Force Sensitive Archive

Thread: Questions that I have posed to the Developers Lets see what they say.

MX13
Fri Jul 08, 2005 7:44 am
#53


Thanks Bac for your efforts, they are appreciated. These are questions they have been avoiding for some time & we deserve answers.


4other questions I have:


1) Why doesn't Master Healer have a Rez?


2) Why do we not have any basic State Recoveries when all other Combat Professions do?


3) Why do the Powers attacks & 2HLS Power Attack have such long warmup timers? It makes them useless since you can do the same damage or more with any other2 LS attacks in the same amount of time.


4) Why if they state we are 1.5 times as powerful as regular professions are the regular professions 1.5 times as powerful as us? Example: A dabbler Doc or CM can by far out-heal us with the current mind costs. Or the damage a MR can dish out in the same amount of time we can, they can over double our damage. That's just sad.


Suggestion: Make the 4th LVL of any column the equal to any regular profession Masterand the Master box 1.5 times as powerful.

Example: 4th Box of Rejuv would equal the Healing ability of a CM or Doc, the Master box would give bonuses to heal 1.5x that of a CM or Doc, OR, 4th Box of 1HLS would be equal to Master Fencer in Speed & Acc. A lot of use dabble our last SP's and this would give meaning to going up to the 4th boxes or to Master.

Message Edited by MX13 on 07-08-2005 07:53 AM



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FernGully
Fri Jul 08, 2005 7:57 am
#54



WCjtace wrote:

What about powers? The stupid zip bars make our status as a ranged proffesion void. Force defense still renders a person imune to powers attacks. Weaken is useless, our ability to put out decent DPS is non existant, intimidate is a joke, and breach is innefective as ever!

Lost of things need to be fixed in all of Jedi, but don't forget powers either.






QFE!

Lets try not to forget that some Jedi don't own lightsabers. As a Powers user, I'm flattered that at least one of our abilities made it onto the list, but to be honest, cloak is relatively low on most Powers users list of stuff that needs attention right now. Even with the bugs, cloak is actually worth using right now. We have loads of other skills that aren't.

other powers issues beyond the ones mentioned up there...

We're a ranged prof, but we can't kite anyone but a pure melee non-jedi. Warm-up timers on multiple skills prevent us from moving, and our animations root us in place. No range advantage over a saber user or any type of ranged non-jedi.

Advanced versions of skills don't agree with basic versions in area of effect.

Are we supposed to be an equally effective alternative to lightsaber? Cause we're not right now.



---------------------------------------------
Tight Goatfinger - Zabrak Teras Kasi Mystic
Waxen Wane - Reformed Force Choker of Gungans

Proud Intrepidean since Launch

"Luminous beings are we...not this crude matter."

starcrusher04
Fri Jul 08, 2005 8:01 am
#55

I response to the question about the sith that attack after the Old man's first visit:

I agree that the first attack should be toned done a bit. What if the Person is a crafter, or their "Mastered" Profession is Master Brawler or Marksman?

Could these Sith be spawned according to the player's level (like missions)? That would be the most appropriate thing, since no one wants to be griefed by NPCs and at the same time, you shouldn't able to one shot these guys. You never should have been.

The camp, however, should be the higher level sith. It makes it more of a challenge, like Mellichae but not nearly as difficult, and it's rediculous that someone without an elite prof should be able to solo this. (I did pre-CU)



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MrDoppa
Fri Jul 08, 2005 8:06 am
#56

Yes. These are great. Bac, you are shaping up well. Now the next step is to see if the devs reply and implement. Then I will begin to believe again.



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DeepFatFryer
Fri Jul 08, 2005 9:07 am
#57

For the Jedi profession, can you ask if the FRS will actually be a Force Ranking System this time around, or just another method of gaining an unbalanced power VS other players, thereby negating any sense of ranking and making a system that appeals to exploiters and other such players?



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twiafu
Fri Jul 08, 2005 9:30 am
#58

Glad to see mHealer is on the list...



I look forward to DEV replies...






____Pub XXI___________________________

LAST JEDI HEALER

-------------------------------Ford Prefect----------------

Tamianx
Fri Jul 08, 2005 9:32 am
#59






twiafu wrote:

Glad to see mHealer is on the list...



I look forward to DEV replies...









Sorry but Mhealer in my view was understated, and lacks focus on that list. While attacking while cloaked is a critical bug, MHealer deserves #1 and MPowers deserves #2 as focus items.
zRhyno
Fri Jul 08, 2005 9:38 am
#60

Thank you bac, thank you for looking out for the Master healers here






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MaliceMarcus
Fri Jul 08, 2005 9:45 am
#61

Please add a section on increasing the dmg output on force powers.



MaliceMarcus Entiock
Soba
Tamianx
Fri Jul 08, 2005 9:51 am
#62






MaliceMarcus wrote:
Please add a section on increasing the dmg output on force powers.






MPowers does not need more DPS in the general sense, at least until some basic changes take place. IMO what needs to happen is:


1- They need to remove the zip lines .. this is a ranged/movement required profession that rarely has defense and uses terrain to their advantage. Increase the cooldowns to compensate.


2- Seperate the Single Target and Area specials. Make the Area 32m and the Single 48m or 64m .. this will do two things. It will help counter the MLS Saberthrow (KD, high damage in one shot for less FC then Powers) and deal with the difficulty of MP Area Argro.


3- Fix Breach to hit every time with a 20% initial chance to remove > all <buffs, and a 40% chance (should initial check fail) to remove each buff of the opponent (all types of buffs). The only buff it would not remove is AI.


