Jedi Archive

Thread: If you (DEVS) are going to change powers...

_Saevio_
Thu Sep 22, 2005 3:19 am
#1

At least make some necessary changes... If you really think there is a balance issue with the Cloak skill, then by all means make changes, but there are alot of other Powers skills that could use some attention while you're at it...


I've been going over the entire powers tree for a while now, trying to pick and choose some areas that are in need of some improvement to make this "profession" a bit more desirable and a lot more playable. These changes may not be the BEST way to go, but I'd like to at least think they are a good start. Powers is basicly the darkside of the force, and therefore it should be rather strong, but in a sense, at the moment... it seems rather gimped, does it not? Well... let's just get to it, shall we...



xxx4 Powers :PsychokinesisI &III - Force Throw/Improved Force Throw should be changed to Force Push/Improved Force Push and/or Force Pull/Improved Force Pull. Basicly these skills would literally push/pull your target a calculated distance away from your character, obviously the improved version would push/pull farther and have a higher probability to actually connect and/or cause additional state effects. Perhaps both skills could have a percentage chance to knockdown, slow down, dizzy or even stunyour target which would be a resulting state effect from the initial force push/pull. Force Push would be a very valuable skill for those Jedi that prefer ranged attacks, pure powers Jedi for instance... while Force Pull would be ideal for melee (lightsaber) Jedi, balancing out some of the stuns/roots/electrolyte drain issues that are our nemesis against ranged professions.


x4xx Powers : Subjugate I & III - I honestly don't know how effective Mind Blast really is but in my mind Powers, being of mosty dark jedi nature should have some kind of life siphon skill. So I would replace Mind Blast/Improved Mind Blast with Life Siphon/Improved Life Siphon. Basicly Life Siphon would take health away from the target while it heals you over time, so Life Siphon would almost work like an infusion. Improved Life Siphon would work more like a heal, instead of causing DOT to your target it would just do damage once, but substantially more damage than thebasic Life Siphon skill, and then it would return the damage stolen and heal your character, just like the original Life Siphon, however the improved version would be all at once instead of over time. I imagine the animation for this skill being some kind of RED beam that flows from the Jedi's hands to his target.


Other changes:


  • As previously mentioned in another post... If they follow through with snaring cloak, why not break cloak down into 3 seperate skills (force cloak, improved force cloak, and advanced force cloak). Each additional Force Cloak upgrade we decrease the snare effect by a certain percentage, and the Advanced Force Cloak skill would be in the Master Powers skill box and have little or no snare at all.

  • Force Lightning: I'd suggest improving the damage to force cost ratio of this skill. And another idea for this, in the movie, Return of the Jedi, when the emporer uses his Force Lightning on Luke, the lightning continues to flow through his body, even after the Emporer had stopped, much like an addition DOT or maybe a state effect. Just a thought....

  • I'm not sure what the currect mitigations of Force Intimidate are, but I have read where they USED to be 30% and 60% and now they are much less, like 10% and 20%... this could use some rethinking, considering Powers have no other defense at all. The 30/60% sounds real nice, but again I am not positive as to the current percentage on this skill, how much damage reduction it causes... if anyone can clarify that would be helpful.

  • Force Weaken another good skill, but again I'm not sure on the current stats of this skill.

  • Force Breach could definitely use a higher chance to hit, right now it's way to low to be a skill in the master box IMO. It's a good skill that should stay where it's at, but perhaps raise the chance to hit on it.


I'm no developer or anything like that, but I am a pretty hardcore gamer. I just figured if they are going to change one of the more used Powers skills why not go ahead and take a look at the rest that needs some love as well. These are just my thoughts on some improvements to make this class more fun and effective. Feel free to post your feedback and your own ideas as well. Thanks.





Saevio Metatron

Bladeborn
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Peace is a lie...


Drop Off All Winnings @ Trade-In Vendor: /waypoint -5738 5313 (Lok)

Brow2wp
Thu Sep 22, 2005 3:23 am
#2

ImMaster powers user and i say. Nerf me to death make my pearls decay and put a ½ hour timer on choke i dont care just give me FRS back



Archellus / Makhai

Atzo
Thu Sep 22, 2005 3:29 am
#3


/pat Archellus


*feels the same*


Message Edited by Atzo on 09-22-2005 03:30 AM



Plain Atzo

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_Saevio_
Thu Sep 22, 2005 3:31 am
#4






Brow2wp wrote:
ImMaster powers user and i say. Nerf me to death make my pearls decay and put a ½ hour timer on choke i dont care just give me FRS back





well... when the FRS does come around, I would hope that there would be at least some balance to the Jedi classes, so that theres equal competition and it's not all about who has a 0 SAC premium pearl saber, ya know? Then again, no one really knows what is in store for the new FRS, so... yeah, but I agree, I'd like to see the FRS back as well.



