Jedi Archive

Thread: Top 10 Jedi CU Issues (week of May 9th)

NoEwok
Thu May 12, 2005 8:21 am
#79

At some point i would like to see force drain discussed.



Jedi dueling has turned into drain fests, there is no defence that ive found to this. It never misses, and cannot be mitigated.





zxzxzxzxzxzxzxzxzxzxzxzxzxzxzxzxz
Cormyr, Shune-Tao Zhui, Shune Tao
LAW - City of Triumph - Naboo/Gorath
" I'll Still Wrath the **** outta your Kun! "
zxzxzxzxzxzzxzxzxzxzxzxzxzxzxzxzxzxz
SirConfucious
Thu May 12, 2005 8:25 am
#80






Radamantis wrote:

What about the robes with condition = 0?????????










according to the CSR's, the devs are going to release a hotfix "soon" that will allow people to get a replacement/fixed robe at a force shrine.
Ugala
Thu May 12, 2005 8:28 am
#81




NemKhis wrote:

Visibility should not be removed just because you choose to group up and take the easy road. The fixes are for the Jedi profession to be able to operate as intended and play solo during thier grind to remain off the terminals. You already got a reduction in XP loss with no cloning punishment anymore...leave it at that..its already getting far too easy. Jedi were not meant to level in groups, the devs have specifically stated that time and time again. We need to get saber DPS fixed, get the professions specials Fixed, get padawans (and for that matter other professions when grinding a second profession) ability to grind....


SonG, a few issues need to be looked at that would level the playing field, and potentially help ALL jedi including padawans on thier grind..and the super weak non-defender templated knights...


We need to see if the Devs will move 20-25 of the innate armor into the intiate jedi box for a total of 40-45 instead of 20. This would not take anything away from defender as they would still get all 70 of thiers and all their defenses and abilities on top of it...they would remain a tank. But it would give a Jedi at least a small amount of protection (much less than the 55% we had before) so that we could survive more than a hit or two in combat. With a Master Enhancer/Master LS or a Master Powers/Master LS we are about as able to take damage as a paper bag.


This one fix alone could end alot of the "nerf defender" cries, would stop padawans from having such a difficult time surviving thier grind...and would help an enhancer or powers jedi be able to play thier template...without having to dabble in defender just to survive a few hits.








Group visability makes absolutely no sense whatsoever - it is c ompletely STUPID. My wife (ring on finger) can group with me, hunt, bear my little mon cal's but will turn me into bh's??? It makes no sense. It is quick, easy, sloppy coding that is caused by lazyness not deep thought.



Ugala Fortune (master artisan/master merchant/master shipwright) (retired)
Agamon Fortune - Dark Fish of the Sith
Alagu Waverider(BH/pistoleer)
Naritus Server
I don't go looking for trouble - it pretty much knows exactly where I am.
Zilod
Thu May 12, 2005 8:33 am
#82






SonGouki wrote:

This is a "hit list" of bugs and issues that NEED to be addressed before Jedi will be PLAYABLE in the CU:


3) DPS for Lightsabers is far too low, much lower than most other elite profession weapons. This is especially sad seeing as Jedi have to loot pearls/crystals AND get good tunes in order to even approach this level of sub-par DPS.


i think main problem for sabre is not DPS itself but the fact that all DPS are dependant on crystals/pearls... a perfect 4th gen sabre can reach 400 base dps (a good number) with a max damage (base+elemental) around 1k and 10fc, while a crappy one hit for less damage than a wooden club...


i think it could be interesting to halve all the bonuses of pearls/crystals and improving FC, damage and speed on the main sabre.





