Jedi Archive
Thread: Post Changes you would like to see for jedi....
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iLOVEBEER
Thu Sep 15, 2005 7:54 am
#1
Just as the title says, please post some changes you would like to see for jedi. Please be as mature as possible, i would like to keep this post neat and clean as possible, so MAYBE the devs will look at it. Im not crying for them to make us uber, but i am just suggesting a few things that i think will make the game more enjoyable for jedi.
Visibility
Please tell us the exact rule for getting viz? i dont know what the big deal is about telling us. If we (jedi) know exactly how to get on terms, it would make things alot easier on us. We cant tell if it is bugged or if you guys did a silent nerf?.Visibilty bar would be realnice, this way we know when we are gaining viz and when we are not. If you wont tell us how we gain viz, then we will figure it out using that bar, hell we have done a great job trying to figure how to get on the terms now without using anything.
Once we get killed, then viz should be set back to zero. If we get killed by 1 BH that should be good enough punishment for us for showing off our sabers
. If the jedi chooses to, he can go back out and swing his lightsaber around in front of npc/players and getvizagain. This would be great for the jedi grinding. Jedi cant help when a group of people pass them by, while they are using thier saber?.
Crystal/Pearl Drops
Now i do think the premium crystals/pearls should beeasy to get, but the other ones need to be buffed up a bit. I know i recently went out and farmed/bought some quality ones, and they all sucked.
Bounty Hunters
For the love of god, would the devs please make it so only 1 bounty hunter can grab a jedi's mission. This would stop group bounty hunter ganking. Bounty hunter can also tell a jedi's mission on the BH terms from the money cost, maybe the should make a random money generator for the terms.
These are just some of the things i would like to see change. I would love to hear any of my other fellow jedi's input of these as well as other issues that i might have missed.
h4rr0w
Thu Sep 15, 2005 7:59 am
#2
personally having a bounty hunter and jedi. I wish it would be easier to get 2 Bounty hunters on the same jedi. Other then that, i fear all "fixes" SOE has to come.
Boatsheets
Thu Sep 15, 2005 8:00 am
#3
Being able to individually choose different levels of FR. Fr1, FR2, FR3.
Being able to choose individual levels of heals on different timers (like docs and cms can)!
Being able to choose individual levels of heals on different timers (like docs and cms can)!
iskareot
Thu Sep 15, 2005 8:04 am
#4
I would like to see a "time machine taking" the entire popualtion oh say back to about patch 6 or so.. that would work just fine.
There would be 50000 less of Jedi and 50000 times more risk back in the class not to mention the respect it once had.
true freaking story.
Atzo
Thu Sep 15, 2005 8:06 am
#5
make powers worth while
make powers have a single target kd at master
make powers ca's work
make powers worthwhile
Craile
Thu Sep 15, 2005 8:41 am
#6
1. Available Premiums and Flawless Pearls, from loot, quest, award, whatever.
2. The FRS turned back on with new robes, rank titles.
3. Socketed Robes.
4. Jedi missions from shrines. ( I know this is pushing it.)
5. Continued introduction of the named colored crystals.
_Saevio_
Thu Sep 15, 2005 8:52 am
#7
- Master/Apprentice system
- Better/Fixed Force Powers in the Powers tree
- Fixed Pearl drops
- More special color crystals
- New FRS...
- Cloaks wearable over robes
- LS speed fixed
- Sabers should outdamage most high-level weapons in game
- Dual wield sabers
- Old man and village are retarded story archs... revamp with master/apprentice system
- Dark jedi sentinels not to agro imp jedis...
- A button to "unsheath" and/or "flourish"your lightsaber without being in combat
Vernos
Thu Sep 15, 2005 8:56 am
#8
The advertised Jedi Light saber Speed tapes to work!! I mean what was the point of makeing them if they didnt turn them on DOH!!
