Jedi Archive
Thread: Focus Thread: Force Enhancer
Read up on ROOT you noob.
Bobaku wrote:
1. Damage Reduction for FR2 and FR3 MUST STAY. It would be VERY GAME breaking to have a jedi running people down with FR3, just like it was before the damage reduction was replaced. What needs to be done is a seperate icon for FR1.
MsNiL wrote:
Not based on skill
Enhancerskills dont grow with the enhancertree, so it's easy to pick up the best and currently working stuff for any template.
Channel Force
* Thanks to the massive drainage caused by Channel Force you can now loose fights simply by channeling. It just cripples you too much.
Force Meditate
* There's little gain in using Meditate to regain force. At least not when you have Channel Force.
Force Resist States
* Again due to the weak states and bleed, it's pointless bothering about the resist states line. It also doesnt protect against all the new CU states.
* Force Resist States gives +25.00. Do any of you have any actual idea how extremely little that is for a forcepower that cost 250fc to activate? Defenders have +65 static no-cost state defense, and on top of that an additional +500 defense added to it. A high-cost forcepower that costs 20 skillpoints to get, that is exclusively a defense against states should be more than that.
Force Run
* Force Run have an old nerf upon it (minus to damage output). Now there is an excellent and very commonly used / widely available counter known as ROOT. The x000 Enhancer line is even starting to become FotM again, so you do not get far by FR.
Also, ForceRun is now pretty slow, only about x1.3 regular burstrun, and that's about as fast as a 4000 scout.
It's time to remove the old nerf as it's severly crippled now.
Force Speed
* Force Speed was really good pre-cu, when it added +25 you could have Master Lightsaber speed at IV. Now the +25 isnt near as good anymore.
Another thing is that Force Speed no longer speed up heals, like it did pre-cu.
Force Absorb / Force Feedback
* When Force Absorb/Force Feedback is re-used the forcepower is turned off. Buffs such as Force Aura is recharged when re-used. It was said that all buffs should be extended upon re-use, not turned off.
Force Wave
* Force Wave is way weaker than Force Suppression, so I kinda question it's usefulness when they have the same duration.
Regain Conciousness
* Force Regen penalty with Regain Conciousness Stacks
Using RC frequently can make you end up with several hours of weak regeneration.
Stasis
* A nice trick to avoid Stasis is to duel. This way you can simply strike your friend to make her snap out of it.
* Stasis breaks on auto-attack. It should ensure that auto-attack does not happen against the stated person once Stasis is effectively applied.
* The power costs force-power and breaks itself if you accidently re-use it on the sameopponent. It should give an error message instead.
Message Edited by MsNiL on 07-19-200505:31 AM
Message Edited by MsNiL on 07-19-200505:31 AM
Was about to start typeing then read this ^.
Force Supression: Working just fine
Force Armor: Works great as a damage mitigator, the only problem i have with it is that armor break completely turns if off. I think that armorbreak should just reduce the effectiveness of the force armor.
Resists: I don't think these actually do anything...
Channel: Channel is fine
Meditate: Regen rate could be upped a little on this.
Feedback: I guess it works fine. Dont have many chances to use it.
Stasis: Everything with stasis is perfect EXCEPT for the /duel trick to get out of stasis.
Regain Conciousness: Not sure if you still have to wait for server reset to get your full regen back but if you do, that needs to be addressed.
Force Absorb: Timer is VERY short. I would like to see a longer timer.
Force Shield: Havent tested it.
meditate need some serious attention, i can channel my heal to 200 and force to 85% and my health with regen faster than the 15% force
thats how slow it is
MsNiL wrote:
That was BEFORE root, BEFORE cu...
Bobaku wrote:
LOL try to root a person who HAS root and has FR3 noob. I am sick of people who want to be gods, which is what FR3 with no damage reduction would make you. I am sorry you didn't play back when FR3 didn't have damage reduction MsNiL, and if you didn't we wouldn't be having this conversation.
Oh and who ever has FR2 has Root.
Back when Enhancers had 55% toughness as well.
Bury it, and look at the current game.
I think the solution to the force run issue is fairly simple. Make it break as soon as you do damage or an enemy does damage to you. People would no longer have it as a simple get away tactic. It might be used in conjunction with other tactics like root and run or stasis and run. But you would not just be able to high-tail it out of any situation.
If it worked this way, people could have 0 damage reduction because as soon as they attacked something, they'd lose it. But I do agree, it should never be possible to do damage and stay out of range of every combatant. It is too much of an imbalance. However I have other issues with Enhancer:
- First: it's really not much of an enhancer. It is sort of "minor self buffs, combined with some crowd control". I would really like to see this change. I think Enhancers should be the Kings of buffing, they should lose the crowd control. That should be given to powers instead.
- Second: Enhancer should have both targetable buffs as well as group buffs. Having an enhancer in a group should be a great boon to everyone and this would further clarify their support role.
- Third: The enhancer should be able to buff the Health pool, Action regen, mind regen and force regen of themselves and others in their group.
- Fourth: Enhancer should get /forcecloak at the master box, and improved versions of all of their stat buffs as well.
