Jedi Archive
Thread: More CL1 ideas (i wont be happy till you all scream for my blood)
lol, these kinds of posts amuse the heck out of me. if this was posted by someone who was a 'respected' vet, people would be debating the pros and cons. instead, it was posted by a usual troll, so everyone just tells him to go away.
i love how the people on this forum work.
sm1550 wrote:lol, these kinds of posts amuse the heck out of me. if this was posted by someone who was a 'respected' vet, people would be debating the pros and cons. instead, it was posted by a usual troll, so everyone just tells him to go away.
i love how the people on this forum work.
vet or not my reaction is the same...
Fix current bugs before thinking about changing around skills in the Jedi prof.
Also a vet wouldn't name his title the way he does in the hopes of making the game more enjoyable.
Not bad at all.
pizzathehut67 wrote:
the subject is mis-leading... these are warm cuddly ideas. please read the entire post before responding... im getting really really sick of repeating myself 15 times to answer the same question.
1. Jedi damage reflection
this entails
-remove damage reflection from BH duelist stance
-reduce the jedi's passive ability chance to block shots (more coming... read on)
-add in two flavors of the same special in the same skill box. both have a reasonable duration... like 20-25 minutes
special 1: raises the block rate back to normal for a next to nothing force cost
special 2: raises the block rate back to normal and has a chance to reflect 10% of the damage from ranged attacks back at any visible enemy. has a higher force cost than special 1. has a cool down timer of 10 minutes (to prevent jedi constantly running a macro to stack damage)
-the first ranged shot made on a jedi will use the same current block rate. this is so that the "first strike" doesnt become WAY too much. after the first shot however, the jedi must apply the buff
-any attack will remove the damage reflection ability... the blocking buff will remain in place. the jedi can attack or defend... but can not do both at the same time. this is to prevent jedi from stacking their own attack damage with that of a sniper shot from a T-21.
Coding nightmare. Also, this adds more management to an already complex combat matrix that this game doesn't need. The innate block is integral to jedi. My suggestion is to adjust jedi innate armour down, add lots of dodge and damage avoidence as well as saber block to 80% at MLS...50% at xxx4 sabers. The main problem with the armor style thinking is that jedi don't reduce the armor they take...they avoid being hit in the first place. This would also solve the AB issue in jedi/melee vs jedi factor. TKM should be the same philosophy as jedi in this regards.
2. unlock high end specials by piecing together ancient jedi knowledge
this ties in with my idea for content geared specifically to jedi as a way to keep them out of the major cities. These would be long series of quests that are more than just go here kill that. You must piece together the facts and history books (while competing with sith hunting you) to obtain pieces of the puzzle. the mission would send the player all over to remote locations (existing jedi POI's... maybe tack instanced dungeons on at the end). a pretty neat story could be told with this... like howObi-Wandefeated a giant lizard thing using this attack (a PvE special attack). or how a signature attack Anakin used to wipe the adults guarding the jedi temple out (a jedi vs jedi special attack). or how Mace Windu decapitated Jengo Fett (a jedi vs BH special attack).
the quest lines would be more about the story and the player pieceing together clues to find the next place to go. if possible, making this quest series randomize the locations of pieces each time it's taken so that people cant just use a walkthrough and bypass the content so they can go right back to theed and show off the new special.... i can hear the ebayer now "HAW HAW HAW!!!! JOO SUXORS COS I GOT A NEW SPECIAL TO PWNZORS JOO!"
Interesting concept, and would love to see something like this for the knight trials and padawan trials.
3. add more depth to jedi vs. jedi combat by adding saber stances
these would apply similarly to BH duelist stance but without the warm up... they would apply instantly. they can be changed on the fly with no cool down. these stances would only effect jedi vs jedi combat and provide no bonuses to jedi vs. non-jedi combat. they cost 0 force to use and maintain. They work like regular weapon PuPs... choosing your stance would be based upon what kind of saber your opponent is using... as well as what kind of stance. Maybe even tie some specials into certain stances... such that certain specials do more damage in certain stances. general ideas for the stances:
1 handed saber-
1. increase speed, decrease special cooldowns, decrease defense, decrease damage
2. increase special cooldowns, increase damage Vs. 2 handed saber, increase defense Vs. 2 handed saber,
3. increase damage, increase speed, increase special cooldowns, flurry type attack available for use (hits mutliple tagets in a radius around jedi, applies bleeding dot, applies snare, chance to apply blind, chance to apply random state effect)
2 handed saber-
1. increase damage, decrease special cooldowns, decrease defense, decrease speed
2. increase special cool downs, increase damage Vs. double bladed, increase defense Vs. double bladed
3.increase damage, increase speed, decrease defence, increase special cool downs, heavy full on assault combo looking special attackavailable (has a chance to break through jedi defensive buffs for 10 seconds, decreases enemy accuracy for next2 rounds)
double bladed-
1. increase defense, decrease special cooldowns, decrease damage, decrease speed
2. increase special cooldowns, increase damage Vs. 1 handed saber, increase defense vs. 1 handed saber
3.increase damage, increase speed, increase special cooldowns, decrease defense, acrobatic Darth Maul style special available for use(somthing with either a knockdown or stun effect as well as applying a second random state)
the stances most likely need a TON of tweaking/refinement/balancing... consider this a rough draft... first thoughts kinda thing.
see... much more warm and cuddly than my other posts
this is the same guy who thinks jedi is overpowerd
get off the jedi forums and call for nerfs on your taylor page
magneto2 wrote:
this is the same guy who thinks jedi is overpowerd
get off the jedi forums and call for nerfs on your taylor page
what nerf did i call for in this post?
oh i know... the literacy nerf
can you act like you have enough intelligence to tie your shoe for a moment and actually read somthing?
HarlequinMK19 wrote:
Interesting ideas. Main thing I want to see is an actually difference in the attributes of the saber "styles"...something like this would be interesting.
There's no reason to remove the damage reflection from Duelist Stance at all though.
nods nods
a saber revamp would be great to go along with this. im imagining that certain specials do more damage or have increased effects when used in certain stances. i think the use of stances could play a large part in making jedi vs. jedi combat more than just who has more force and/or who hasnt used their daily holocron yet.
if your really a combat lv 1, which i think is total BS
why would u bother making posts on the jedi forums? go make some clothes or something
magneto2 wrote:
if your really a combat lv 1, which i think is total BS
why would u bother making posts on the jedi forums? go make some clothes or something
did you even read what i posted here?
pizzathehut67 wrote:
magneto2 wrote:
if your really a combat lv 1, which i think is total BS
why would u bother making posts on the jedi forums? go make some clothes or something
did you even read what i posted here?
your title saays enough....
if you don't want flamed I'd suggest redoing it to make people actually want to read your post rather than flame you over your intentions.