IMPROVING FORCE WIELDER


The following are some suggestions for making Force Wielder both viable and balanced:



  • Reduce Force and Action costs so that they are closer to Lightsaber specials

I think that actually action costs of specials should be inferior to LS ones, as a part of balanceof higher FC of specials. (the other one is DPS)




  • Add Advanced Lightning Single to the Master box (may need to be separately accessible from Improved version)

I don't like this too much the problem of power DPS is not only in lightning skills but in all the spacials, i will more like to see it scaling more with boxes with a MDefender that do around 2x damage than a novice power (using the same special)










  • Refine Mind Blast and Force Throw to give them some purpose

As FT actually throws a "projectile" to the target i think it will be nice to have it converted to a ranged kin attack and not a force one, this way it can skip all shields, feedback and force resist but suffer damage reduction from armor kin mitigation




  • Fix Force Breach


  • Allow Force Breach to remove non-HAM buffs, including things such as Force Speed, Adrenal Boost, CoB, and Force Aura

this could be interesting (even if maybe a bit outside the supposed purpose of the skill)



  • Force Breach should NOT remove certain "buffs", such as Avoid Incap

i think breach should remove avoid incap, the main purpose of breach seem to remove the counters to power (as feedback, shields and so on) i consider avoid incap in line of these other specials, and so i think it should be removed.


I think also that strategy wise it could be quite interesting to have a counter to such a powerfull skill as avoid incap.




  • Either Force Breach should only remove one buff at a time (randomly) or it should have an incremental cost based on the number of buffs removed

here i disagree, most buffs have not an high cost and are fast to cast, if breach will cost much more than the buff it will become an useless skill... it will be very different if for example it will also prevent buff recast for a certain amount of time.



  • Not sure, but Force Breach may need a Warm-up and/or Cool-down timer if it removes all buffs at once

Same as above if Breach will cost 250 power and will have a cool-down of4 secs it will be useless...


let's say i cast it to cancel a force feedback that is preventing to all my attacks to land... i spend 250 and i remove it but in the time the 4 secs pass the opponent have all the time to attack me and to cast another feedback for a fraction of my force cost.







  • OPTIONAL: Add a new ability to drain Health from a target in combat (alternate to healing, NOT spammable, placed in Subjugate II and IV)

an option for such kind of special can be to have it in diminish and move intimidation in subjugate, most a personal taste, but as intimidation is no more a very good skill and subjugate have alredy cloak that is one of the best power one, i think it will be more balanced to have a good skill in a different line to give more options to dabblers.








Ther's another HUGE issue with force... all the specials are on the same timer this really gimp power in DPS


when you use a special there are 2 cool down timers, the general timer (the time needed to perform another action - GT), and the one of the special (recast timer, or the time needed to perform again the same action- RT)


RT is way higher than GT, generally around 2x so if for an example an attack with a certain weapon have a GT of 1sec will have an RT of 2sec


this mean that if i'm using a sabre i can use

head hit (GT1 - RT2)

then after a sec i can use another attack, for example

leg hit (GT1 - RT2)

now after another sec i can use again head hit and continue the chain...


with power is not like that, all the special use the same timer (BUG) so all the specials have a delay equal to the RT so i can't for example use

Throw (GT1 - RT2)

and after a sec use

mind blast (GT1 - RT2)

because it is using the RT of Throw...


all of this means that sabres (and all the weapons)can do 2 attacks while power can do just 1, having the true DPS halved.


again i think this is a bug due to copy/cut and need to be fixed.

Varath
Thu May 12, 2005 9:06 am
#83






SonGouki wrote:






TakanaZ wrote:
Hit us up with some vis situations Maybe some scenarios that you guys are thinking over or something





No updates on Visibility, sorry








This is very sad , this should be in the TOP 5 issues (if not the first...)


New padawans are far too easy target for BH's, they get on the bh terms the 1st hour they group and start hunting.... another hour later the first BH comes up and kill them. They dont have Def 4440 whatever so they dont stand a chance at all !!!


My guild have many padawans and they wont do anything till the fix the bloody vis system, whats the point in grindin to eventually lose all xp (if not negative xp) ???







