Jedi Archive

Thread: New action and mind costs for jedi heal in the expansion. Chart inside.

Sinara-Snake
Sun Oct 16, 2005 12:30 pm
#40


They have offered us another planet of static quests that give us uber lootage to decorate our house




HammerWielder wrote:
hmmmm, I wonder if they will ever stop nerfing,and consider other options....








Sinara Snake
Pre CU: Master Bounty Hunter/Master Pistoleer Post CU: Master Squad Leader/Master Rifleman
Xeno' Aku
Pre-Patch 9 Jedi
In life you were our friend, even though death seperated us, the Brothers will always remember you Osab Aku. We miss you!
Machea
Sun Oct 16, 2005 12:32 pm
#41

I think I will go and shoot myself now.



:Machea Sahagin [] Evil Fish Lord:
:Universal Remonster [] Remote Control of Death:

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BeefStoo
Sun Oct 16, 2005 12:35 pm
#42

I knew they'd take away the *only* good thing for jedi out of this. lol
EVILxWARLOCK
Sun Oct 16, 2005 2:54 pm
#43






KRAKEN666 wrote:
what you guys are taking in to consideration is that if you go to to the test center, now action costs have been sped up so that when the bh/cm heals, he gets back to 100 percent action faster than current settings. mind was slowed up and thats where the devs will try to nerf us again. mind took 4 times longer to regen so its not the action wars,,,,just like pre cu, its the mind wars.





I play onthe expansion TC and yes regen is faster, BUT you can blow thru action very fast useing specials and heals. Granted we have no good food on the expansion TC. I think we shall just have to see how this effects us and reg templates when this goes live.

Message Edited by EVILxWARLOCK on 10-16-2005 02:54 PM



"They are in front of us, behind us, and we are flanked on both sides by an
enemy that outnumbers us 29:1. They can't get away from us now!"
"We're surrounded. That simplifies the problem."
- Lewis B. "Chesty" Puller, USMC

U-S-M-C <> JEDI KNIGHT
xWARLOCKx <> WEAPONSMITH

KRAKEN666
Sun Oct 16, 2005 3:13 pm
#44


I posted this about action because of the deliberate scam that soe is saying about nerfing combat medics, and in our case bh/cm's. they keep saying that the costs are higher to slow the heals of the cm's down, but its pretty much a complete lie. Increasing the costs and increasing the action regen times do nothing but make them bigger liars than they already are. Now they are resorting to posting a plus for the jedi but not posting the minus for jedi. I tested it also, as a cm i couldnt run my action down less than 78 percent and i was spaming heals on my self and others with absolutly no action foods at all. Even trying to run my action down was unsuccesful. All this does is makes me test everything they put out in patches now. Jedi problems are not action bar related for the most...our problem is the action bar of others not dropping even enough to use sap on them while our force bar drains on healing ourselves. If you want to help jedi soe, get rid of the force bar and make force into the combat level style of benifits....as you use up skill points and aquire boxes your use of the force grows and makes you stronger....saber hits do more damage, powers users have better skills, and healers heal with more damage.
EnderUK
Sun Oct 16, 2005 3:26 pm
#45

Personaly I think this is a good move, healing was over powered, anyone who fought myself or another good tank/healer in PvP will tell you this. Hell I hate fighting any healers because of the stupid damage they heal up. twenty mintue fights of button mashing is not fun



I too use to have a fancy sig, then it got pwned - Kenney Ender
KRAKEN666
Sun Oct 16, 2005 3:29 pm
#46

ender, you are not getting it....even though the action costs are higher, the regen rates are higher so their is no differences at all. as a matter of fact, a bh/cm can get action back faster than whats in the game now.
SpunkyKuma
Sun Oct 16, 2005 3:44 pm
#47

But I have a question, are the people that are noticing faster action regen using regular foods and booster blue (blob candy, spiced tea, brandy, BoH, Canape, etc.) instead of the frog buffs which are said to be much stronger than what we can get in live?



Vicci A'Tivo - Elder "in your face" Bounty Hunter
Ekinn A'Tivo - NGE Jedi
XProdigy - Pre-24 Squad Leader
Chac Baal - Elder Jedi (Omen's first Mon Cal Jedi)
EVILxWARLOCK
Mon Oct 17, 2005 5:35 am
#48

/Bump So those who were away for the weekend can read.



"They are in front of us, behind us, and we are flanked on both sides by an
enemy that outnumbers us 29:1. They can't get away from us now!"
"We're surrounded. That simplifies the problem."
- Lewis B. "Chesty" Puller, USMC

U-S-M-C <> JEDI KNIGHT
xWARLOCKx <> WEAPONSMITH

Chawncy
Mon Oct 17, 2005 5:58 am
#49

It would appear that this is the way the dev's are going to get rid of pre-cu sabers. Now a 95 sac saber with lower damage is better than a 100sac saber with higher damage.



" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
KRAKEN666
Mon Oct 17, 2005 6:00 am
#50

Good observation chanwncy, was just a matter of time.
Chawncy
Mon Oct 17, 2005 6:11 am
#51

Yep, why make post cu sabers better when you can just nerf pre-cu sabers? So typical.



" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Swg-Addict
Mon Oct 17, 2005 7:50 am
#52


Chawncy wrote:
It would appear that this is the way the dev's are going to get rid of pre-cu sabers. Now a 95 sac saber with lower damage is better than a 100sac saber with higher damage.





Not really.
Its the same like pistols/rifles.

The key is, that you need the full HIGH damage to spam a SERIES of moves the RIGHT time, like 3K in 7 seconds when the BH is laying down or low in mind.

If you have a low damage saber, he will regain the tiny little bit mind/action to outheal your last but all deciding hit.

The HIGH damage saber is IMPORTANT.

Its not important if i use 95 sac or 100 sac when it comes to the big "damage run"...your low cost saber will simply fail then (and there is still ruby/stim btw).

I tested EXACTLY this theory a bit ago, when our guildies suffered from their lowdamage sabers (with my pre-cu 4X120/-9 saber and a "testsaber" with post-CU pearls): The missing last bit of damage is what lets your foe alive...

Message Edited by Swg-Addict on 10-17-2005 04:51 PM



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