Jedi Archive
Thread: Top 10 Jedi CU Issues (week of May 9th)
This is a "hit list" of bugs and issues that NEED to be addressed before Jedi will be PLAYABLE in the CU:
1) JEDI CAN'T LEVEL! Due to the lower DPS on sabers, Force costs on default attacks (Saber Hit/Force Hit), the extremely slow speed for Force regeneration, and having to fight high level MOB's (solo) it's practically IMPOSSIBLE for Jedi to level.
2) Force Powers are a MESS. They all cost too much Force and have pitiful DPS. Much work is needed for them to be viable, please check out therecommendations following this list...
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.
4) Broken Abilities:
- Force Breach still is not working
- Improved Armor Break's effect isLOWER than the basic version's effect, the reduction formula is reversed
- Force Resist Bleed and Poison have their resist values reversed
- Total Heal is 'trying' to heal Action and Mind, and costing Force for doing nothing essentially
- Force Cloak is having several issues, such as CM's and Turrets being able to attack through it
- Mind Blast and Force Throw are not inflicting the indicated States
- The icon for Improved Force Lightning Single is missing in the Abilities sheet (leading to a lot of confusion)
5) Improved and Advanced Force Run need to have the damage reduction removed, otherwise the basic Force Run "1" must be accessible SEPARATELY to those that earn the higher versions. Either that or Jedi need to be given innate Terrain Negotiation in exchange.
Several other Jedi abilities also need to be separately accessible, such as Saber Throws, Force Intimidates, Force Knockdowns, and Force Armor/Shields.
Really though, almost all Jedi specials need to be separated given the Force costs and slow regen...
6) The Force drain on damage absorption from Force Armor and Force Shield is TOO HIGH for these to be suitable alternatives for defenses.
7) Krayts are no longer dropping any Pearls above "Good" quality. This is a HUGE issue for Jedi that didn't have good Pearls from before the CU, especially considering the already low DPS of even optimum Lightsabers.
8) LS specials AND Force abilities consuming Force when the target is out of range. Given the short melee ranges now, Jedi are often WASTING Force for doing nothing! This is still happening for several specials...
9) Animations are missing for many Lightsaber specials and Force Abilities. While it's not really affecting the playability of Jedi in the CU, it is very disappointing and boring to watch (especially during the looooong grind).
10) The many other bugs and issues for Jedi caused by the Combat Upgrade must be addressed as soon as possible also
Until these are addressed I highly recommend that Jedi XP loss be turned OFF and/or negative Jedi XP should be cleared at some point in the future when all these issues are addressed. There's no reason why Jedi should be penalized from being pushed into an unfinished system!
The following are some suggestions for making the Jedi Disciplines both viable and balanced...
Please note that these are NOT intended to be revamps of the Disciplines, rather they are "simple" suggestions for improving them so that the Disciplines can be made viable in the CU.
I know some of these are in the Publish 17 patch notes, but I have yet to play it so I don't know if they've been resolved or not.
IMPROVING LIGHTSABER
Remove the Force Costs from LS specials, make them use Action only (except for Saber Throw, Dervish, and Flurry)
Add a "Saber Flurry" ability to Master: single opponent attack, high damage (critical strike), uses the old Flurry 2 / Phantom / Dervish 2 animations
Allow access to the separate versions of Saber Throw
Improve the damage from Saber Power Attack to actually do MORE damage than Saber Head / Body / Leg Hit
Either increase effect of the Bleed DOT from Saber Slash or replace the ability with Saber Combo Hit
Add a Saber Defense mod throughout the Lightsaber tree, similar to what all other combat professions receive
Allow Crystals/Pearls to have their Special Attack Cost modifier affected by the tuning process, such that it will REDUCE the SAC of the saber it is placed in
Fix Saber Armor Break so that the improved version actually reduces the target's armor MORE than the lower version (currently the formula is reversed resulting in this issue)
Fix secondary elemental damage (from Color Crystals) not applying to actual damage done
Fix the missing/broken Lightsaber specials animations (pretty please!)
Fix pre-CU Lightsabers missing Special Attack Costs
Fix high-end Crystal/Pearl drops!
Allow the elemental damage type on a Color Crystal to be selected by a Jedi during the tuning process
Allow Lightsabers to be traded (still only useable by Jedi though) ...Possibly require that a Jedi construct their own fourth generation Lightsaber for the Knight Trials to ensure that a Jedi still experiences this aspect and to stick to canon
IMPROVING FORCE WIELDER
Reduce Force and Action costs so that they are closer to Lightsaber specials (preferably the Action costs could be removed completely)
Add Advanced Lightning Single (critical attack)to the Master box (may need to be separately accessible from Improved version)
Remove Warm-up from Force Strike
Increase damage on Force Choke and/or allow it to bypass armor damage reduction (as it should, really)
Make Force Weaken useful, such as increasing the drain, adding a combat slow effect, severely reduce defenses (-25% for basic, -50% for improved), or possibly have it function similar to armor break ...reducing defenses is my favorite option and makes the most sense for the ability
Either increase timer on intimidates from Force Intimidate or severely lower the Force costs
Remove damage inflicted by Force Intimidate, Force KD, and Force Breach (to clarify their purpose and balance them), or lessen the damage to 1 point if it's needed in order to make Force Defenses work against them
Allow access to the separate versions of Force KD and Force Intimidate
Fix states that are supposed to be applied by Mind Blast (Stun & Dizzy) and Force Throw (Stun)
Refine Mind Blast and Force Throw to give them some purpose ....perhaps have Mind Blast reduce Mind Regen and Force Throw reduce Action Regen?
