Jedi Archive

Thread: Nerf, Upgrade, or Tweak?

FarSuperior
Mon Sep 05, 2005 10:04 pm
#14






TheGreatFreyr wrote:





FarSuperior wrote:





TheGreatFreyr wrote:





Checito wrote:
My CM heals are not overpowered and are nothing so ground breaking it requires a nerf, whereas i find jedi heals to be a bit underpowered.





i've never found myself in a situation where they could do more damage then i could heal except when i ran outa force after poundin on mcms or mdocs.





have you ever fought a Pre CU Jedi / Melee Stacker ?





precu jedi dont count in this situation and the meele stackers haven't out damaged my heals yet. i love where our heals are at right now, it makes jedi duels quicker and more fun imo





this is the one thing i REALLY like about jedi heals right now. before they were nerfed... duels got very VERY boring especially against MDefs once they were nerfed i all of a sudden loved duels cus they were so exciting and even i, with a post CU saber, could win if i practiced enough


on the other hand... if jedi heals were the same as non jedi heals... even in Pre CU jedi vs you fights you would STILL have you heals outdamaged.... even with THAT HUGE of a boost


and i think the reason why you havent had problems with melee yet is you just havent fought a well prepared / rich / skilled one... a good meleer can take you down as fast as a pre CU jedi... and their armor / defense are better... and they dont run out of force... or draw from 3 pools....





Pre CU > Post CU
Yep, i turned to the dark side. =P
Checito
Mon Sep 05, 2005 10:09 pm
#15

When i was a lil newblet gazing dreamy-eyed at the mighty bounty hunters who strode through the cities i thought "Man taking out JEDI these guys must be good, that must be a huuuuge challenge"


If only once i mastered BH that was consistant... Some Jedi make up for flaws in there proffessian with amazing skill and intelligence..Gotta love em
Checito
Mon Sep 05, 2005 10:11 pm
#16

I gotta leave this thread for the night and sleep but... Number uno = bad number duo = good...



Elven_Prowler
Mon Sep 05, 2005 10:22 pm
#17




NERF. first time I ever called for a nerf btw so don't call me a nerfer. But I don't think a master saber/defender with a 625mdps should havehour long fights with 4/5 BH that come at him at 4-5 hour intervals.MAYBE if they were MASTER CM. Maybe. but even this is a little disporportional. If i hit you in real life a fourth of the way to your death every 2 seconds do you think even a futuristic bacta shot would save you? Much less for an HOUR or MORE? Maybe a better wound system? When was the last time wounds played a part in a battle for you? back in the days of pre-cu diseases and flame on big mobs. I'd like to see them come back a little.



as for why not upgrade... two reasons. still doesn't help me kill a bh that can't hit me for more than 250 and misses me 2/3 of the time. AND 3000 heal keeps me alive against CL84 krayts for at least a good 20 minutes. I'd say that is enough healing power for me.


What I'd really love to see is more of the stuff I was hearing when I played in beta. nerf on all battlefield healing. lower battlefield regen rates. making hospitals into a strategic pvp location.make battles take have a rotating group of players like realwars are.Some would say that this would make the elite mobs imposible, but in truth there is no reason you couldn't bring down thier difficulty proprtionally. Anyway that's just an old timer talking about what he took from what the devs promised way before 95% of the content in this game.


OOOOO or better yet just increase my DPSb 200.lol.




Message Edited by Elven_Prowler on 09-05-2005 10:34 PM

TheGreatFreyr
Mon Sep 05, 2005 10:29 pm
#18






Elven_Prowler wrote:



NERF. first time I ever called for a nerf btw so don't call me a nerfer. But I don't think a master saber/defender with a 625mdps should havehour long fights with 4/5 BH that come at him at 4-5 hour intervals.MAYBE if they were MASTER CM. Maybe. but even this is a little disporportional. If i hit you in real life a fourth of the way to your death every 2 seconds do you think even a futuristic bacta shot would save you? Much less for an HOUR or MORE? Maybe a better wound system? When was the last time wounds played a part in a battle for you? back in the days of pre-cu diseases and flame on big mobs. I'd like to see them come back a little.



OOOOO or better yet just increase my DPSb 200.lol.




