Jedi Archive
Thread: Focus Thread: Force Enhancer
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.
First off, shoudl'nt someone be deleting your posts? Where are the mods when you need them. Secondly I am talking about FR2/FR3 BOTH. I agree FR3 is too slow and needs to be made faster, but the Damage reduction needs to stay. Even reading what you quoted me saying I said FR2...yet i'm the fool? MODs, WHERE ARE YOU? MsNiL got out of mommy's sight again and is playing with a keyboard, trolling...
Ironically Regain Conciousness costs as much force as Avoid Incap, so it's our way of surviving a root + gank post-cu.
VPittou wrote:
/ForceSuicideSelf ?
MsNiL wrote:
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.
IdrisTycho wrote:
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.
than regain con would have to belong in healer ?
IdrisTycho wrote:
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.
I could almost agree with you, except for powers is NOT, i repeat IS NOT a debuffer. Someone broke this down for people who kept calling powers a debuffer. The few and far states that come from powers, do nto equal the states that MLS has on its attacks. You should call MLS a debuffer class before you even think of calling powers a debuffer class.
I skipped over a few pages so forgive me if I don't address things already posted.
What needs doing for Enhancer?
1. Make FR1 separate from FR2/3 OR remove the damage reduction. I think the first part is the best way to go as I do remember the issues before the change. I do think however things are different now and you might not have the same issues, but we need some way to use FR to negotiate terrain in a battle. Isaw a suggestion about having FR break on damage dealt or taken. That would make the skill pretty uselessas an escape measure especially against ranged BHs so I would be dead set against that. Really can it be THAT hard to separate the levels?
2. Force Meditate needs to be more effective. I know several Jedi who use channel and foods with +health regen instead and swear by it. I like some of the suggestions I saw already about itdoing more per tick and healing wounds like the TKA version. Seems like it would be infringing on healers, but I would love to be able to use meditate to heal wounds from space. ![]()
3. The resists don't appear to be working. As I posted before, from what I have seen in duels and such it only works on the first attempt, the second attempt at blind or what have you always lands. Also they need to help you resist things like daze etc.
4. Someone posted that force shield and absorb should be removed. That makes no sense. How else does an enhancer defend against another Jedi who is using the force to attack you? Removing these would force people to take the defender lines. Cookie cutter = bad game play. Let people choose how to play their characters. Defenders get the force defense in a passive version, enhancers have to plan ahead and do a little thinking on the go. It works the way it is now.
That's all for now.
Message Edited by Dr_Nalio on 07-19-2005 05:17 PM
Dr_Nalio wrote:
Shendrin wrote:
1) Stasis should be 15 sec not 40 sec, which is an absurdly long time in pvp and have a 2min cooldown timer.
Stasis is fine. It breaks on damage. I could see your argument if it didn't break on damage. Plus the update today should have made it unchainable.
If it is unchainable soon, won't be a big issue. But I have a jedi friend I watched keep a BH mezed for almost 45 mins hehe.
Bobaku wrote:
IdrisTycho wrote:
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.
I could almost agree with you, except for powers is NOT, i repeat IS NOT a debuffer. Someone broke this down for people who kept calling powers a debuffer. The few and far states that come from powers, do nto equal the states that MLS has on its attacks. You should call MLS a debuffer class before you even think of calling powers a debuffer class.
You are right of course, but that doesn't change the fact that powers as a debuff role, enhancer as a buff role, and lightsaber as a damage dealer role wouldn't make infintely more sense than the current breakdown. I hate the current professions. Their skills overlap WAY too much.
We need a Jedi revamp .. again
Disgusting I know, but they did such a suck ass job of defining our roles in the CU that I cannot see any other solution at this point. We don't need a radical change in power. We just need to have centers of power in each profession. We need Master Healer to be REALY DARN GOOD at healing, and we need Enhancer to be a REAL buffer who buffs people, group members etc. not just himself.
I don't like the idea of them spending more time on Jedi than the next person. I really think they need to get cracking on the GCW revamp. But if we are going to talk about what SHOULD be done with these profession, then let's lay it all out on the table.