NoviceRangerFlurry
Thu Sep 15, 2005 8:58 am
#9
iLOVEBEER wrote:
Just as the title says, please post some changes you would like to see for jedi. Please be as mature as possible, i would like to keep this post neat and clean as possible, so MAYBE the devs will look at it. Im not crying for them to make us uber, but i am just suggesting a few things that i think will make the game more enjoyable for jedi.
Visibility
Please tell us the exact rule for getting viz? i dont know what the big deal is about telling us. If we (jedi) know exactly how to get on terms, it would make things alot easier on us. We cant tell if it is bugged or if you guys did a silent nerf?.Visibilty bar would be realnice, this way we know when we are gaining viz and when we are not. If you wont tell us how we gain viz, then we will figure it out using that bar, hell we have done a great job trying to figure how to get on the terms now without using anything.
Once we get killed, then viz should be set back to zero. If we get killed by 1 BH that should be good enough punishment for us for showing off our sabers. If the jedi chooses to, he can go back out and swing his lightsaber around in front of npc/players and getvizagain. This would be great for the jedi grinding. Jedi cant help when a group of people pass them by, while they are using thier saber?.
Crystal/Pearl Drops
Now i do think the premium crystals/pearls should beeasy to get, but the other ones need to be buffed up a bit. I know i recently went out and farmed/bought some quality ones, and they all sucked.
Bounty Hunters
For the love of god, would the devs please make it so only 1 bounty hunter can grab a jedi's mission. This would stop group bounty hunter ganking. Bounty hunter can also tell a jedi's mission on the BH terms from the money cost, maybe the should make a random money generator for the terms.
These are just some of the things i would like to see change. I would love to hear any of my other fellow jedi's input of these as well as other issues that i might have missed.
CA's to add to the forcepool and regen, not seen one yet. this would remove the need for padawan robes and make the bonuses on higher robe mods on the titles and not robes, You have given the masses the choice of what armour, give jedi the choice of clothes please
Schadwe13
Thu Sep 15, 2005 9:02 am
#10
Why is it that BH can reflect damage bug Jedi cannot? That's just ret4rded. I'd like to see JEdi be able to reflect blaster shots back at MSL. This could be an activated power that makes it so a Jedi cannot use any other force powers while it's on. If they do use a force power, Reflect would turn off and start a cooldown timer. I think that's fair... not to mention iconic.
BukuJohnson
Thu Sep 15, 2005 9:02 am
#11
Oh I have a couple changes I would like to see.
All current Jedi skills that are not mentioned in this post would remain the same.
General:
Execution and Cool Down timers are now using the modified speed of weapons.
Improved the effect of States (Dizzy, Stun, Blind, and Intimidate)
Removed the SEA Max Force Power.
Force Ranged Speed attachments have been added to the loot tables.
Force Wielder damage attacks and Saber Damage attacks will be on similar cool down timers to prevent chaining damage.
Increased the Max Force Pool points gained by 50% per box.
Increased Force Regeneration by 100%. +70 force regen will now grant +140 force regained every 10s instead of +70 force regained.
Lightsaber:
Lightsabers will no longer be simple containers. Sabers will now use a crystal/pearl in the crafting process. The generation of the saber will determine the number of pearls required to craft each saber. 1st gen = 1 pearl/crystal, 4th gen = 4 pearls/crystals. As with all current crafting there will be no chance of a critical failure during the final combine.
The values of these saber components will stack and count toward the final stats of the weapon. The resources used to craft a saber will now play a larger role in the sabers over all stats. Likewise having more experimentation points available to spend on crafting your saber will show a substantial increase in performance. Hence a master Saberist using a saber crafting suit will have a substantially better saber than a person with just one line of sabers, assuming the resources and pearls used were the same.
The quality of crafted saber components will now impact the overall quality of your saber.
