Jedi Archive

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

CoderX_Ceci
Mon Oct 17, 2005 9:31 am
#53

SAP in our healing tree is going to be a very usefull now.
Swg-Addict
Mon Oct 17, 2005 10:32 am
#54

...which is another problem:

The "devs" change this profession so often and drastically, but its the longest grind prof in this game.

Either you ignore that or you are constantly regrinding.
Is that the goal, to have a server full of "im never done" templates ?

Message Edited by Swg-Addict on 10-17-2005 07:33 PM



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SpunkyKuma
Mon Oct 17, 2005 10:40 am
#55

Which is why I'm staying LS 0404/MHealer/MEnhancer regardless of what becomes FOTM and what becomes crap. Grinding has gotten VERY old for me, I'm regrnding one of my toons out of BH back to commando/pistoleer.



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jopenack
Mon Oct 17, 2005 1:23 pm
#56

I don't really expect faster fights, since both sides are having they're healing times reduced. It should mean that both parties just stop and look at each other more while waiting for the green bar to rise so they can execute the next move lol. It depends on how often someone would depend on healing themselves. Bad habits might kill you sooner now. However good habits will mean its just as long as ever fightin in pvp just more boring. pvecould be alot longer battles.



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JeddoJogger
Tue Oct 18, 2005 12:35 am
#57

I love the change. There is too much healing in the game, imho.



ruez?
DustusNavar
Tue Oct 18, 2005 12:36 am
#58

The new costs are way out-of-hand. I can't even fight one good 1-on-1 PVE fight against a night sister without being -Tired- every other hit. My saber is 103 SAC. This sucks.



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Killing In The Name Of


Erynder
Tue Oct 18, 2005 12:41 am
#59

Please allow me to say a big '' BS '' to everyone who says '' My action regenerates fast, I pwn ''


Infusion 15, KD recovery 25, Heal 15 oops...half+ of your action is gone without TOUCHING your opponent.


I have a 100 SAC pre-CU saber with 724 max damage. If this goes live, I can only fight for 10 seconds, then run around like a pansy.



Please allow me to introduce myself; I'm a man of wealth and taste. I've been around for a long, long year, stole many a man's soul and faith Oropher, the Fallen So if you meet me, have some courtesy, have some sympathy, and some taste. Use all your well-learned politesse, or I'll lay your soul to waste The Plural of Jedi is JEDI. 1 Jedi, 2 Jedi, a bazillion Jedi Pleased to meet you, hope you guessed my name, but what's confusing you is just the nature of my game Guardian of Darkness Just as every Rebel is a criminal, and all the sinners saints..as heads is tails..just call me Emperor's Hand 'cause I'm in need of some restraint.
GoldnGT
Tue Oct 18, 2005 12:44 am
#60

Ok, Lets look at something else for a sec.. we have reposted the costs for heals b/c they changed... has the OTHER ones changed from the original list? I'd like to see the rest of the attacks and their action costs if they changed for the worst with the restart.



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Brooklynjibaro
Tue Oct 18, 2005 12:48 am
#61

These are action increases across the board if I'm reading this correctly, right? Not just Jedi, so wont this basically make for faster fighting with less healing? Feel free to correct me if I'm wrong, still new 'round here...




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IronChickenPro
Tue Oct 18, 2005 7:34 pm
#62

I think that this is still a "wait and see" in terms of how it affects gameplay. I think I'll still be fine with my current temp. But the only issue is that Jedi really has no way to reduce their action costs. Other professions will simply add a SAC p'up to their weapons and things will more or less be the same for them...but even prior to this patch, action has always been an issue for my char. I have a 100 SAC sabers like other Jedi, and of course I'll use foods/spices to keep my action up. But what happens if you get jumped by a BH and you currently don't have that blob candy/booster blue unpacked? BH's have the advantage because they always enter the fight more prepared than the Jedi. (well, the good ones at least) But combined with the SL changes AND the snare changes...wow...that's a lot to adjust to.


I think the devs seriously need to re-think this:



  • The snare changes allows the BH to keep more distance from the Jedi = more damage than previously (ok...fine Jedi have great defense...can heal it off)

  • SL changes increase damage output of BH (ok...fine, BH hardly did damage before...never were a threat...just heal it off)

  • New action costs to Jedi heals (Hmm...I used a lot of action before just spamming imp saber throw and trying to get my AB to stick, not to mention the 25% action cost every 15-30 sec from being KD'd by BH...plus all the extra healing I now have to do because I really can't catch BH because of snare and I'll probably have to heal more often because of the increased damage output of BH's)

I can totally see the rationale for the adding action to healing (i can't say i support it tho)...so you have to choose at times to either go purely offensive or defensive. Fine...strategy...I've always liked that about the CU. But the snare changes forces Jedi to be defensive nearly all the time. It certainly will be nearly impossible to kill a good BH if we don't have enough action to do so when the opportunity presents itself. With the snare changes we will have fewer opportunities to even hit a BH...let alone kill them.





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