Jedi Archive

Thread: Focus Thread Force Powers

nicmo
Sun Apr 04, 2004 2:52 pm
#1

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).
Baciacca
Sat Jul 09, 2005 2:47 pm
#2



Force Powers Focus Thread


**Note**

I know that the community is upset with Force Powers in general. In my previous questions thread I left out Force Powers for the most part forone reason. I feel that Force Powers is in need of its own focus thread. There are two professions that have quite a few issues and deserve there own threads; Force Powers and Force Healer.


Ok guys/gals, this is your chance to tell me what needs to be asked of the Developers Regarding the profession: Force Powers. So lets get right to it, tell me what you all want to know and we will start to build a list together.

Message Edited by Baciacca on 07-09-2005 03:49 PM

Message Edited by Baciacca on 07-10-2005 12:40 PM




G u a a r r
Jedi Guardian
(ggggggggggg9WXnnln[[[[nnnn}}}}nlnnWX9ggggggggggg)
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TerasKasiPanda
Sat Jul 09, 2005 2:49 pm
#3

Why does powers single target KD get taken away when we get the area KD? Having a single target KD would be really handy when a BH comes for you, especially on dantooine where there are quite a few things you could aggro using that area KD...

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.




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RyushiYoshi
Sat Jul 09, 2005 2:49 pm
#4

Add skill: Force Push


  • 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.


Add skill: Enhanced Choke


  • 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.




Imperial Colonel Ryuten Mizu
Former Master of Force Powers and Lightsabers
Serving since June 30, 2003

Miffo
Sat Jul 09, 2005 2:52 pm
#5

Not exacly powers but : feedback reflects states as Dizzy etc. Choke,KD



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nicmo
Sat Jul 09, 2005 2:52 pm
#6

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).
TesserVin
Sat Jul 09, 2005 2:53 pm
#7

i think that to balance powers with sabers, force weilders should craft something similar to a saber that holds power crystals and adds damage to thier attacks. a pair of special gloves for example. Force powers would deal the same damage as they do now, but they could increase the damage by looting crystals and putting them in the crafted item. Let the jedi choose whether to tune a force powers crystal or a saber crystal. You could even just use a lightsaber and the crystals inside, instead of modifying the LS damage, would increase force damage. If this is the case, the light saber would be for show. Problems would occur when MLS Mpwr templates are used the the user would decide how to fight at that time.


or you could increase the damage by 15%. what ever.


just my thoughts,



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BDragon
Sat Jul 09, 2005 2:53 pm
#8

1: Is powers intended to be a pure damage dealer, or a damage/control set

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?



Ulic' Dragonis: The jedi formerly known as Ulic' Qel-Droma
-Dark Jedi Knight-

Black-Dragon: +26 club
-Pistoleer at heart forever-


The darkside has made me strong.... the devs have made me weak

A new vision for the Lightsaber Tree
mmatney
Sat Jul 09, 2005 2:55 pm
#9

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)


Baciacca
Sat Jul 09, 2005 2:55 pm
#10






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).






I agree but Force Powers should be able to hold its own with the use of KD, Roots, Snare, and other effects that it should have. Force powers is gimped because of the lack of viable options and that is why everyone wants it to have more damage. The damage would not be needed if the profession could do more and didnt have certain "zip" bars.




G u a a r r
Jedi Guardian
(ggggggggggg9WXnnln[[[[nnnn}}}}nlnnWX9ggggggggggg)
..Forever Guiding and Last Correspondent of the Jedi Profession ..


MetallicaJunkie
Sat Jul 09, 2005 3:02 pm
#11

I would like to see powers either go into ranged damage or ranged utility, currently it is trying to be both and failing miserably, enhacner allows much greater control of enemies and LS does way more damage per hit for less force, even at range...

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

-Driko-NSA
Sat Jul 09, 2005 3:04 pm
#12


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.

Bolciu
Sat Jul 09, 2005 3:05 pm
#13


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






Bolciu O'Neil -Pre NGE/Pre CU/Pre pub 10 Dark Jedi Knight (lvl 90 Elder Jedi)a.k.a Sithmasta
Khameir Sarin - Imperial Armorsmith
Vendor at Dantooine Mount Olympus -3187 -1286 Imp Recon Armor in stock and alot Jetpack parts
"The Darkside of the Force is a pathway to many abilities some consider to be unnatural"- My master Darth Sidious
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