Jedi Archive
Thread: Enhancer/Powers abilities on TC
perfavorebasta wrote:
My 2 cents:
1) AI is getting nerfed badly cuz the top item camping like necrosis and so on. Soe's devs don't understand the campers will go camping something else that will be the next in the nerfing line. The aa'kuans were nerfed for the same reason. Who is losing here are the players that actually enjoy the game and maybe play 2-3h/day instead of 24 (with 20afk).
....
kAotiC_HeRo wrote:
Honestly, those Master Defenders that actually farmed on Dark Jedi Knights and Masters are what caused this to happen. Can blame NO-ONE but themselves.
trajen2 wrote:
I'm slightly confused with those percentages... I don't understand which set was BEFORE the tweak and which set is AFTER the tweak.
To me... Yellow = Before Green = After (Currently on TC) ??? (Correct me if I am indeed wrong)
Furthermore, if the above statement is true that the Green are the new values... this actually helps MANY templates out tremendously, while still some others get the shaft. I've never mastered defender because I knew AI was going to get nerfed 9 ways from Sunday... as for Cloak... I only picked that up for all 9 Corvette Badges.
my thoughts exactly... so many negative responses to this post when it is only POSITIVE (if they hit LIVE)
The ONLY bad thing is AI and its inablity to be used in PvE.....still a useful PvP skill.
I know i will get flamed for this but the Mdef I know can solo super high level PvE (ie Necrosis lvl 200+ DJM) only b/c of AI. . . should this really be the purpose of AI?
Stuyf wrote:
uhhhh no more mindcost on healing?!?!?
isn't that a goodthing?? or am i missing something??
Stuyf wrote:
uhhhh no more mindcost on healing?!?!?
isn't that a goodthing?? or am i missing something??
They're just trying to distract us from the countless nerfs we're getting in pre-pub24 and pub24.
Knowing them, they'll say "Publish 25: Jedi: fixed a bug where mind cost wasn'tused in force heals"
Message Edited by THEEJEDI on 10-14-2005 09:02 AM
LintonLisa wrote:
just like to express a concern about:
Power Grinding / Spinning Groups
I often run these groups for the low levels in my guild, as do other full template jedi.
We NEVER use AI to spin lairs. In fact the idea of using AI is rediculous to me. With aura and force infusion running, its not like you take much damage at all. I can pretty much solo a lair meant for a group of 8 by spinning, without AI. But you don't solo these things, you are in a group. So why you would ever use AI is beyound me. The idea that the devs nerfed AI to stop spinning groups, is nonesense. I have yet to ever see a jedi touch AI when grinding.
Whats worse, is all you need is one person with area heal in the group, and you can spin till you die of old age (force runs out).
So it is beyound me why people think that power ginding/ spinning groups are the root cause of the AI nerf.
In all honestly, I don't know why they are doing this to AI. It must be to stop people soloing high end content in the new EXP. Thats my only conclusion.
QFE
Baciacca wrote:
Testing done against a Lvl 78 single silver elite
Force Defender:
Avoid Incapacitation-
- When grouped and AI is turned on, agro on the defender shifts to anyother group member.
- When ungrouped and AI is turned on, agro will not shift away but he will not attack either. Combat will break, but NPC will act as if he still has agro on you, also his regen will go through the roof like when on -retreat-.
Action and Mind Costs from TC:
First set of numbers are Pre TC and Second Set are on TC currently....
Avoid Incap: Mind 10% Mind 0%
Dominage Mind: Action 4% Action 6%
Force Aura: Action 4% Action 0%
Force Valor: Action 4% Action 0%
Drain Force: Action 7% Action 6%
Force Run: Action 15% Action 0%
Force Suppression: Action 9%, Mind 4% Action 7% Mind 4%
Force Wave: Action 9%, Mind 4% Action 6% Mind 4%
Stasis: Action 9%, Mind 10% Action 8% Mind 10%
Transfer Force: Action 4% Action 0%
Force Cure Disease: Mind 5%Mind 0%
Force Cure Poison: Mind 5% Mind 0%
Force Extinguish: Mind 5% Mind 0%
Force Heal: Mind 9% Mind 0%
Force Heal States: Mind 5% Mind 0%
Force Infusion: Mind 12% Mind 0%
Force Sap: Action 1%, Mind 8% Action 0% Mind 8%
Force Shock: Action 1%, Mind 8% Action 0% Mind 8%
Force Wound Heal: Mind 3% Mind 0%
Stop Bleeding: Mind 5% Mind 0%
Total Heal: Mind 14% Mind 0%
Force Breach: Action 10% Action 8%
Force Choke: Action 20% Action 19% Mind 8%
Force Hit: Action 5% Action 5%
Force Intimidate: Action 10% Action 9%
Force Knockdown: Action 10% Action 8%
Force Lightning: Action 22% Action 20%
Force Lightning Area: Action 25% Action 22%
Force Strike: Action 8% Action 8%
Force Throw: Action 10% Action 7%
Force Weaken: Action 10% Action 8%
Mind Blast: Action 10% Action 9%
TC Currently:
Improved
Bacta shot Action 13%Mind 1 5%
Bacta Spray Action 18% Mind 12%
Bacta Toss Action 14% Mind 10%
Bacta Infusion Action 18% Mind 15%
Bacta Jab Action 11% Mind 5%
Message Edited by Baciacca on 10-13-2005 11:42 PM
Let me get this straight. First AI was used for tanking and a get-away tool. Then the devs said that's not what they intended it for, so they put the root on it. Now they're making the artificial intelligence of mobs go to -retreat- as soon as AI is turned on? So AI is NOT a tanking tool? What the hell is it then if it's not supposed to be for tanking or for escaping?
