Jedi Archive
Thread: Enhancer/Powers abilities on TC
Xyrus_D_Virus wrote:
Master defender is still a good mastery to have...
Shh! What're you trying to do!?! Get us nerf'd even more?!?
Xyrus_D_Virus wrote:
Sad, I hate to say it, but this game is on a serious decline. I just hope something happens soon, otherwise SOE is going to have a lot of cancelled accounts on their hands.
You said it, Cicero... my main live server these days is about as much fun as a graveyard... more and more people give up and leave, quit or cancel.
All the joy seems to have evaporated from SWG... and it's not just the nerf-nerf-nerf-nerf-nerf-nerf-Jedi, but why go on?
Also is the jedi heal taking a bigger chunk of action as well?
Baciacca can you please get developers to clarify for us what the use of AI is please. No rants, no complaints, we would just like to know how we are supposed to use it now.
Message Edited by UberNinjaOfDoom on 10-13-2005 03:23 PM
UberNinjaOfDoom wrote:
Baciacca can you please get the developers to clarify for us what the use of AI is please. No rants, no complaints, we would just like to know how we are supposed to use it now.
I'm not even MDef, and I'd like to see devs address it as well.... why take one of the coolest skills Jedi ever had and then nerf it, nerf it, nerf it, and then nerf it some more? Is it going to be the same with all cool Jedi skills?
When will the nerfing stop? Only when everyone quits the game?
It's a *game*.... it was *supposed* to be fun... wasn't it?
Baciacca wrote:
Force Enhancer:
Baciacca, any chance you can try out theese two changes as well?
Here's human values in live (not mentioned = currently no cost):
Avoid Incap: Mind 10%
Dominage Mind: Action 4%
Force Aura: Action 4%
Force Valor: Action 4%
Drain Force: Action 7%
Force Run: Action 15%
Force Suppression: Action 9%, Mind 4%
Force Wave: Action 9%, Mind 4%
Stasis: Action 9%, Mind 10%
Transfer Force: Action 4%
Force Cure Disease: Mind 5%
Force Cure Poison: Mind 5%
Force Extinguish: Mind 5%
Force Heal: Mind 9%
Force Heal States: Mind 5%
Force Infusion: Mind 12%
Force Sap: Action 1%, Mind 8%
Force Shock: Action 1%, Mind 8%
Force Wound Heal: Mind 3%
Stop Bleeding: Mind 5%
Total Heal: Mind 14%
Force Breach: Action 10%
Force Choke: Action 20%
Force Hit: Action 5%
Force Intimidate: Action 10%
Force Knockdown: Action 10%
Force Lightning: Action 22%
Force Lightning Area: Action 25%
Force Strike: Action 8%
Force Throw: Action 10%
Force Weaken: Action 10%
Mind Blast: Action 10%
MsNiL wrote:
Baciacca wrote:
Force Enhancer:
Increased action cost on all heal abilities Added slight action cost to several Jedi abilities that had none Baciacca, any chance you can try out theese two changes as well?
Here's human values in live (not mentioned = currently no cost):
Avoid Incap: Mind 10%
Dominage Mind: Action 4%
Force Aura: Action 4%
Force Valor: Action 4%
Drain Force: Action 7%
Force Run: Action 15%
Force Suppression: Action 9%, Mind 4%
Force Wave: Action 9%, Mind 4%
Stasis: Action 9%, Mind 10%
Transfer Force: Action 4%
Force Cure Disease: Mind 5%
Force Cure Poison: Mind 5%
Force Extinguish: Mind 5%
Force Heal: Mind 9%
Force Heal States: Mind 5%
Force Infusion: Mind 12%
Force Sap: Action 1%, Mind 8%
Force Shock: Action 1%, Mind 8%
Force Wound Heal: Mind 3%
Stop Bleeding: Mind 5%
Total Heal: Mind 14%
Force Breach: Action 10%
Force Choke: Action 20%
Force Hit: Action 5%
Force Intimidate: Action 10%
Force Knockdown: Action 10%
Force Lightning: Action 22%
Force Lightning Area: Action 25%
Force Strike: Action 8%
Force Throw: Action 10%
Force Weaken: Action 10%
Mind Blast: Action 10%
Bah misread it. rejecting post
Message Edited by Taqwus on 10-13-2005 03:30 PM
Taqwus wrote:
With force heal and 9% and Infusion at 12% jedi will now be as week as a novice
how do these stack up with compareable talents from combat medics and doctors in terms of cost
Bactashot: 11m, A4% M10%, 6 sec cooldown
Bactajab: 11m, A2% M5%, 6 sec cooldown
Bactatoss: 35m, A6% M10%, 17 sec cooldown
Bactainfusion: 11m, A9% M15%, HoT each 5 sec x8 times (45 sec)
Bactaspray: 15m, A8% M12%, 18 sec cooldown
This is from live.
Force Defender:
- When grouped and AI is turned on, agro on the defender shifts to anyother group member.
- When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
I'm not a defender, but I am a pre CU defender, is nerf, or "fix" in the words of the devs, really necessary?
There was nothing wrong with AI to begin with, it takes a hell of a lot of force, even during PvP when by the time you're needing to use it, you're probably on half force ~3500 say, that is only time for 4 or so AI's.
What is the point of Avoid Incapation if it breaks aggro on NPC while solo and while in group.. so you can avoid dieing in PvP? at the pentaly of moving at like -99.9% speed, I don't even see the point in the skill, change AI to something that gives you a bonus to health/action/mind/defense for an extended period of time, or something. This is just getting redicilous. First the Force Run Snare **edit**, now it's the defender stuff
Excellent work SOE... Fight for us, since you are our Jedi Corrospondent, have no idea what they will do next...
Grrrr...I am usually one of the biggest positive supporters for Defender (see sig), but this is very upsetting. It is very limited in PvP. Usually it only is going to save you from dying once, and now you are out of the battle costing your side one player (you get snared or rooted with AI on and you're done until it's off). It was GREAT for PvE. You could lead teams of people through things and aggro creatures, and if it got bad, AI. Then you had time to sort things out and get the rest of your team ready to go to work. I don't see why it needed another nerf really. I can accept the snare to it as using FR2 or 1 with AI on was a little too good (maybe not), but why make it useless in PvE now? If you want it to be a PvP only skill, then remove the snare. If I use Avoid Incap in PvE, you said the creature still holds aggro on you and has high regen. Um...if it has aggro on you, what is the point of using AI? It will still hold aggro on you even when AI is going to wear off so if you don't re-apply, then you die. If you do re-apply, you just use more force up and still can't kill the mob because of the regen.
Bac, please voice concern over this. The skill for a Master Defender in their top-most box is now useless. It has been tweaked enough now...force cost was raised and the snare was added. That is plenty. Putting this in makes it basically pointless. If it stays like this, I likely will be moving to a different template. Defender seems like it's going the way of Healer to a set of broken skills that are never going to be touched again. Really frustrating.