- Fifth: There should be an enhancer skill bonus distributed over every enhancer skill box. As this bonus rose, you would get more and more benefit from your enhancer skills. Better buffs, faster force run, better armor etc. Get rid of things like forcerun, forcerun2, forcerun3 and just have one skill that got better and better. This would reward people for taking more enhancer and those who dabbled for just 2 boxes wouldn't get the same level of benefit from the skills.
I know this stuff is radical. But think about it. The name of this profession is enhancer. It's not Rooter, or Mesmerizer, or Self-Enhancer. Why didn't the developers stick to the roles they originally figured out way back when they designed this professions? Shouldn't we have:
Powers: Debuffer, Crowd control -- Today it is opponent control, debuffer, damage dealer.
Lightsaber: Damage Dealer -- Today it is opponent control, debuffer, damage dealer
Defender: Tank -- Today it is Tank (ever wonder why it didn't need to be changed? Well now you know)
Enhancer: Buffer -- Today it is self-buffer, crowd control
Healer: Healer -- Today it is healer, debuffer
Do you see all these overlaps? This is why template selection is so messy. This is why there always seems to be "perfect templates". There is usually a place where the overlap of these roles is so severe that it gives those Jedi more of an edge in combat than other Jedi templates.
Getting rid of these overlapping roles is a great way to solve the balance issues and make each profession unique, useful and fun.
For more information about this: see the second link in my signature.
MsNiL wrote:
That was BEFORE root, BEFORE cu...
Bobaku wrote:
LOL try to root a person who HAS root and has FR3 noob. I am sick of people who want to be gods, which is what FR3 with no damage reduction would make you. I am sorry you didn't play back when FR3 didn't have damage reduction MsNiL, and if you didn't we wouldn't be having this conversation.
Oh and who ever has FR2 has Root.
Back when Enhancers had 55% toughness as well.
Bury it, and look at the current game.
You can cry all you want for your god mod,I have FR2 and would deep down love the damage reduction removed. But I knwo it would be game breaking in the CURRENT game. Therefore I am completely against it. All that needs to be done is make it so you can use FR1 seperate from FR2/3. You need to bury the god mode dream list and lets work on the make things balanced list.
You want to be an enhancer, then jump to a wielder of the force? There is no enhancing done by force cloak. Leave it in powers where it belongs (if at all in the game).
IdrisTycho wrote:
- First: it's really not much of an enhancer. It is sort of "minor self buffs, combined with some crowd control". I would really like to see this change. I think Enhancers should be the Kings of buffing, they should lose the crowd control. That should be given to powers instead.
- Second: Enhancer should have both targetable buffs as well as group buffs. Having an enhancer in a group should be a great boon to everyone and this would further clarify their support role.
- Third: The enhancer should be able to buff the Health pool, Action regen, mind regen and force regen of themselves and others in their group.
- Fourth: Enhancer should get /forcecloak at the master box, and improved versions of all of their stat buffs as well.
- .
Bobaku wrote:
You can cry all you want for your god mod, I have FR2 and would deep down love the damage reduction removed. But I know it would be game breaking in the CURRENT game. Therefore I am completely against it. All that needs to be done is make it so you can use FR1 seperate from FR2/3. You need to bury the god mode dream list and lets work on the make things balanced list.
MsNiL wrote:
Bobaku wrote:
You can cry all you want for your god mod, I have FR2 and would deep down love the damage reduction removed. But I know it would be game breaking in the CURRENT game. Therefore I am completely against it. All that needs to be done is make it so you can use FR1 seperate from FR2/3. You need to bury the god mode dream list and lets work on the make things balanced list.
Every Master Enhancer know how useful Advanced Force Run have been since the CU, and you are making a fool out of yourself trying to tell us otherwise.In it's current state they can as well remove it and replace it with something useful.
/ForceSuicideSelf ?
Bobaku wrote:
You want to be an enhancer, then jump to a wielder of the force? There is no enhancing done by force cloak. Leave it in powers where it belongs (if at all in the game).
IdrisTycho wrote:
- First: it's really not much of an enhancer. It is sort of "minor self buffs, combined with some crowd control". I would really like to see this change. I think Enhancers should be the Kings of buffing, they should lose the crowd control. That should be given to powers instead.
- Second: Enhancer should have both targetable buffs as well as group buffs. Having an enhancer in a group should be a great boon to everyone and this would further clarify their support role.
- Third: The enhancer should be able to buff the Health pool, Action regen, mind regen and force regen of themselves and others in their group.
- Fourth: Enhancer should get /forcecloak at the master box, and improved versions of all of their stat buffs as well.
- .
Think roles man. Think of enhancer as a buffer. Invisibility is a buff. You are calling it powers only because the developers chose to put it there. Which, in fact, was a major error in role definition if you ask me. It made things even more confused than they already were.
If powers is debuffer and enhancer is buffer then cloak belongs in enhancer and something like expose hidden belongs in powers. The main error in judgement on the developers part, in terms of defining Jedi, has been weakly emphasized roles. Enhancer should be a buffer, today it might barely be called that. But since it only buffs itself, it can't really.