(gnn[[[[[[[[[[]nnnWXggggggggggggggggggggggggggggg)


Varath - Dark Jedi


RuytooBasgar
Thu May 12, 2005 9:19 am
#84

"Remove damage inflicted by Force Intimidate, Force KD, and Force Breach (to clarify their purpose and balance them)"



SonG, I don't think this is possible with the way the new system is working. I have noticied other moves that damage a little as well like Force Shock and Sap (also on my CM, the debuffs like Electrolyte Drain damage a little when applied).


The way the system is now, if it doesn't damage, then it isn't blockable or able to be lessened. If they made these moves have no damage, then they would be unblockable.


This is what is happening with Force Drain. Since it doesn't cause any damage, it isn't beingblocked or lessened by defenses.


To balance force Drain, all they will have to do is make it so it damages health a little, then people's defenses will be taken into account and the effect of Force Drain will either be lessened or it will miss completly.



u Ruytoo Basgar u The Bothan Love Machine u

a Suytoo Basgar a Death From Above a

zJuytoo Basgarz Play's that Mandoviol Just Like He's Ringing a Bell z


ArianSix
Thu May 12, 2005 9:46 am
#85

Hi SonG,


A few more problems with powers for you...


1. Powers are flaky: half the time lightning doesn't seem to like going off after the zip bar. I know animations don't always happen so I watch the combat window. Lightning really isn't going off. This even happens when I'm not yet in combat so I wasn't hit to interrupt it. I also wasn't moving. It just doesn't want to work all the time.


2. Cloak is buggy: /target and bomb droids shouldn't work when the Jedi is cloaked yet they do. Maybe I can understand about AoE attacks, but not those others. MOBs are also aggroing cloaked players.


3. Zip bar sucks. Lightning has a 2 second warm up, this is insane. Powers offense is pitiful, the range is low (30m) and we're expected to 1) stand still and 2) not get hit. This works 1-on-1, but when a 2-on-1 (or more) situation arises any power with a warm up has little to no chance of working. If Powers is supposed to be a viable alternative to LS we need to be able to attack with it without have to resort to only using the default attack.


4. Force KD is abysmal. Out of maybe 30 or so PvE uses, I've had it only work a few times. In PvP I've used it maybe 15-20 times so far and I've yet to have it work once. Based on what I've seen from PvE the cool down timer is also way to long. It's so long that you have absolutely no chance of hitting the target while it's down. By the time I can attack again the target's used KD recovery and has been attacking me for a few seconds at least. This power needs lots of loving.


Thanks for your time, keep up the great work and keep fighting the good fight!


-- A6






(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

Yasha
Thu May 12, 2005 10:11 am
#86

From what I have tested and others have tested as well, the robe's +10 regen bonus does NOT function now. The extra pool works, but the bonus is not working.



Yasha- Publish 9 Jedi Elder (EX)Light Jedi Force wielding master, borked but still f.u.n.
Arath'a Eagleeye Elder BH and (EX)Master Ranger/Rifleman
Censtian Trader Extrodinare

"Better to rule in hell, than serve in heaven"
"It is no measure of health to be well adjusted in a profoundly sick society."
MsNiL
Thu May 12, 2005 10:13 am
#87

IMPROVING ENHANCER


* Basic Force Run must be available as a separate ability with no damagereduction.

* There needs to be a way to prematurely end ForceRun.

* When re-using Force-Speed the buff is shut down. The buff should instead be extended to another 6 min.

* Force Feedback does not effect non-damaging forcepowers such as ForceSap, ForceShock, ForceSupression, ForceWave or ForceDrain.

* Resist States does not seem to effect the new states such as Root, Intimidate, Queuing, knockdown...

* Channel Force Doesnt give enough force to be that useful during battle.

* Drain Force doesnt belong to Force Enhancer and would be better fit in the master Force Wielder box.

* Force Meditate is too slow to be that much of a use.

* Regain Conciousness needs it -50k penalty removed. Right now its cheaper to take the free trip to the cloning center.

* Regain Conciousness needs its forcecost removed. A Jedi do not die until they are empty of force anyway.

* Resist Fire is missing from the Force Enhancer tree.

* Going by other games such as KOTOR, the ability to boost accuracy/damage output is missing from Force Enhancer.

