Jedi Archive
Thread: jedi inbalances, fixes and non working skills
Fix sollution - either lower the activation cost of imp force run and adv force run to the amout for basic force run (80) remove the damage reduction while snared or just remove the damage reduction overall now that force run has counters. Getting more skills in a tree should never result in partially gimping a character which is currently the case with force run.
Fix sollution : increase the effectivness of imp force speed to +25 to make it even with a doc buff and make it mitigate thyroid rupture, warcry and low blow.
Fix sollutions - either lower the force cost on force armor again, or remove the skill and replace it with +40 inate jedi armor in the force protection tree. or give it an inate armor break reduction along the lines of 50% at x-4-x-x and 75% at m.enhancer
Fix sollution - either increase the effectivness of the resists to the level of x-x-x-4 defender or change the tree to be a mezz tree, considering thats what enhancers role was in the upgrade chart. Adding a skill along the lines of disarming shot at x-x-2-x with imp at x-x-3-x and adv at master, along with stasis at x-x-4-x and imp stasis at master enhancer.
Fix sollution - Make channel and meditate skills gained with the padawan box, and put imp channel at x-x-x-2 and imp meditate at x-x-x-4, imp channel would use less ham to get more force, imp meditate would have a x9 regen.
fix sollution - increase the amount of force drained each time used.
Fix sollution - Either lower the jedi heal timer to 3 seconds, alow us to use imp and adv forceheal at different timers or add a skill similar to bacta jab at 4-x-x-x healer with a lower mind and force cost for a 1000 point heal.
Fix sollution - Keep the wound heal in the line, add a jedi version of thyroid rupture/warcry/lowblow at x-2-x-x with imp at x-4-x-x and a snare at x-3-x-x slightly more powerful than x-x-x-2 enhancer.
Fix sullution : Make force shock lower the targets overall defences by 50% for the duration (not inate armor), and make force sap again -50% to both mind and action regen and last 1 minute for 10% mind, 3% action, 150 force for the improved one.
Fix sollution : change these to heal post cu combat medic and other debuffs, roots, snares and so on. add state recoveries to the jedi padawan box, its unbalanced to have all other proffessions get these as natural parts of their templates.
Fix sollutions - increase the effectivness of bleeds to be equal to force infusion and bacta infusion to work as a counter to these skills, make blind a % reduction to accuracy rather than a set number, -80 accuracy to someone with 300+ does not do much a say 50% reduction to accuracy for the duration of the state and make the state have a cooldown of 50% of the time it sticks that the target cant be blinded again. Give saber body hit a 15% chance to strike a critical hit.
Fix sollutions - move armor break to the tech line of sabers so that dabblers have to chose between armor break and pwoerhit /headhit , not get the 2 best attacks from the proffession without spending half the sp to master. x-4-x-1 is atm as effective as master. Replace armor break with saber swipe, and make dizzy lower combat speed by 20 points at x-2-x-x sabers and 40 points at x-4-x-x sabers. Give headhit the same 15% change to strike a critical strike.
Fix sollutions - slightly increase the damage on saber spin attack, make stun actually stop action regen as it was intended to do, and then have the same cooldown on it as with blind, and dizzy. Give saber leghit the same 15% chance to be a critical hit.
Fix sollutions - Give saber sweep a higher damage potential, and put imp saber swipe at x-x-x-4 sabers and make it a short range area KD like the sweep attack at x-x-x-4 brawler. Put back the KD with imp saber throw. Put armor break in x-x-x-2 and imp armor break at x-x-x-4 tech. add basic force valor at x-x-x-2 and imp valor at x-x-x-4
Make pearls and crystals count as 20% of the total stats, only 1 used pr saber along with a color crystal that adds no mods change the saber schematic to use :
1 damage crystal or pearl, (can add up to 120 damage and -0.3 speed, -9 force cost, -9 special attack cost, +15 accuracy.
- Special attack cost : 60
- Force cost 45
- Damage 700 minimum damage, 900 maximum damage
- Speed 1.5 crafted hard cap
- Special attack cost : 80
- Force cost : 50
- Damage 800 minimum 1100 maximum
- Speed : 2.3 crafted cap
- Special attack cost : 70
- Force cost : 48
- Damage 700 minumum 1000 maximum
- Speed 2.15 crafted cap
Fix sollution : add a wielder necklace that can add up to +75 force damage, +50 force accuracy if crafted at master powers, make channeling crystals drop off high end fs mobs that can give up to +200 points of damage, or duration bonuses.