4- Fix Weaken to beArmor Break.


5- Fix Choke/Lightning and the current armor issues. This, from description, was supposed to have occured (bypass all armor) but its obviously still getting mitigated. Id love to see those both split into two types of damage with base + some level of elemental as well.


Just my take .. I think these would deal with the vast difference in DPS and benifit of ST from a MLS and help give a chance to MP against a MDef.


FernGully
Fri Jul 08, 2005 9:56 am
#63



Tamianx wrote:


MaliceMarcus wrote:
Please add a section on increasing the dmg output on force powers.



MPowers does not need more DPS in the general sense, at least until some basic changes take place. IMO what needs to happen is:

1- They need to remove the zip lines .. this is a ranged/movement required profession that rarely has defense and uses terrain to their advantage. Increase the cooldowns to compensate.
2- Seperate the Single Target and Area specials. Make the Area 32m and the Single 48m or 64m .. this will do two things. It will help counter the MLS Saberthrow (KD, high damage in one shot for less FC then Powers) and deal with the difficulty of MP Area Argro.
3- Fix Breach to hit every time with a 20% initial chance to remove > all < buffs, and a 40% chance (should initial check fail) to remove each buff of the opponent (all types of buffs). The only buff it would not remove is AI.
4- Fix Weaken to be Armor Break.
5- Fix Choke/Lightning and the current armor issues. This, from description, was supposed to have occured (bypass all armor) but its obviously still getting mitigated. Id love to see those both split into two types of damage with base + some level of elemental as well.
Just my take .. I think these would deal with the vast difference in DPS and benifit of ST from a MLS and help give a chance to MP against a MDef.






On the choke\lightning thing, its not getting mitigated by armor. Its getting "mitigated" by Force Defense mods in MDEF, which get boosted by the Aura line (which most people have).

I personally would like to see them do away with either mindblast or force throw and add a new skill which boosts accuracy the same way that Aura boosts defense mods. This would fix quite a few things with Powers and reduce redundancy in the skill tree.



---------------------------------------------
Tight Goatfinger - Zabrak Teras Kasi Mystic
Waxen Wane - Reformed Force Choker of Gungans

Proud Intrepidean since Launch

"Luminous beings are we...not this crude matter."

jimcabtv
Fri Jul 08, 2005 10:39 am
#64

Quick facts Bac.....I know you are trying to help the community. But Force Wielder is a Ranged Damage Discipline.......it's whole focus is on damage, evident by the damage, force accuracy, and ranged accuracy spread out throughout the discipline. Heck, you GAIN XP now with these powers, nearly every attack has damage associated with it, and in the FRS before damage mods were raised the higher rank you went, so your damage potential got to astounding numbers.


The main issue at hand IS NOT against non-jedi. It is NOT against PVE. Publish 19 helped out considerably in those areas. The main issue at hand is force defenses. Right now, a lone jedi with defender 0040 can mitigate 45% of the initial damage from choke ticks. That is WITHOUT aura activate. With aura activate, mitigation rises to 62%. Now, you may know or not, this is one of the most heavily dabbled lines in defender. Here's another kicker. Add in improved force shield...AGAIN, in one of the most heaviliy dabbled lines in enhancer. This bumps mitigation to 75%.


A master defender alone can mitigate around 51% damage, very....VERY close to the armor they wear. Lightsabers, with their VERYLOW min/max damage range, really only have armor to dealagainst in the defense department. Yet, they Still have the ability to break that number down 65%. They have the chance to break upwards of 60% protection all the way down to 21%. They would have a chance to break that 51% mitigation factor (which is very close to a master defenders armor protection) down to 18%.


And let me remind you, force defenses and force shield STACK TO A HIGHER DEFENSE than +70 innate armor and improved force armor does. 60% vs. 65%? Is that balance?


And on a second note, see about removing warm-ups for lightning and force strike, and reducing Lightning Area's warmup. This is just obviously pointless and really doesn't help a Ranged Damage dealer if they are force to stand there for 5 seconds.


I know there are other disciplines to worry about........but come on, focus on Jedi AS A WHOLE. Force wielders have ALOT more things to worry about than cloak (yet again, one of their defense mechanisms).





Reason Why Force Wielder Viability against Jedi Defenses should be in place - Straight from the Lead System Designer of the CU
_______Taven Shadowrider_______
Choker Extraordinare
______Ipock______
Sexah Fishy
______Horse Thieves______
Wanderhome
Dr_Nalio
Fri Jul 08, 2005 10:51 am
#65






Baciacca wrote:





3.Any chance that the Healing delays will be reduced or if not will heals in general be improved (ex. 4xxx Healer could give 2k heals instead of the 1.5k heals now); if so will this be in the FRS.


Mind costs are a real problem I find along with the delays. These days I run out of mind WAY before I run out of force, even with the best foods I can find. Not even close.


5.Jedi Discipline – Force Healer:
a.This profession costs far more than any healer profession to grind Xp wise yet is less efficient. How is this going to be fixed?

Right, see mind costs comments above. You can use stims with much better gain for less cost and much quicker whenpaired with ruby.


a.The xx4x (resist buff) line in enhancer seems to be worthless due to the lack of state effects actually doing anything at the moment and also poison and disease resists seem to not work either.


They don't work right either. You resist the first attempt to get the effect on you but the second attempt always lands. (actually, I think some of the effects ARE working. Blind certainly is effective from our dueling experiments.)










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