All pearls and crystals will have their values reset and require a new tuning in order for them to be used in the crafting process. Components will have the following ratings Poor, Fair, Good. Performance ranges for all pearls/crystals will range from +20 damage to +100 damage, -.05 speed to -.30 speed, -0 SAC to -6 SAC, and -0fc to -9fc. The higher the rating of the component the more likely it is to tune in the upper ranges. Poor will have a 1% chance to tune in the upper range of each stat, Fair will have a 3% chance, and Good will have a 5% chance. All current components will be reset to a rating of Select which would fall between the Fair and Good ratings with a 4% chance of tuning into the upper ranges.
Rare quested and looted components in the Premium and Flawless ratings are possible. These components will have a much higher likelyhood of tuning in the higher ranges.
Crafted Sabers will have diferrent values based on their styles. Pole Arm Sabers will have the highest damage range but will have the lowest speed range. One Handed Sabers will have the highest speed ranges, but will have the lowest damage ranges. Two Handed Sabers will be a balance of both speed and damage but unable to surpass either the speed or damage potential of the other two saber styles.
All Lightsaber specials can still be performed with any style of Lightsaber.
Saber Dervish Increased the damage of this attack by 20%. Force and action costs remain the same.
Added an Intimidate State to Saber Spin Attack. Low damage potential, medium force and action costs.
Added Saber Hamstring to 4000 line of sabers. This skill will have a chance to snare your target for 15 seconds. Low damage potential, medium force and action costs.
Added Saber Crippling Blow to 0040 line of sabers. This skill will have a chance to root your target for 15 seconds. Low damage potential, medium force and action costs.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Powers discipline and +3 at Master LS. Allowing a total of +15 Jedi Innate Armor to be gained from the Light Saber Discipline. (Total +35 with Novice Jedi box)
Force Healer:
Total Heal and Advanced Heal are now on seperate cool down timers.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Healer Discipline and +3 at Master Healer. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Healer Discipline.(Total +35 with Novice Jedi box)
Added Force heal Debuff in the Master Box Force Healer. This skill will have a chance to remove the negative effects of mezzes, dazzes, roots, snares, and comabt/action speed debuffs on other players and roots, snares, and comabt/action speed debuffs on themselves. High mind and force cost.
Healing States skills in 0004 line will have a chance to remove negative states (dizzy, blind, stun, intimidate, bleed) from any targeted player. Medium force and mind costs.
Force Shock now has a Debuff to ranged/melee attack speed, the effect will be a 10% reduction for the regular version, and a 20% reduction for the Improved version. Durations are 15s and 30s. Medium force and mind costs.
Jedi Defender:
Improved the effectiveness of Dominate Mind. Dominate mind will now create an unbreakable agro of all creatures within the area of effect (15m) allowing the player to completely hold agro for 20 seconds for all affected entities. High force and medium mind costs.
Added "Force Wall" to the Master Defender Box. This skill will have a 25% chance of protecting the player versus "Armor Break" attacks while the skill is active. Duration 30s. Medium force and action costs.
Removed Force Defense from the 0040 line and master box. (There is no longer a "Force Damage" modifier in the game)
Defender Innate Armor values have been changed to +3 in the Novice Defender box, and +8 at Master Defender. Allowing a total of +35 Jedi Innate Armor to be gained from the Force Defender Discipline. (Total +55 with Novice Jedi box)
Force Enhancer:
Improved the effectiveness of Force State Resists.
Lower versions of Force Run may now be selected even if a higher version is known. Each use of a diferrent version will have their normal activation and usage costs. FR2 and FR3 will still cause a 95% reduction in damage output when in use.
Force Armor has been removed from the Force Enhancer Discipline.
Force Cloak has been added to the 0400 line of the Force Enhancer Discipline. (Players will no longer be able to interact with the game world in any way while cloak is active)
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Enhancer Discipline and +3 at Master Enhancer. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Enhancer Discipline.(Total +35 with Novice Jedi box)
Force Meditate has been removed from the discipline.
Force Throw and Improved Force throw have been added to the 0004 line of Enhancer. Area stun effect, low damage potential, medium force and action costs.
