Jedi Archive
Thread: What the heck... a few more thoughts on maybe improving the plight of jedi.
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redoubt
Mon Oct 31, 2005 5:51 pm
#1
I don't think any of this would be considered nerf, but I'm sure someone will find a way to say it is.
I will start with the changes/improvements to jedi then discuss the cost of it.
1. Bugs must be fixed.
2. Jedi defenses and self buffs and heals should have zero visible graphics to other players. This includes the ones under your ham bars. Buffs from another player may still show.
3. Changes to skill sets:
healer:
Heal all states should remove all states including roots, snares, mezs, dazes, etc. leave fire at the master box.
Healers should be able to heal as well or betteras a combat medic or doc with similiar boxes earned.
Force infusion on yourself should be a toggle that ticks force each time it reups itself.
Power:
Add a block to ranged weapons like darth used on Han Solo in ESB. Say about 50% of whatsabers can block and it uses force.
Cloak can be used at any distance from anything. Cloaking while in combat or attacking while cloaked creates a 5 minute reuse timer. No snare and you can heal, meditate, channel etc to yourself. To heal or buff a player you must uncloak and deal with the standard timer. De-buffs count as attacks and will create a 5 min timer. This allows cloak to be used asan escape tool or as a SINGLE alphaattack.
No action costs. Mind cost 50% of what they are now.
Defender:
AI should have the snare removed. Reduce damage outputto 25% of normal. Give the master box a area taunt and single target taunt that are highly effective. This allows a MDEF to either run away or tank effectively.They just cannot do much damage while in that state.
Aura and valor should be toggles like FR, that ticks force each time it re-ups itself.
Lightsaber:
No mind cost (except saber throw). Action costs 50% of what they are now.
4. Range should be increased for all skill sets (lightsaber has some exceptions.) The novice box should grant 30m. Each box there after adds 2m. The master box adds 3m. Total possible is 65m. The catch is the force cost is also variable with the range. The farther away your target is the more force it costs you. Such as if anormal heal range is 10m and you use the heal on someone 25m awayit costs an extra 15fp (ranged used minus base range). Range will be dependent ontotal range you have for that tree, not your highest one (so a MLS with heal4004 does not have 65m healling range.)
For lightsaber the non-ranged attacks are standard range plus0.5m per box of technique and 1m at master. The saber throw range increases like the other skills do for a max of 65m (with the increased force cost for distance of course.) Also the farther you throw a saber the longer it takes. So at 65m it should take double the time to complete a saber throw as at 32m. Give some flexibility to throw farther, but it will take longer to doyour next attack.
5. Lower the SAC cap on sabers by 10 points
6. Double the base damage of light sabers. (For the powers folks is the 65m range enough to leave damage where it is or does it need to go up?)
Well holy crap batman! You're nuts... all you want is to be uber... blah blah blah...
Now that that is out of the way, here is the cost: (OH and for those that are going to say "I wish there was a button so you could select it and play like that and leave the rest of us alone." I will take that button.)
Costs:
This is a two part system designed to balance the extra power given back to the jedi. Both parts are modified from what you have probably read before, so please read them before flaming.
Modified Saber-TEF. (or "jedi" tef)
1. saber tefs are only possible in NPC cities/starports and player cities of non-aligned faction.
2. saber tefs is caused by using a lightsaber (even blocking with one or having it equiped) or using any other force power, enhancer, healer, defender power that has any affect on someone other than yourself. Buffing or healing yourself is invisible to other players and does not create a TEF.
3. other players get a pop-up box to accept or decline the TEF. (Auto decline is selectable from options).
4. Once out of sight or 65m from a player that TEF with that player will drop in 60 seconds. As long as the player maintains visual contact with the jedi the TEF will stay valid.
5. Jedi (all players for that matter) can use shuttle and spaceships while TEF'd. Afterall it is the ultimate "starwars" getaway method. (Unless of course you happen apon a trash compactor!
)
Modifed skill loss/xp mortgage.
1. xp loss will occur on any PvP death.
2. xp loss will occur on any PvE death at 50% of the PvP rate.
3. At zero xp, xp loss is cut by 50%.
4. prior or cloning or rez'ing the player must select a skill box to mortgage if he/she is less than zero xp. That skill box is no longer accessable to the player until paid off. I will go through an example to better explain it.
A jedi has 200k xp positive and dies a death costing 400k xp. That jedi loses 200k to get to zero. Then the remaining 200k penalty is at half cost so the jedi losses another 100k. Now the jedi is -100k xp and must mortgage a skill. The jedi selects a box worth 800k.That box is mortgaged for 100k and the jedi's xp is returned to zero. Now the jedi only has to earn 100k to re-earn (or payoff) that box. The 700k "stored" in that skill box is NOT transferable to other skills. The skill points that a mortgaged box costs are still counted against the player. The player may surrender a box with stored xp instead of paying it off, but they will not get the stored xp back. Should the jedi die again before paying off the skill box, the jedi may continue to mortage xp from that box until is is empty and must then select an additional box to mortgage.
I'm sure I have missed some skills that need tweaking, but I am not familiar with all the jedi skills. And in all honesty, most of this is part of my greiving process as I leave a game I once loved.
saxman08291978
Mon Oct 31, 2005 5:57 pm
#2
My biggest complaint about jedi at range is the lack of an effective reflective attack for jedi against blasters. This should be a skill in the tech tree for saber that starts at 20% at novice and goes up 10% per tech box and the master slot. Often jedi have reflected blasters back at the one fireing it for a kill. I do not think it should work against solid projectiles like nades or missles, but it would at least give a jedi a fighting chance against range attacks.
Granted, I personally think I suck at PVP. I simply worked my way to jedi with the simple dream of killing all jawas.
WinkerPeeper
Mon Oct 31, 2005 5:58 pm
#3
I respect your intentions and the time you have invested in making this post but, really, why bother? SOE not only ignores such friendly, constructive contributions but seems to take a contemptuous delight in doing precisely the opposite.
redoubt
Mon Oct 31, 2005 6:02 pm
#4
Are you looking at my winker?
Seriously though... you are correct and I don't expect them to change. Its more a part of my 12 step program to get over this game, like I said in the last line of the OP. ![]()
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