Saevio Metatron

Bladeborn
ugnnnn/\]nngWXgggggggggggggggggggggggggg)
Peace is a lie...


Drop Off All Winnings @ Trade-In Vendor: /waypoint -5738 5313 (Lok)

Windrider01
Thu Sep 22, 2005 4:05 am
#5

What planet are you living on? Breach belongs in the novice box, it's practically useless. Even with a better hit ratio the few buffs that are affected by it can be reapplied in less time than it took to remove them and in most cases w/ less force cost.

If you're going to have skills in another tree designed to render the Powers tree useless then i'ld expect increasing damage on all skills and reducing our force cost.


I prefer Master Powers to be crowd control and be competitive in 1v1; to improve it i'ld recommend a few things


1) Make states effective. -right now states do very little other than put an icon under your target-


2) Improve all AOE's -increase the range, increase the damage, add more states and have states make a difference.


3) Drop the zip bars, speed up all moves in MP -Powers is unplayable without the speed improvement from 3000 enh or doc speed buffs.


4) Increase the damage on all attacks - Not only is the damage below average but it takes longer to execute and cost a lot more in force and action.


Because master powers skills use up so much force i'ld like to see something like "Siphon" in there to help manage our force pool. Also MLS have block and Enh have shield and healers have infusion / heal; master powers needs some defense after all if we cant be damage dealers why not have a little protection.


-----------------------------------------------------------------------------------------


Eurus Widrider


IA -Looter of Broken Data Pads







Eurus Windrider
Master Powers
Ace Imperial Pilot
"Thus the highest realization of warfare is to attack the enemy's plans; next is to attack their alliances;
next to attack their army; and the lowest is to attack their fortified cities." Sun Tzu






BukuJohnson
Thu Sep 22, 2005 4:50 am
#6

Because master powers skills use up so much force i'ld like to see something like "Siphon" in there to help manage our force pool.
____________________________________________________________________________________________________________

During the testing phase of the Jedi revamp P9 Drain Force was in the Powers Tree.

Of Course Force Armor and Force Shield were originally in Defender at that time as well. It was decided that Defender was overpowered so they moved those 2 skills to Enhancer. Why Drain was moved I am uncertain.

There is a long history of taking the working skills from Powers and giving them to other Disciplines/Professions.

Drain Force moved to Enhancer
Force Weaken Debuff moved to Healer and renamed Force Sap.
Force Weaken Toughness Debuff Moved to LS and renamed Armor Break.
Force Cloak now to be watered down and Shared with Rangers.

I honestly wonder if they will ever stop taking things out as fast as they put them in long enough to make Powers actually a viable mid ranged damage dealer.


Buku
Naritus
Newbie1
Thu Sep 22, 2005 5:49 am
#7

What i want to change in powers is the area attacks (KD,intimidate) give us the single off these too that we not agro the hole place.



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Windrider01
Thu Sep 22, 2005 6:08 am
#8

"I honestly wonder if they will ever stop taking things out as fast as they put them in long enough to make Powers actually a viable mid ranged damage dealer." Buku



It would be nice to have a nitch in SWG that powers is good at at master level. I use to love acting as a scout for the imperial horde; with the nerf looming in the future looks like that will come to an end.


"What i want to change in powers is the area attacks (KD,intimidate) give us the single off these too that we not agro the hole place. " Newbie1


i'ld be against this, i'ld like master powers to have a unique role rather than being a version of a MLS. Let me be useful in large combat as crowd control, improve AOE's. Leave the dueling 1v1 to the MLS's.



-----------------------------------------------------------------------------------------


Eurus Widrider


IA -Looter of Broken Data Pads






Eurus Windrider
Master Powers
Ace Imperial Pilot
"Thus the highest realization of warfare is to attack the enemy's plans; next is to attack their alliances;
next to attack their army; and the lowest is to attack their fortified cities." Sun Tzu






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