What is wrong with Jedi professions today, every single one of them? Their roles are so diluted that they cannot be good at anything. Except maybe tanking. Get rid of all these hybrid roles and give us pure healers, buffers, debuffers, damage dealers, and tankers. If these means skill redistribution, so be it. If it means a lightsaber master can't dizzy, stun, blind etc. ... so be it. But, make these roles clear and make dabbling in them possible but not more rewarding than mastering.
Enhancer Post-CU isn't much of an "enhancer" in my opinion....
For example,the 00X0 line of enhancer is quite useless right now. Go ahead, test all the skills out...they are worthless in what they do, bottom line. Force absorb and Feedback are pretty much like an aura ability, requiring manual care or macro's...not much of an "enhancement" in my opinion. Force speed enhances just weapons speeds, nothing else. It would be nice to make all your commands just a bit faster. Force armor and shield are probably the only great enhancements in the discipline....but nearly the same effect with less force cost can be obtained in defender. Force run in the upper levels has a damage reduction (large one at that)...so, if it only makes you run faster but do less damage, is it just another "Pretty effect" that alot of Jedi skills are usually nowadays? All the offensive abilities (suppression, wave, stasis, drain force) are NOT enhancements at all...they are crowd controls/debuffers. And it is BAD design if players are required to pick up 0002 or 0004 of enhancer just to maintain decently low downtime and continue play...VERY BAD DESIGN!!
Here's a tip...put more ENHANCMENTS in Force ENHANCER!!! Make each discipline mean SOMETHING unique, instead of this wishywashy design you implemented at the last minute for Jedi in the CU....and trust me, its obviously apparent that you (SOE) just threw skills together and called it a day.
Ok i've been a master enhancer for qawhile now and though the class is great there are a few things that bug me...
1) FR1 is superior to FR2/3 due to the 99% damage reduction, either a) give us FR1 as a skill or take away he damage reduction....
2)The Resist line is useless, it doesn't work and it's taking an entire tree... how does this make sense?!
3) It would be nice if we could get some kinda of small melee defense bonus in Force Armor.... melee defenses really hurt enhancers.... Also Force Shield makes force powers miss more often.,,, why can't Force Armor do this for lightsaber attacks?
4) Channel is suicide now with the mind cost...
5)Meditate does not work as fast as it should... I like the animation though, contrary to others opinions.
Otherwise I like the discipline
Rinia wrote:
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.
Is it defenitely? So Force Armor is more sensitive to Armor Break than Innate Armor even though they stack?
My Wish list for Enhancer is as Follows.
1) Meditate to have a faster Regen.
2) Add a debuff timer for when regain is used nice to now how long my regen is nerferd for and by how much.
3) At Master I should be able to choose between FR1 & FR3 keep the dmg reduction at 3 but give me the option of 1 or 3 please.
4) At Master a Faster Force Speed ??? Risk is I use my force more but then I can do some Dmg quicker.
5) At Master a wee bit better Force Armour I take a ton of Damage (I know I am not a defender but would be nice to last a few secs longer)
6) Add a resist Snare buff.
7) Allow me to buff my Self as in Action or Mind Regen or Health.
8) FR3 to have a speed Incrase of at least a swoop so I can stay ahead of them or if you feel generous a bit faster ( keeping dmg reduction to stop it being overpowered)
9) An Armour Break resistance Buff.
10) Some extra Initate armour or some more defence (got no chance but if you dont ask you dont get)
11) Make the resist states line usefull.
Thanks for Listening.
12) Leave Stasis alone it is our one good skill
Edit
13) At Master Longer Root & Snare
Message Edited by Die26 on 07-19-2005 05:24 PM
fr2 should be made so it can hit for like 50%
fr1 should always be useable to hit for full damage by masters
resist state = been master enhancer for months and still havent got a clue what the resist line is good for
statis dueling buggy? not sure if its supposed to be broken by other players.
channeling is useless in battle, bettween healing, and whatever else, mind cost/action cost too high for use in battle
regain conciecessness, force regen suppose to stack upon multiple uses?
force speed...meh...not sure if i should pick on this one or not, cause i guess we all can get doc buffs if we want to.
is force feedback working?
nice work on force armor btw!!!
and to recap, work on forcerun, it should be faster, and what i said above.
Thanks,