Jedi Archive

Thread: Skills during Force Cloak?

Two-a-Day
Wed Sep 21, 2005 10:30 am
#1

Cloak needs a timer, period. A Jedi should only be allowed to cloak for 2 minutes before having to put the Cloak back on. It should also trigger an "Anger" state, where you can't cloak again for say 10 seconds. This means a Jedi can't chain Cloak. Cloak should NOT drain force when you are close to players if there is a timer on it.

Passive skills should not break Cloak. Active skills should.

Force Run increases your Terrain Negotiation, nothing else. Terrain Negotiation is a passive modifier. Thus, Force Run is passive, and should not trigger the release of Force Cloak.

Force Heal (other and self) do not modify a passive skill, they heal your damage. Thus Force Heal is an active skill. Thus, Force Heal should break Cloak.

Channel Force is just like a Heal but to your Force Bar. It doesn't modify any passive values, thus it's an active ability, and should break Cloak.

Drain Force is an offensive attack, and should not be allowed while cloaked, I don't think there's an explanation needed for that.

Force Meditate increases your Force Regeneration modifier. Force Regeneration is a passive modifier. Thus, Force Meditate is passive and should not trigger the release of Force Cloak. Because there is a two minute (or less) timer on Force Cloak, this means that a Jedi can't really gain a significant amount of Force, and isn't really a free Regen card. The "Anger" affect on Cloak also means the Jedi can't chain Cloak while Meditating.

Force Speed increases your combat speed, correct me if I'm wrong, but this increases the modifiers for whatever weapon you're holding, right? Like One-handed Lightsaber Speed and stuff? Or does it create a new value? If it's the first, then it's a passive modifier to a value that already exists. Force Speed is then a passive modifier, and should not trigger the release of Force Cloak. If a new modifier is ACTIVELY created in response to Force Speed, then it should break Cloak. (It's not like this can't be put on during Combat anyways.)

The Force Enhancer buffs, like Force Armor, Force Absorb, Force Shield, etc. are all active skills, actually. There's no passive modifier that is actually increased by these skills. A new modifier is ACTIVELY created when these skills are triggered. Thus they are active skills, and should break Force Cloak. (This isn't really an issue so who really cares.)

The main issues are Healing, Force Run, and Force Regen while Cloaked. Here's how I think it should be:

Passive (Should not break Force Cloak)-
Force Run
Force Meditate

Active (Should break Force Cloak)
Channel Force
Force Heal
Drain Force
Other Enhancer Buffs (Armor, Absorb, etc.)

Undecided
Force Speed (Someone tell me is this creates a new value or not plz, kthx)

I hope they do what Helios from SOE said, make Cloak be WAY more beneficial as an offensive skill, and not an escape route. That's how I play it anyway. And you shouldn't be able to /logout while Cloaked, that's a given. Making Force Cloak as completely worthless as people want it to be would be a mistake.

The timer + anger system would also mean no Force Running through the Myydril Caverns or Ryatt Trail and what not. I think this is EXTREMELY important with the Mustafar expansion coming up. It ruins the difficulty of the dungeons when you can run through it with Cloak.

Timer + anger system also means Jedi can't stand in the middle of 20 Rebels for 25 minutes until they move out of their city. *cough* It just allows a Jedi to run up, Cloak, and gives them 2 minutes to count heads and take names before they have to get the hell out. A snare is unnecessary when they only have 2 minutes or less.

Any feedback?



A l k a l i n e .
D A R K J E D I K N I G H T
Page 1 of 1
Previous Next