Removed Force Shield, and Force Feedback from the Force Enhancer Discipline. (Force damage is no longer a part of the game)
Force Knockdown, Improved Force Knockdown, and Advanced Force Knockdown have been added to the 0040 line and Master box of Enhancer. Low damage potential, medium force and action costs.
Force Wielder:
Pearls and crystals can be crafted by the Wielder into player worn Jewelry. The damage/SAC/Force cost/Speed ranges of the Jewelry shall be the same as stated above for Saber Pearls/Crystals. Each piece of Jewelry will use from zero to four crystals/pearls based on which generation the crafted item is to be. The item is not sliceable or tradable. Each Player may wear only one Ring, Amulet, or Bracelet at a time.
Added a minor Weapon Hinderance to players when Force Powers Enhancing items are equiped.
Removed Force Damage Bonus from the Wielder Discipline.
There is no longer a "Pass Thru" effect for Force Attack Damage. (All crafted and innate armor will now have mitigation as shown versus their respective damage types, ie kinetic, lightning, and energy).
Added Crafting experimentation points to the 0400 line, and master box of Force Wielder. As with crafting a saber the resource quality and experimentation will play a larger role in the final weapon stats.
Reduced the animation time for all Force Wielder Attacks.
Force Ranged Speed has been added to the Force Wielder Discipline in each tier 4 box.
General Ranged Speed will now effect Force Wielder attack speed.
General Ranged Speed has been added to the Force Wielder Discipline in the Master Box.
Removed Warm ups on Force Strike, Force Lightning Single, Improved Force Lightning Single, Force Area Lightning, and Improved Force Area Lightning.
Force Breach has been removed from the Force Wielder Discipline.
Force Cloak has been removed from the Force Wielder Discipline.
Force Throw has been removed from the Force Wielder Discipline.
Force Knockdown has been removed from the Force Wielder Discipline.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Powers discipline and +3 at Master Force Wielder. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Wielder Discipline.(Total +35 with Novice Jedi box)
Added a Blind Sate effect to all forms of Force Lightning. Force costs remain the same.
Added a snare effect to Force Choke. Force costs remain the same.
Added Advanced Force Lightning Area to the Master Box. This skill will have a Warm-up timer and a 20% damage increase over the Improveded version. High damage potential, High force and action costs.
Force Intimidate is now a single target attack. Low damage potential, medium force and action costs.
Force Weaken will cause a reduction in the melee/ranged defenses of a single target by 35% for 15s for the regular version, and 75% for 30s for the Improved version. Low damage potential, medium force and action costs.
Force Strike will now have a Stun effect. Increased the damage multiplier. Medium damage potential, medium force and action costs.
Mindblast will now have a Dizzy effect only. Increased the damage multiplier. Medium damage potential, medium force and action costs.
Reduced Powers action costs to be inline with other professions combat specials of comparable damage.
Buku
Naritus
All current Jedi skills that are not mentioned in this post would remain the same.
General:
Execution and Cool Down timers are now using the modified speed of weapons.
Improved the effect of States (Dizzy, Stun, Blind, and Intimidate)
Removed the SEA Max Force Power.
Force Ranged Speed attachments have been added to the loot tables.
Force Wielder damage attacks and Saber Damage attacks will be on similar cool down timers to prevent chaining damage.
Increased the Max Force Pool points gained by 50% per box.
Increased Force Regeneration by 100%. +70 force regen will now grant +140 force regained every 10s instead of +70 force regained.
Lightsaber:
Lightsabers will no longer be simple containers. Sabers will now use a crystal/pearl in the crafting process. The generation of the saber will determine the number of pearls required to craft each saber. 1st gen = 1 pearl/crystal, 4th gen = 4 pearls/crystals. As with all current crafting there will be no chance of a critical failure during the final combine.
The values of these saber components will stack and count toward the final stats of the weapon. The resources used to craft a saber will now play a larger role in the sabers over all stats. Likewise having more experimentation points available to spend on crafting your saber will show a substantial increase in performance. Hence a master Saberist using a saber crafting suit will have a substantially better saber than a person with just one line of sabers, assuming the resources and pearls used were the same.