Force focus : lets the wielder target 1 specific target rather than area or cone, basic focus at novice wielder lasts for 30 seconds.
x-4-x-x powers : if states are fixed so they work like earlier outlined mind blast is worth it, and keep cloak working as it currently is.
Fix sollution : increase the ham reduction on force weaken to go with the force damage modifier of the wielder to have a max ham reduction of 700. change intimidate to be 50% damage reduction for 1 minute, with a lower force cost.
Fix sollution : remove the zip bar from force strike and increase its damage potential, make force throw be an area disarming effect (2 - 4 second daze) the force focus skill outlined at novice would help the area issue with KD.
Fix sollution - make dominate mind more effective vs all mobs, the defender is the tank and so should be able to easily hold aggro even with 3 riflemen spamming snipershot.
x-4-x-x - inate armor bonuses working as intended - the ranged defence is useless due to the fact that currently it applies only if holding a ranged weapon,
Fixes - remove the ranged defence, and add more melee defence along the lines of what is gained in the x-x-4-4 lines of defender, keep the inate armor bonuses.
Add a skill that temporarily decreases aggro on a single group member.
x-x-4-x - working just fine no fixes needed
x-x-x-4 -
Fix suggestion : Currently holds force valor, which should be moved to lightsaber techniques and get the damage reduction its supposed to have. add a skill that makes the defender invulnerable to all damage for 15 seconds while he still holds aggro.
fix sollutions - remove the force regen debuff on use of regain conciousness, make for run work as outlined in the fixes for 4-x-x-x enhancer, increase the accuracy and chance to stick stasis. The /duel issue is not fixable in the current game mechanics short of not alowing duels among same faction players while already in combat.
Fix sollutions : Lower the force cost on totalheal to the level of adv force heal and cap it at that point, add a force heal efficiancy modifier that lets m.healers heal for less cost, add imp area heal and imp area infusion to the master box and add a force rez ability.
Fix sollutions : increase the to hit and accuracy modifier on saber specials. Fix the saber speed bug, as a master lightaber with +25 to 1 hand saber speed and +13 general melee speed with imp force speed my bodyhit/leghit/headhit combos even when chained with saberhit are 2 seconds apart, a master with force speed 2 and tapes should hit once every second.
Add a single target critical hit to master lightsaber with a 75% change of scoring a critical. Add a second version of armor break at master that does a 50% armor reduction regardless of slices. Change adv saber throw to once again be a cone KD and let masters chose what skill to use imp or adv. Increase saberblock to +15 at master rather than +5.
Fix sollutions : lower the current cost of force powers, and make the action cost 2 - 3 % on lightning and 5% on choke, the majority of powers cost should be force, not action or mind!.
Add imp force wielder necklace at master with a bonus of +75 to force damage and +50 to force accuracy (with loot channeling crystals)
Decrease the cooldown timer on force choke, and add a "drain life skill" along the lines of drain 500 health from a target and heal yourself for 750 at master powers to decrease the need for healer, keep drain life on a 6 second timer.
Fix sollutions : add an area dominate mind to the master box, along with imp force invulnerability less force cost 25 second duration, the defender unable to attack while it lasts. Remove the snare from avoid incap but keep the force cost where it currently is.
Make crystals and pearls questable, the nightsister stronghold, singing mountain clain fortress and the force crystal hunters cave would be ideal for this purpose.
Ok if there is anything you have a problem with (bounty hunters and jedi haters excluded) go ahead and post it.
Message Edited by Pday on 11-02-2005 12:16 PM
A lot of good stuff here, you bring up a lot of good points. There are other fixes to the stuff but they are all along the same lines as whyat you have said.
Good work you can tell you put a lot of time and thought into this
Pday wrote:
Force powers
x-x-4-x powers : currently weaken the ham reduction on weaken is easily countered by food or spices or a novice doctor nutrient injection and intimidate is to little for to much.
As a Master Powers I'd humbly suggest having Force Weaken act in the same respect as Armor Break from the Lightsaber line; however, instead of breaking armor have weaken break force defenses. IF this were done it would significantly increase the survivability of all non-LS Powers Jedi when battling the Aura situation and thus bring them up more in line with becoming a viable alternative to lightsabers in damage. Wielder vs. non-Jedi isn't a problem (outside of lower dps due to zip bars and TK innate armor mitigating our damage [bug]) though Wielder vs. Jedi is a pain when the opponent has 85% to Force Defenses which cannot be broken. Under the proposed FRS system when it comes out will pit Jedi in 1 vs. 1 fights to which those who cannot be defense broken (armor and/or force) will always win.
Aside from the above suggestion all your other ideas are great and should be something the developers reference when reviewing what can be done to address the current problems with the Jedi profession.