Jedi Archive
Thread: Focus Thread Force Powers
Message Edited by Baciacca on 07-09-2005 03:49 PM
Message Edited by Baciacca on 07-10-2005 12:40 PM
There are a couple other things that I find quite ridiculous, but I won't state them due to the fact that I'm sure they're the way they are for a reason. I'll let someone else say them.
- Skill Tree: Novice Force Wielder
- Function: Pushes targeted opponent 10m away while inducing a knockdown. Minimal damage.
- Counter Attack: Can benullified by Force Push by another novice force wielder if presses within 2second etc.
- Additional:5 minute timer. Warm-up timer dependent on FRS status.
- FRS relation: Push distance increases. Timer reduces. Counter reaction time reduces.
- Skill Tree: Master Force Wielder
- Function: Immobilizes opponent by lifting them off the ground, unable to perform much functions, and slowly ticking away moderate damage.
- Counter Attack: Can be broken by Saber Throw from victim, or taking some damage from another opponent (movies).... or hell, being choked back.
- Additional: 6 hour timer.Functions for 45 seconds. Toggle skillso you can manually break it if battle conditions change, but timer already starts ticking.Can notuse anything elsebut other force powers while skill is activated on an opponent (No LS skills, no heals, no enhancer skills, no defender skills, no stims, no foods, no drugs). (Think EP3 Obi-wan/Anakin vs. Dooku fight, choke obi, and push ani at same time)
- FRS relation: Timer reduces. Damage increases.
- Animation: For the entire time the skill is toggled, onearm does the famous choke pose towards opponentwhile the other is free to use for other powers, such as lightning.
2: Will powers recieve massive bonuses from the FRS to bring its damage inline with LS once a certain rank is reached
3: Is powers going to remain a darkside skill set, if so, how will it be balanced against enhancer
4: Do they still believe powers to be a "viable alternative" to sabers?
id like to get the cool animations when holding a ranged weapons for when your unarmed or using a ls
also id like to see some way for powers to be able to stand up a master defender (maybe powers bypassing more of their defenses or something)
nicmo wrote:
Powers should not be a replacement for Sabers, thus I don't believe it should ever be quite *AS* powerful as a saber assault. However, currently it's not viable in such a duel against pre-cu and pure post-CU sabers. My suggestion is to lower the force/action costs as sabers got, and either increasing the damage dealt or increase the damage rate (lower the timers).
Either an additional damage increase on ALL moves in powers to make it a primary damage dealer with limitted utility (utility stay as it is now) or increases to its utility functions with new crowd control style moves added, (suppression and wave should be moved to powers, they've not enhancements and neither is drain - I'm a master enhancer too before anyone starts. obviously damage remains at its current level)
In essence, the devs just need to decide what the force wielder's role is in the group setting, the state of wielder makes me suspect that the devs may have actually built the professions first and then assigned roles second, seeing as NOBODY was master powers pre-Cu they figured it would continue to be unpopular and nobody would care that it's horribly broken, kinda like squad leader and ranger both of which continue in CU completely busted with no role in the new system. Ranger still costs 140 sp to master, what the hell?
recap - choose a role then revamp the entire descipline to suit that role. Only viable way of improving it.
EDIT: remove the frigging zip bars. A ranged profession cannot afford to stand still in the CU, I really don't get what the devs were thinking to make an offensive ranged profession that can't move, honestly. Also, force strike doesn't do enough damage over force hit to be called "an improved version" recommend increasing the damage and removing the zip bar also.
Message Edited by MetallicaJunkie on 07-09-2005 03:07 PM
How about giving Powers a disarming move similar to the one rogues use in wow, where you would have to hit it at s specific time to work. Then have them disarmed for however long 10 seconds 5 seconds whatever with related drops in their defense and abilities due to being disarmed.
I will be a master power weilder either way good or bad.
ok here are mine suggestions
1)we could get danage boost like 15%
2)we need lower action cost on our specials
3)It would be nice to get advanced force lightning on master
4)single target KD,and Intim would be nice but the area wersions are needed too we just need to separate those skills so we can use both versions
5)cloak shlould be moved to master box its very powerfull skill not a lvl 4 skill
6)we need a new special DRAIN LIFE or something like that
7)mind blast and force throw are crap atm the states stick for 2-3 seconds and dmg is horrible
8)armor break special maby from force weaken
thats all IMO now waiting for comments