Fix Force Breach
Allow Force Breach to remove non-HAM buffs, including things such as Force Speed, Adrenal Boost, CoB, and Force Aura
Force Breach should NOT remove certain "buffs", such as Avoid Incap, Inspiration, Cover, and Force Cloak
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
Not sure, but Force Breach may need a small Warm-up and/or Cool-down timer if it removes all buffs at once
Fix Combat Medics able to apply DOT's directly to a Jedi that is Force Cloaked
Fix AoE attacks being able to indirectly hit a Jedi that is Force Cloaked
Fix turrets being able to target and hit and a Force Cloaked Jedi
Fix people able to use /target on a Jedi that is Force Cloaked
OPTIONAL: Add a new ability to drain Health from a target in combat (alternate to healing, NOT spammable, placed in Subjugate II and IV)
IMPROVING FORCE ENHANCER
Add a "minor" Force Meditate to the Jedi Initiate box that gives a 2x bonus to Force Regen, change the Enhancer version to "Improved Force Meditate" and increase its effect to a 4x or 5x bonus to Force Regen ...This would handle many of the long down times Jedi incur due to Force Regen (especially during grinding), since it is outside of battle only it would not be unbalancing
Allow access to the separate versions of Force Run (or possibly just rename FR1 to make it a separate ability, such as to "Force Maneuverability" or "Force Mobility")
Reduce Force drain from absorbing damage with Force Armor/Shield, to make them a viable alternative for defenses
Fix Force Armor/Shield to absorb damage AFTER the PvP damage reduction
Fix Force Resist Poison so that its resist is +100, not +25 like it is now (reversed value with Resist Bleeding)
Fix Force Resist Bleeding so that its resist is +25, not +100 like it is now (reversed value with Resist Poison)
Fix Force Resist States to give the proper resists (doesn't seem to be doing anything atm in the icon or the stat sheet)
Change Force Wave to have an area of effect: CONE for the basic version "1" and FULL AREA for the improved version "2"
Balance Drain Force so that it is less spammable: give it a small Cool-down timer (3-5 seconds) and/or give it a Force Cost equivalent to the amount being drained, either that or simply change it to a Force Regen debuff
IMPROVING FORCE HEALER
Fix the Force Cost on Force Infusion (currently 10 FC), I suggest 75 FC for the basic version and 125 FC for the improved version (these values would fall between the max costs on the regular Force Heal versions)
Fix Total Heal costing extra Force for trying to heal Action and Mind
Add an ability to resuscitate others to Master, eg. "Force Revive" or "Force Reanimate" (would be really cool considering its role inRotS)
Possibly add an ability to buff a Jedi's Force Bar Regen/Max, eg. "Force Flux" (might belong more in Enhancer, but Healer really needs something more...)
Possibly add an area heal (around Healer) ability, eg. "Force Serenity"
IMPROVING FORCE DEFENDER
(Note: Defender is perfectly balanced, imo, if the above can all be implemented. However, since some people seem to have "issues" with Avoid Incap...)
Possibly reduce movement speed when Avoid Incap is in use (similar to holding a ranged weapon) to clarify its role as a tanking ability and not as an escape move
Message Edited by SonGouki on 05-21-2005 09:26 PM
SonGouki wrote:This is a "hit list" of bugs and issues that NEED to be addressed before Jedi will be PLAYABLE in the CU:
1) JEDI CAN'T LEVEL! Due to the lower DPS on sabers, Force costs on default attacks (Saber Hit/Force Hit), the extremely slow speed for Force regeneration, and having to fight high level MOB's (solo) it's practically IMPOSSIBLE for Jedi to level.
SonG, with 1) in mind, do you have any news on when vis will be removed from groups?
Also, with yesterday's patch, it was said that we will no longer suffer XP penalty upon PvE death, however, we never did, we only suffered XP penalty upon cloning, or by a BH deathblow. I find the devs choice of words somewhat confusing, as I cannot see what else it could possibly mean, other than that the cloning XP penalty was removed, but knowing SOE, I have a hard time taking anything for sure, unless they spell it out in bold letters. So my question to you is this: Has the XP penalty from cloning been removed?
Message Edited by Zeranthos on 05-11-2005 08:24 PM
TakanaZ wrote:
Hit us up with some vis situationsMaybe some scenarios that you guys are thinking over or something
No updates on Visibility, sorry ![]()