The quality of crafted saber components will now impact the overall quality of your saber.
All pearls and crystals will have their values reset and require a new tuning in order for them to be used in the crafting process. Components will have the following ratings Poor, Fair, Good. Performance ranges for all pearls/crystals will range from +20 damage to +100 damage, -.05 speed to -.30 speed, -0 SAC to -6 SAC, and -0fc to -9fc. The higher the rating of the component the more likely it is to tune in the upper ranges. Poor will have a 1% chance to tune in the upper range of each stat, Fair will have a 3% chance, and Good will have a 5% chance. All current components will be reset to a rating of Select which would fall between the Fair and Good ratings with a 4% chance of tuning into the upper ranges.
Rare quested and looted components in the Premium and Flawless ratings are possible. These components will have a much higher likelyhood of tuning in the higher ranges.
Crafted Sabers will have diferrent values based on their styles. Pole Arm Sabers will have the highest damage range but will have the lowest speed range. One Handed Sabers will have the highest speed ranges, but will have the lowest damage ranges. Two Handed Sabers will be a balance of both speed and damage but unable to surpass either the speed or damage potential of the other two saber styles.
All Lightsaber specials can still be performed with any style of Lightsaber.
Saber Dervish Increased the damage of this attack by 20%. Force and action costs remain the same.
Added an Intimidate State to Saber Spin Attack. Low damage potential, medium force and action costs.
Added Saber Hamstring to 4000 line of sabers. This skill will have a chance to snare your target for 15 seconds. Low damage potential, medium force and action costs.
Added Saber Crippling Blow to 0040 line of sabers. This skill will have a chance to root your target for 15 seconds. Low damage potential, medium force and action costs.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Powers discipline and +3 at Master LS. Allowing a total of +15 Jedi Innate Armor to be gained from the Light Saber Discipline. (Total +35 with Novice Jedi box)
Force Healer:
Total Heal and Advanced Heal are now on seperate cool down timers.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Healer Discipline and +3 at Master Healer. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Healer Discipline.(Total +35 with Novice Jedi box)
Added Force heal Debuff in the Master Box Force Healer. This skill will have a chance to remove the negative effects of mezzes, dazzes, roots, snares, and comabt/action speed debuffs on other players and roots, snares, and comabt/action speed debuffs on themselves. High mind and force cost.
Healing States skills in 0004 line will have a chance to remove negative states (dizzy, blind, stun, intimidate, bleed) from any targeted player. Medium force and mind costs.
Force Shock now has a Debuff to ranged/melee attack speed, the effect will be a 10% reduction for the regular version, and a 20% reduction for the Improved version. Durations are 15s and 30s. Medium force and mind costs.
Jedi Defender:
Improved the effectiveness of Dominate Mind. Dominate mind will now create an unbreakable agro of all creatures within the area of effect (15m) allowing the player to completely hold agro for 20 seconds for all affected entities. High force and medium mind costs.
Added "Force Wall" to the Master Defender Box. This skill will have a 25% chance of protecting the player versus "Armor Break" attacks while the skill is active. Duration 30s. Medium force and action costs.
Removed Force Defense from the 0040 line and master box. (There is no longer a "Force Damage" modifier in the game)
Defender Innate Armor values have been changed to +3 in the Novice Defender box, and +8 at Master Defender. Allowing a total of +35 Jedi Innate Armor to be gained from the Force Defender Discipline. (Total +55 with Novice Jedi box)
Force Enhancer:
Improved the effectiveness of Force State Resists.
Lower versions of Force Run may now be selected even if a higher version is known. Each use of a diferrent version will have their normal activation and usage costs. FR2 and FR3 will still cause a 95% reduction in damage output when in use.
Force Armor has been removed from the Force Enhancer Discipline.