* Force Armor have an extreme forcecost right now, making its unsuitable to use at all, uncomparable to powers like Infusion, Intimidate and Aura.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
ArianSix
Thu May 12, 2005 10:17 am
#88

I think a few of these changes could severly cripple other templates. A few other notes as well. I'll be yellow.





MsNiL wrote:

* Infusion is overpowered to be a low-level ability. By giving all templates easy access to dabble in this ability, they become overpowered. Move Infusion to the masterbox to make Master Healer more attractive.

For many of us (Jedi w/o Defender), Infusion is the only damage mitigation we have. Taking away infusion would severly cripple our templates. I, for example, have 20 melee/ranged defense - I get hit every time. Infusion is the only extended effect keeping people like me alive.


* Animals/Creatures/Monsters do not use Action! This makes Force Sap meaningless for high-level PvE.


Some MOBs actually do use action in PvE, but I still agree with you. The effect of Sap is negligable with any mob that does use action because their action bar is way big and the effect of Sap is way low. I've resorted to only using it in PvP for the time being.

* Heal States need to include the new states, such as root/supress.


These won't be as much of an issue if supress is fixed so it breaks on dmg like it's supposed to. Right now supress is completely bugged making it incredably over powered.

* Total Heal need its base forcecost reduced from 325 to 10. The reason for Total Heals original cost was that Dot's and States was very strong pre-cu. Also, a character no longer need to heal 3 healthbars. Theese reasons are gone making Total Heal just slightly better than Force Heal, which no longer supports its extreme forcecost.


10? Master Healers can do a total heal for 10 force cost no Jedi will ever be able to kill them. Heck you'll regenerate force faster than that. No need to attack, just Total Heal until all the other Jedi run out of force.






Just food for thought, but my view is that some of these changes are overpowered while others will severly hurt any Jedi dabbling in the class.


-- A6







(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

MsNiL
Thu May 12, 2005 10:28 am
#89






ArianSix wrote:

I think a few of these changes could severly cripple other templates. A few other notes as well. I'll be yellow.







MsNiL wrote:
* Infusion is overpowered to be a low-level ability. By giving all templates easy access to dabble in this ability, they become overpowered. Move Infusion to the masterbox to make Master Healer more attractive.
For many of us (Jedi w/o Defender), Infusion is the only damage mitigation we have. Taking away infusion would severly cripple our templates. I, for example, have 20 melee/ranged defense - I get hit every time. Infusion is the only extended effect keeping people like me alive.

I see where this come from.

Each of the four force professions have a defense now:
Force Healer have Force Infusion
Force Enhancer have Force Armor
Force Wielder have Force Intimidate
Force Defender have Everything

If you put together Force Defender + 4000 healer you have an extreme almost unbeatable template.

The solution is to make sure that both Force Armor and Force Intimidate is a good way to protect your skin stand-alone, without being forced to get Force Infusion to stay alive. IMO, each masterbox should have a valid defense.


* Total Heal need its base forcecost reduced from 325 to 10. The reason for Total Heals original cost was that Dot's and States was very strong pre-cu. Also, a character no longer need to heal 3 healthbars. Theese reasons are gone making Total Heal just slightly better than Force Heal, which no longer supports its extreme forcecost. 10? Master Healers can do a total heal for 10 force cost no Jedi will ever be able to kill them. Heck you'll regenerate force faster than that. No need to attack, just Total Heal until all the other Jedi run out of force.

BASE cost...

Now:
Base Force Cost = 325
+1 per 10 points of health
+1 per 10 points of wounds
+1 per 10 points of battlefatigue
+50 for healing states
+50 for healing poison
+50 for healing disease
+50 for healing bleed

Suggested:
Base Force Cost = 10
+1 per 10 points of health
+1 per 10 points of wounds
+1 per 10 points of battlefatigue
+50 for healing states
+50 for healing poison
+50 for healing disease
+50 for healing bleed




Just food for thought, but my view is that some of these changes are overpowered while others will severly hurt any Jedi dabbling in the class.