Message Edited by Elven_Prowler on 09-05-2005 10:26 PM




i get ur point but dont bring RL situations into a game with aliens and lightsabers this is one of the first times i've called nerf too but i dont mean nerf as in make them heal for less. jus make it cost a little bit more to heal themselves, does it cost us like 15% mind, 130 force, and *i could be wrong* like 5% action to get a 1500 heal? it costs them 5% to get a 1.5k+ heal





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Freyr, Wookie God
0000000000000000000000000000Dark Wookie Jedi


Tarja-
Mon Sep 05, 2005 10:36 pm
#19

the problem is 8k energy resist and armor break slice on top of the healing. the healing alone is not an issue if armor break slice is modified to atleast 45 or 50%. oh and of course fix pearl drops.



Iwiw Ogrec
Elder Dark Jedi Knight
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Elven_Prowler
Mon Sep 05, 2005 10:38 pm
#20




i get ur point but dont bring RL situations into a game with aliens and lightsabers






yah got a point but I figure human pysiology....


but yeah it'd be nice if they couldn't heal themselves every 10 seconds for an hour without running out of mind.
Elven_Prowler
Mon Sep 05, 2005 10:39 pm
#21

whoa? AB slice please explain. been so long since I looked at a slice.......
freak88
Mon Sep 05, 2005 10:41 pm
#22

i say nerf doc cm heals, because our nerfed sabers already cant outdamage them. by the time my 728 damage saber gets resisted through this new outrageous armor, it actually inflicts very little damage, the cm s /doc are way out healing my nerfed resisted damage. its way out of balance now.
Tarja-
Mon Sep 05, 2005 10:42 pm
#23






Elven_Prowler wrote:
whoa? AB slice please explain. been so long since I looked at a slice.......






tier 1=25% of your armor break is worthless


tier 2=50% of your armor break is worthless


tier 3=75% of your armor break is worthless



ranged get roots and snares to kite. melee get one thing, armor break, to balance things out. SOE decided to take away the only balance ranged and melee have had post CU.





Iwiw Ogrec
Elder Dark Jedi Knight
(ggggggggggggggggggggWX9nnnnn[[[[nnnnnWX9gggggggggggggggggggg)
Carli Elder MBH-loot whor_e
Turd_Ferguson523
Mon Sep 05, 2005 10:45 pm
#24



FarSuperior wrote:
Simple Question for all you jedi out there. In this thread it is understood that non-Jedi healing... even without CM or Doc, is better than Jedi Healing. Please do not argue this point. With that said, which of the three options would you have happen if you could, and explain why.
1) Nerf non-Jedi Healing to bring it to the level of Jedi Healing (Nerf)
2) Boost Jedi Healing to be at the level of non-Jedi Healing (Upgrade)
3) Slighly boost Jedi Healing and slightly nerf non-Jedi Healing to reach a "middle point" between the two, where they are equal
/discuss





None of the above.

1.) I'm tired of whiners crying nerf to other professions. I have a Jedi and I survive just fine. Nerfing another class because you can't compete creates animosity. This profession has done, by far, enough damage already to this game.

2.) Jedi healing does not mean that skill should be on par with mastered dedicated healers.

3.) Again, asking for a nerf to other professions is always a bad idea. Why continue to foster hate from the rest of the games professions with stupid requests?



Makiino
I've found no people for killing time, so I found time for killing people
[Combat Medic] - [Master Rifleman]
Melting Imperials, from the IMPside out

Elven_Prowler
Mon Sep 05, 2005 10:45 pm
#25

this explains some of my recent trouble I suppose. add armor take away armor break. yeah. that explains some things.
Haerb
Mon Sep 05, 2005 10:48 pm
#26

I think, in general, healing is a bit overpowered right now... There's no way that a non-healing template can beat a healing template without a DPS high enough to force the healer to spend all his time healing, pretty much, since after mind regen, a healer can essentially heal forever since no consumables are *required* for healing. I'd be content with simply increasing mind costs for heals to oneself for Doctors and Combat Medics as compared to healing others, as long as the ranged double-master with a 14 million credit gun can beat a BH/CM or a Pistoleer/Doc with a 50k scatter half the time, you know? Rebalancing Jedi/Non-Jedi healing numbers would be arduous, at best.



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