Force Cloak has been added to the 0400 line of the Force Enhancer Discipline. (Players will no longer be able to interact with the game world in any way while cloak is active)
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Enhancer Discipline and +3 at Master Enhancer. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Enhancer Discipline.(Total +35 with Novice Jedi box)
Force Meditate has been removed from the discipline.
Force Throw and Improved Force throw have been added to the 0004 line of Enhancer. Area stun effect, low damage potential, medium force and action costs.
Removed Force Shield, and Force Feedback from the Force Enhancer Discipline. (Force damage is no longer a part of the game)
Force Knockdown, Improved Force Knockdown, and Advanced Force Knockdown have been added to the 0040 line and Master box of Enhancer. Low damage potential, medium force and action costs.
Force Wielder:
Pearls and crystals can be crafted by the Wielder into player worn Jewelry. The damage/SAC/Force cost/Speed ranges of the Jewelry shall be the same as stated above for Saber Pearls/Crystals. Each piece of Jewelry will use from zero to four crystals/pearls based on which generation the crafted item is to be. The item is not sliceable or tradable. Each Player may wear only one Ring, Amulet, or Bracelet at a time.
Added a minor Weapon Hinderance to players when Force Powers Enhancing items are equiped.
Removed Force Damage Bonus from the Wielder Discipline.
There is no longer a "Pass Thru" effect for Force Attack Damage. (All crafted and innate armor will now have mitigation as shown versus their respective damage types, ie kinetic, lightning, and energy).
Added Crafting experimentation points to the 0400 line, and master box of Force Wielder. As with crafting a saber the resource quality and experimentation will play a larger role in the final weapon stats.
Reduced the animation time for all Force Wielder Attacks.
Force Ranged Speed has been added to the Force Wielder Discipline in each tier 4 box.
General Ranged Speed will now effect Force Wielder attack speed.
General Ranged Speed has been added to the Force Wielder Discipline in the Master Box.
Removed Warm ups on Force Strike, Force Lightning Single, Improved Force Lightning Single, Force Area Lightning, and Improved Force Area Lightning.
Force Breach has been removed from the Force Wielder Discipline.
Force Cloak has been removed from the Force Wielder Discipline.
Force Throw has been removed from the Force Wielder Discipline.
Force Knockdown has been removed from the Force Wielder Discipline.
Added +1 Innate Jedi Armor to each tier 2 - 4 box of the Powers discipline and +3 at Master Force Wielder. Allowing a total of +15 Jedi Innate Armor to be gained from the Force Wielder Discipline.(Total +35 with Novice Jedi box)
Added a Blind Sate effect to all forms of Force Lightning. Force costs remain the same.
Added a snare effect to Force Choke. Force costs remain the same.
Added Advanced Force Lightning Area to the Master Box. This skill will have a Warm-up timer and a 20% damage increase over the Improveded version. High damage potential, High force and action costs.
Force Intimidate is now a single target attack. Low damage potential, medium force and action costs.
Force Weaken will cause a reduction in the melee/ranged defenses of a single target by 35% for 15s for the regular version, and 75% for 30s for the Improved version. Low damage potential, medium force and action costs.
Force Strike will now have a Stun effect. Increased the damage multiplier. Medium damage potential, medium force and action costs.
Mindblast will now have a Dizzy effect only. Increased the damage multiplier. Medium damage potential, medium force and action costs.
Reduced Powers action costs to be inline with other professions combat specials of comparable damage.
Buku
Naritus
lalapb
Thu Sep 15, 2005 9:05 am
#12
Dont care about BH visits, if i had the weapon a true MLS should have give it to me (better tunes).
iLOVEBEER
Thu Sep 15, 2005 9:09 am
#13
thanks for the post, keep them coming. I thought of another change.
Bounty Hunters are getting rewards for killing jedi, why cant jedi? if we wanted to we could just run from every BH and get away. I would suggest making itso if a jedi kills a BH, the same Bh can not get his mission until the jedi dies, and gets back on the terms.
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