-- A6












--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
ArianSix
Thu May 12, 2005 10:37 am
#90






MsNiL wrote:






ArianSix wrote:

I think a few of these changes could severly cripple other templates. A few other notes as well. I'll be yellow.







MsNiL wrote:
* Infusion is overpowered to be a low-level ability. By giving all templates easy access to dabble in this ability, they become overpowered. Move Infusion to the masterbox to make Master Healer more attractive.
For many of us (Jedi w/o Defender), Infusion is the only damage mitigation we have. Taking away infusion would severly cripple our templates. I, for example, have 20 melee/ranged defense - I get hit every time. Infusion is the only extended effect keeping people like me alive.

I see where this come from.

Each of the four force professions have a defense now:
Force Healer have Force Infusion
Force Enhancer have Force Armor
Force Wielder have Force Intimidate
Force Defender have Everything

If you put together Force Defender + 4000 healer you have an extreme almost unbeatable template.






Ah I see where you're getting at. The problem though really is Defender. I'm not asking for nerfs, but Defender doesn't stack well with other defenses without quickly becoming overpowered.


Unfortunately, most of the non-Influsion non-Defender defenses aren't hot right now (I'm MPow/MEnh by the way).


Force Intimidate is a joke right now. Costs a lot of force, makes everything aggro you, and does diddly for damage reduction. It's not 75% like it used to be. Doesn't last very long either.


Force Armor is currently suicide. Turn it on and you'll be force drained in seconds. It really should be a single cost dot. Turn it on and you get X% dmg reduction for Y seconds (or minutes). Lilke wise Force Shield is the same. Anything that drains force each time you're hit is a no-no (especially so much force) as it's the big game over when the force bar is empty.


I believe the powers of Infusion may be weakenned when Force Breach is fixed. If it works right, it should be able to remove HOTs. Ofcourse I'm just guessing as Breach has never worked.


Pretty much everything in Jedi has a counter move... but the counter move is always in another tree (which makes things pretty interesting sometimes).


-- A6







(gggggggggggggggWnxnn[Arian Six]nnxnXggggggggggggggg)
Dark Jedi Knight - Ace Pilot - Master Shipwright
The Bloodfin Museum - Amaranth, Rori - (-5139, -5932)

MsNiL
Thu May 12, 2005 10:54 am
#91





ArianSix wrote:
Ah I see where you're getting at. The problem though really is Defender. I'm not asking for nerfs, but Defender doesn't stack well with other defenses without quickly becoming overpowered.
Unfortunately, most of the non-Influsion non-Defender defenses aren't hot right now (I'm MPow/MEnh by the way).
Force Intimidate is a joke right now. Costs a lot of force, makes everything aggro you, and does diddly for damage reduction. It's not 75% like it used to be. Doesn't last very long either.
Force Armor is currently suicide. Turn it on and you'll be force drained in seconds. It really should be a single cost dot. Turn it on and you get X% dmg reduction for Y seconds (or minutes). Lilke wise Force Shield is the same. Anything that drains force each time you're hit is a no-no (especially so much force) as it's the big game over when the force bar is empty.
I believe the powers of Infusion may be weakenned when Force Breach is fixed. If it works right, it should be able to remove HOTs. Ofcourse I'm just guessing as Breach has never worked.
Pretty much everything in Jedi has a counter move... but the counter move is always in another tree (which makes things pretty interesting sometimes).



I have this problem myself today... I use Force Infusion to defend me when I should have used Force Armor.


I have posted my concerns about Force Armor earlier in this thread, and SonGouki have posted several things about Force Intimidate in the initial post.
In addition to this I would like to say that Force Wielder's primary defense is Kiting.

If Force Armor are adjusted according to people's suggestions it will be, just like defender, something people dont want to see stacked on top of infusion.

I doubt Force Breach alone is enough to fix an issue with 100% of all Jedi templates (I dont see a single template that doesnt have at least 3000 healer).




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Page 7 of 10