Jedi Archive
Thread: a CL1 has ideas for the jedi profession
but Jedi should be tough and jedi should NOT be nerfed.
so jedi should be tough why? because they are in the movies? SOE has trampled over any assemblance of being tru to star wars canon when they merged time periods, allowed huge numbers of jedi, killed the GCW in so many ways, killed battlefields, and countless other offenses. Because they grind more? some crafting profs grind more than others... does that mean they should have all the high ticket high profit items? Im not saying nerf jedi skills to uselessness. Im saying give jedi a slight but definite advantage but everyone should have to rely on skill. We all pay the same money and we should all have a fair game. an "elite" profession simply unbalances the game... that is to say when it is "elite" because of a higher baseline. ALL professions should have to rely on their skill to win in every situation.
NK is gear for GROUPS not nessecarly jedi. Jedi just happen to be able to solo it, MAYBE.
NK was revamped to be more inline with a jedi template and yet it drops primarily "mundane" loot. its in the patch notes somewhere.
Geepster wrote:
Tryit out before you make any comment/judgements Isay to all non-jedi
- I think we all agree on the bug and exploits to be removed
-I agree that the grind that is so long cant be used as an excuse to be 10x stronger but people who done it do actually deserve 1.5 or 2x stronger. To grind a full template jedi it takes about 60 times longer then a normal lvl 80 combat character, how about you having a job and work 60 hours a week but still make the same amount of money as someone who does exactly the same work for30 hours a week
except we arent payed to play. you CHOSE to do that grind. So why is your opinion and 15 dollars worth more than everyone else's? no one made you do the grind... you did it for your own reasons. Other people should have less enjoyment with the game they play because of what you choose.
-There are to many jedi? Maybe, but thats what SOE wants, the ability to become jedi makes most people play the game, complain to them and not to those want to be one. And if they are able to fix the GCW and make PvP fun in a good working system (pre-cu ftw
) I glady delete my jedi help them balancing this.
READ MY POST! i didnt say make jedi harder or turn it off or stem the flood. i proposed things that would take massive jedi battles out of the cities and main paths where it wont be notices so much.
-High level caves are not designed for jedi only, they are just easier when you have the help of one or two jedis, this is not very bad in my opinion because you need combat medic/docs for those high end caves too
SOE made it a game where grouping is essential and jedi are only a part of it.
Now this is how I see it.
Have fun.
pizzathehut67 wrote:
Eskie wrote:
Jedi are only 1.5 times more powerful in 1 vs 1 situations. Most Jedi abilities can be found with similar or better stats under a different name in regular professions.
The power of a Jedi stems from having more skills in one template than a regular template (Center of Being and Armor Break and+Root+). A Jedi is a jack-of-all-trades. There are only a few iconic Jedi abilities that are not present in regular professions. A short rundown:
- Improved Force Aura: Same as Improved Center of Being
- Improved Saber Armor Break: Only slighty better than Swordsman Armor Break
- Advanced Force Heal: Surpassed by any Doc 4xxx or CM 4xxx, can heal while KDed, though
- Cloak: Iconic skill, but pretty much Rifleman cover with movement ability and without the auto-decloaking if approached
- Choke: Iconic skill, although the same as a CM poison - not cureable, though.
I could go on with this list, but you get the idea.
If you can muster a group of 8 different, highly specialized regular players, they will perform on the same level as a group of 8 Jedi - but it requires coordination. The only difference is the group of 8 regular players will drop in performance a lot when a member is killed, while the group of 7 Jedi might not even notice the 8th guy missing.
The problem is most people get beaten by Jedi 1 vs 1.5 and think the same will carry over in the GCW, and dont even try it.
Complaining about being ganked by 8 Jedi does not mean Jedi are overpowered - 8 Swordsmen would have killed in the same time.
A group of riflemen complaining about being rolled by Jedi groups does not mean Jedi are overpowered - somebody just chose a bad place to fight and did not diversify his group's skills. If you are a rifleman, base defense turrets are your friend as is range. Dont try to fight Jedi in Theed where Jedi (and any other melee player) can break your line of sight easily.
The problem also is that Jedi are too easy to spot in game and dont care a lot about hiding their abilities until they actually fight. Jedi duels in Theed should not be happening on a regular basis, for example. But this can be adressed by changing the BH death penalty system, no changes to Jedi skills involved in this one.Message Edited by Eskie on 09-09-2005 01:18 PM
you overlook my point. you should not be 1.5X stronger just because you choose to play your game the way you do. Other people pay the same money. I agree that jedi should be more powerful than combat profs and should be hard to take down. but a mediocre player should have a chance to compete. combat (just like crafting) should be based upon skill and what you have learned. NOT a higher baseline just because you choose to play a different way.
