancing through the Force sensitivity path. Similar, I can only imagine, to the Jedi conversion. My newly unlocked character will have to go through the Force Sensitive quests again to advance the Force abilities, "but the entire quest line will need to be repeated with all the normal restraints."
Am I correct so far?
If so, this is my question: Does this means that there is no way for my new character, the one I intended to become a Jedi, to get the credit for my grinding?
These are both correct.
Since it is your current character that has done all the work and has achieved all the badges (the badges will be what they are using to calculate how many professions you get credit for). It is your primary credit that gets the rapid advancement.
Keldarin wrote:
One of the goals of the Jedi Revamp was to add some diversity to the Jedi population. Not all Jedi have the same abilities with the Force and we wanted to open up the possibility to create different kinds of Jedi with different strengths.
Well I hate to break it to you guys but you miserably failed on achieving this goal. Once this renerf hits live all you will have achieved is making all Jedi go Master Lightsaber / Master Defense / 4,0,0,4 Healing.
The reason behind this is that Lightsaber is our only viable damage option and Defense is too damn good ( you guys didnt help the issue by getting rid of avoid incapacitation out of the enhance line either ).
In order to achieve this goal you guys seriously need to do more balancing and below is a great way to start:
Force Powers:
- Increase the damage on Force Powers to be competitive with Lightsaber Damage.
- Scale Down the force costs on the force powers to compete with Lightsaber Damage.
- Sprinkle Force efficiency and Damage mods throughout the Jedi profession to make a Jedi deal more damage as they advance to master.
Force Enhance:
- Institute a Jedi self only buff into this line. Allow Jedi to buff all the stats at the same power as Doctors / Entertainers.
- Allow Force Meditation to heal wounds and battle fatigue.
- Sprinkle enhance mods throughout the Jedi profession. These mods will allow the enhance skills to last longer and have more efficient force costs.
- Increase the duration of the enhance skills. Examples could be:
- Force Absorb / Feedback to a duration of 5 mins - This will make this line way more attractive vs. Force power specialists.
- Increase force speed to a duration of 10 mins minimum or 5 mins could be the rate of a novice enhancer while 10 mins would be the duration of someone who has mastered the profession.
- Increase the force resists durations to 30 mins. This wouldnt be overpowering in the least and besides the force defense skills are on a 30 minute timer so why shouldnt the enhance ones be.
- Lastly this is the force enhancing tree for crying out loud. When I purchase this tree I should feel like Im getting enhances but right now I feel like Im getting anything but good enhances. This tree is specifically meant to enhance the profession but currently the defense tree has better enhancements than this one.
Force Healing:
- Get rid of the stupid after heal delay on the force heals. This delay prevents a Jedi from attacking or doing anything else until the time is done. This skill needs to be brought in line with medic heals in that the delay is a delay on the next heal and thats it. Currently Doctors are still allowed to attack or do another special after a heal so should Jedi.
- Sprinkle positive healing modifiers throughout the Jedi profession, so that a higher level Jedi will be able to heal more damage at a faster and more efficient rate than someone just starting.
- Allow the Healing line to heal fire.
Now for balance sakes notice that Im suggesting that each of these skills gets good modifiers throughout the Jedi profession. The reason behind this is that the Lightsaber tree and force defense trees both have good modifiers throughout them and thats one of the biggest reasons that they are so attractive. Now look at the less attractive trees and you will notice they dont have a single mod throughout them.
Also for balance purposes it would be wise to take 75% of the defensive mods in the Force Defense branch and sprinkle it throughout the Jedi profession. The reason behind this is for 2 reasons:
- Non Jedi will be able to invest in this line and get as good defenses as a Jedi player plus the ability to wear armor. <--- They will have the best of both worlds considering that they will be able to make a defense stacker character with only one tree.
- All Jedi were good at defense but those that excelled in defense were better. Doing it this way would make all Jedi decent at defense but those that wish to master the tree would still be 25% better than those that didnt.
For those that dont like the idea realise that mastering the tree would still get you the same defense in the end but it would also allow Jedi to pursue other branches also without being majorly gimped without the defense tree.
Keldarin wrote:
One of the goals of the Jedi Revamp was to add some diversity to the Jedi population. Not all Jedi have the same abilities with the Force and we wanted to open up the possibility to create different kinds of Jedi with different strengths.
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As of June 17th you have failed then. Master LS /Master Defenders is what you have made. 5 days left to knock my socks off.
Borwin wrote:
Keldarin wrote:Allow Force Meditation to heal wounds and battle fatigue.
that defeats the purpose of 1, if not 2 full lines in jedi healing