Jedi Archive

Thread: Random Avoid Incap Idea I had

da-bro
Fri Sep 23, 2005 1:45 pm
#1

I was thinking about the direction Jedi skills have been going lately and how that the effectiveness of skills like Avoid Incap is almost completely nullified with those changes. So with that in mind I started to wonder if it would be possible to change the way the skills implementation slightly in order to gain back some of the effectiveness, without reverting to a previous state where the ability was considered over powered or not working as intended.

Anyway, my idea for Avoid Incap would be something along the following lines:

- Toggleable
- When active and when health is at or beyond zero, it ticks every 5 seconds draining 250 Force per tick until health is above zero - at which point, the tick ceases and no more Force is drained
- Remove Snare
- Add damage reduction OR Increase Force cost of all other specials when on negative health

What I think this will achieve, is allow Master Defenders to do things along the following lines:

- When active and health has gone beyond zero, they can have someone with medical capabilities heal them, to reduce the tick to a minimum, meaning they can tank more effectiveley in a group environment
- Be mobile in their tanking role
- If the Defender deems the drain too much, they can disable the skill and take an instant incap (if health is below zero)

I think this would allow for a more dynamic and tactical use of the ability, especially so in a group environment without being overpowering in a 1 on 1 situation. This is because should this implementation of the ksill be used 1 on 1, the Defender will either lose 1000 Force every 20 seconds, or be constantly healing to avoid the tick on the skill. Either way, this reduces their longevity in a 1 on 1 to an acceptable level. On the other hand, in a group, they will be super tanks provided they have someone healing them to keep the ticks to a mnimum. This will allow them to perform the tanking role in a group environment to a very high standard as should be granted by a master level skill.

Not being a Defender, I have no idea how this would measure up. So it would be nice if some Defenders could offer their opinion and perhaps develop this idea a little bit.



Jocelynn [SFR]
Sunfall Rebels Helperbear
Jocelynn - Elder Jedi & Rebel Ace Pilot
Evvosas - Elder Bounty Hunter & Master Pilot

Home Is where the Sun Falls



SoloBacca1
Fri Sep 23, 2005 2:00 pm
#2

you got my vote, and plaese all idiots about Jedi want it better then every body out of this forums, i am going to report all Idiot Posters in this Thread Specially! I am soo tired of people wishing jedi to become garbage because THEY doesnt able to grind it themselfs!




Mossa TheGreat

FIGHT
Light up your Lighter


Court-Jester
Fri Sep 23, 2005 2:44 pm
#3


Sad to say, but I doubt either of you are mdefs. If you are then you're sorely lacking the understanding required for the skills.



Fact remains that what you have proposed would be another nerf in what was already an unnecessarydumbing down of the skill. Sorry, but I feel this is a bad idea and would never support something along these lines.


**edited here**


I see one of you is an mdef (if your sig is correct). Why would you condone another nerf? Why?

Message Edited by Court-Jester on 09-23-2005 01:45 PM



_______________________________________
G h e i s t v C o u r t - J e s t e r v L i l i t h
Death Before Dishonor - Master of 32 professions
Future Jedi Correspondent and Defender of the Jedi Profession

[ ] Has beaten SWG on Ultra Bring the PainMode (Perma Death)
[x] Has beaten SWG on Super Difficult Mode (Saber-tef / Skill Loss)
[x] Has beaten SWG on Chap my Hide Mode (Post-9)
[x] Has beaten SWG on Bring out the Gimp Mode (Post-Curb)
[x]Refuses to play SWG on Carebear Mode (Post-NGE)
magneto2
Fri Sep 23, 2005 2:46 pm
#4

and a snare on AI isnt a nerf? snares r not the awnser for everything




MaGnEtODark Jeedai "Carebear"
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Shender
Fri Sep 23, 2005 2:53 pm
#5

Gee, I don't know why some people say a toggeable AI is a nerf... seems like a good thing for them because then you can just activate it and go into battle not having to worry about your health as it will only tick once your health is at 0 or below.

Seems like a great idea!
/thumbsup

Edit: I just saw the reducing damage/increased FC and I don't think that would be a good thing. Personally, I think the snare would be better than the reduced damage/increased FC...

Message Edited by Shender on 09-23-2005 04:55 PM



Sergant Striker - Human MBH/MRifle/CM4000 - Eclipse
Seargent - Wookie TKM/Sword0030/Fencer0400/Doc4004 - Eclipse
Seagent Striker - Human Jedi - Eclipse
Celeres Valerius - Human Redneck - TestCenter
magneto2
Fri Sep 23, 2005 2:54 pm
#6

/agree




MaGnEtODark Jeedai "Carebear"
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Hulke
Fri Sep 23, 2005 3:29 pm
#7

Im a MDEF and I think this would be a great Idea. Sounds like it would kind of work like force armor except it would drain force when your health went below 0 instead of when taking damage like FA.
Court-Jester
Fri Sep 23, 2005 4:23 pm
#8

At the rate of 1.5 times more force cost? Would you pay 1500 force for a 30 second self nerf? Why? I'd be for a toggle if it went back to the old setup of 750'ish force cost. That would equate out to 25 tick per 1second. Or 125 per 5 seconds.


I would not however, support any reduction in our offensive capability. Reducing damage output would seal our fate in pve (as we wouldn't be able to hold agro period). And in pvp it wouldn't allow us to aid in the fight. Besides, how would you even begin to impliment something like that? If its toggled then wouldn't you have a 100%-of-the-timedamage reduction? If its only when your health is low isn't that when you're in need of the damage the most? It just doesn't make sense.


Whatever...


I just can'tfathom how people want to further hamper our profession with their wonderful ideas.



_______________________________________
G h e i s t v C o u r t - J e s t e r v L i l i t h
Death Before Dishonor - Master of 32 professions
Future Jedi Correspondent and Defender of the Jedi Profession

[ ] Has beaten SWG on Ultra Bring the PainMode (Perma Death)
[x] Has beaten SWG on Super Difficult Mode (Saber-tef / Skill Loss)
[x] Has beaten SWG on Chap my Hide Mode (Post-9)
[x] Has beaten SWG on Bring out the Gimp Mode (Post-Curb)
[x]Refuses to play SWG on Carebear Mode (Post-NGE)
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