Let me get this straight as well....When CU hit, there was no mind cost associated with Jedi Healing. It appeared to be overpowered (mostly because players who had no patience to give the system some time to equal out screamed and whined to nerf this.) And the crybabies (Jedi AND Bounty Hunters, mostly) got their wish. Mind cost was added and becamea big factor in fighting a Jedi. Now that mind cost is being removed after 4 months of playing with it. Why? WHat made the devs change their mind about this? Suddenly it became too big a factor for them to deal with?
This patch will just prove that the developers of SWG have lost all foresight whatsoever with this game and just do whatever the players cry about the most. There is no vision whatsoever behind this game anymore. I shudder to think what the FRS is going to be like.
Gohma_Manovich wrote:
with the new AI changes it is now practically worthless skill, i like the new healer changes etc and some others but the AI one.... worthless in pve and in pvp (b/c of snare another snare= root or you can just root) they should remove the snare from AI and then it would be ok
(using your post as an example to many I have seen on this threed, no disrespect intended)
Not sure if anyone has mentioned this yet, but I would like to point out that AI is meant as an ESCAPE tactic, not a tanking tactic. People need to understand that you are not using it as intended. Avoid Incap is exactly that.. you are Avoiding an Incap so that you have a chance to escape, not sit there and tank. The reason this is getting nerfed is because people are using this ability in the wrong way. That being said, the DEV's need to learn how to handle these proffesions better and give reasoning for there changes instead of just changing it. What erks me is that they are very hypocritical, if they want you to use it "as intended" which is to escape, then they need to take away the snare effect. Giving it snare int he first place was re-enforcing people using it as a tank ability. Now they take away aggro. Understandable, although I think a way to make it what it is supposed to be, they need to remove the snare. The funniest part of this is now they are encouraging people with AI to loot **edit** jsut like those with cloak do now .. not only will you be industructable, but if you have force run you can run through places untouched. It is deffinitly a delema. I feel for all of you that have MDefender and hope that they end up giving you something worth while, like the idea I saw at the begining of the thread for a area taunt, I think that would be a great Idea.
/2Credits ![]()
Message Edited by SeiTeirson on 10-14-2005 10:30 AM
SeiTeirson wrote:
Gohma_Manovich wrote:
with the new AI changes it is now practically worthless skill, i like the new healer changes etc and some others but the AI one.... worthless in pve and in pvp (b/c of snare another snare= root or you can just root) they should remove the snare from AI and then it would be ok
(using your post as an example to many I have seen on this threed, no disrespect intended)
Not sure if anyone has mentioned this yet, but I would like to point out that AI is meant as an ESCAPE tactic, not a tanking tactic. People need to understand that you are not using it as intended. Avoid Incap is exactly that.. you are Avoiding an Incap so that you have a chance to escape, not sit there and tank. The reason this is getting nerfed is because people are using this ability in the wrong way. That being said, the DEV's need to learn how to handle these proffesions better and give reasoning for there changes instead of just changing it. What erks me is that they are very hypocritical, if they want you to use it "as intended" which is to escape, then they need to take away the snare effect. Giving it snare int he first place was re-enforcing people using it as a tank ability. Now they take away aggro. Understandable, although I think a way to make it what it is supposed to be, they need to remove the snare. The funniest part of this is now they are encouraging people with AI to loot **edit** jsut like those with cloak do now .. not only will you be industructable, but if you have force run you can run through places untouched. It is deffinitly a delema. I feel for all of you that have MDefender and hope that they end up giving you something worth while, like the idea I saw at the begining of the thread for a area taunt, I think that would be a great Idea.
/2Credits
Message Edited by SeiTeirson on 10-14-2005 10:30 AM
Escape???? With AI????
OK. Let's see, I'm fighting this mob and my health starts to drop fast, I hit AI. He goes out of combat. I'd run away here, but I'm rooted while AI is on...... So I turn it off to get away. And I pull aggro again. I can't turn on AI because I'm TRYING TO GET AWAY, NOT STAY IN ONE SPOT FOR THE LOVE OF GOD.