You overlook my point.
I am saying SWG is a group game. In groups, Jedi are not stronger than regular professions. Jedi are stronger in 1 vs. 1 encounters, but that is limited to BH-Jedi fights and BHs get first strike (and therefore the ability to choose when and where to fight) to compensate for that.
This is in theory. In reality, I can name a few templates that cannot be killed by Jedi ever in the current live environment, and all include CM 4xxx or Doc 4xxx, and some of them have a good chance of forcing the Jedi to retreat.
If you ever get the chance, watch a duel between a Jedi and a Doc / TKA / swords hybrid.
Message Edited by Eskie on 09-09-2005 02:15 PM
Sorry but non-jedi should use there skills better. A non-jedi that knows his template can give some jedi a good fight (depending on the jedi's template)
i have seen a pikeman kill a cl80 padawan and give a jedi knight a very close fight before dying.
I think the balance between jedi and non-jedi is quite good i mean a BH/MCM is a scary thought for most jedi but a jedi with master enhancer will laugh at him. Because they have the skills to handle him.
There are so many combos of proffessions out there is great you can have the best template in the game but there will always be a template that can beat it.
Thats my OPINION anyway
It would not be fun if i had to worry about going back to having no skills because although you can get in a grind group and get skills back in about 2-3 months i wouldnt fancy doing that over and over again.
Soulcaster wrote:
Ok no offense here...but when the HECK was the last time you saw Obi'won lose to Jar-Jar in a fight?
LOL
Soulcaster wrote:
(...)My answer: The jedi population needs to be reduced. And while i DO NOT agree with the old perma-death system...because i dont think anyone that works that hard and pays that much for so long to have a great char, should just be completely removed becuase a BH killed him 3x. Instead i think that there my system should be put into affect. I think it should only be that you can ONLY die and lose your character when fighting OTHER JEDI. Pretty much with the FRS system. This would allow for Jedi to not worry about BH deaths, and only consentrate on the exp they lost AND it would make encountering oppising faction jedi INTENSE!!! It would be very cool to run into or hunt another jedi and you both get ready to do battle knowing that this could kill your jedi. IN ADDITION to this system i add the twist SOE could impliment. The twist is that if people DONT want to do the whole character removal thing...then they could make it so after your 3rd death to an opposing faction jedi (none of this imp killed an imp stuff), you dont lose your character...but you lose ALL of your jedi skills. and return to a new padawan/initiate again. I think this system would be a great idea, and i keep posting this idea in all the threads about it. It definately would make seeing an opposing faction jedi INTENSE!!!(...)
Jedi population does not need to be reduced. If somebody wants to play a Jedi he should be able to if he goes through the grind. All that needs to be done is to give Jedi an incentive to hide.
Permadeath (no matter in which form or shape) is a bad concept, especially after a long grind. It got removed because of unreliable network connections and other factors not in a player's realm of control can interfere with a fight. If you get killed while being LD because you had a power shortage and lost your toon because of it, would it be fair? This makes your proposal not viable.
On the other hand I do agree that currently full templates dont have a high risk for showing off. My solution would be to introduce skill box loss - you can bank 4 million xp, and if a Jedi is killed by a BH, he gets the same xp penalty as he does currently. However, if he goes into the negative, he has to keep dropping his current skill boxes to recoup the same amount of xp per box that he needed to learn it until he is in positive balance again. If he doesnt have any skill boxes to drop, he keeps his negative balance and every xp earned is deducted from that debt.
Example:
a)
Jedi has 4 mill xp.
Jedi gets killed, loses 400k xp
=> Jedi has 3.6 mill xp.
b)
Jedi has 300k xp
Jedi gets killed, loses 400k xp
=> Jedi has -100k xp
=> Jedi has to drop skills to get back into positive
=> Jedi drops Healer 4xxx to 3xxx (+1.6 mill)
=> Jedi has 1.5 million xp, can grind 100k to get back Healer 4xxx
This makes xp loss meaningful even to full templates, while not being as harsh and prone to outside events as perma death.
pizzathehut67 wrote:
you overlook my point. you should not be 1.5X stronger just because you choose to play your game the way you do. Other people pay the same money. I agree that jedi should be more powerful than combat profs and should be hard to take down. but a mediocre player should have a chance to compete. combat (just like crafting) should be based upon skill and what you have learned. NOT a higher baseline just because you choose to play a different way.
Well my idea of the jedi deaths were in support of the FRS. Where you take missions against other jedi...not your run of the mill jedi encounter. Sorry for not clarifying that. Yes base raiding would be fine, and not count as one of the 3 deaths..
..but if an imp took a Jeid mission on you and was able to hunt you...well then thats different =) Kind of like the BHvsJedi system now.