Jedi Archive

Thread: jedi inbalances, fixes and non working skills

Pday
Thu Nov 03, 2005 1:15 am
#1


Summary of broken, unbalanced, or otherwise borked jedi skills. Now This is not a flamepost, its just a listing of skills that are currently bugged, redundant or unbalanced one way or another or needs changing


Enhancer -

4-x-x-x - Force run currently negated by snare , even for the higher level ones, in addtion while snared on FR2 you still suffer damage reduction and have to turn of imp force run and then toggle it back on when the snare runs out costing 175 force for imp force run and 480 force for adv force run.


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.

Force speed - is totally negated by thyroid rupture and less effective than a doctor imp adrenal buff

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.


x-4-x-x enhancer -

Force armor is still not an effective defensive tool in 1 on 1 fighting, the person with force armor will almost always lose vs someone with inate armor due to the force cost on force armor, in a 1 on 1 i can always tell who will win, the person who do not have force armor on.


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


x-x-4-x enhancer -

The resists are non working or have such low base effectivness that they appear not to work. The defender line of x-x-x-4 is alot more effective than this one line despite having no force cost and it also includes force valor which is +25% block at x-x-x-4.


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.

x-x-x-4 enhancer -


Channel is atm more effective than meditate, its just more time efficiant to channel down to around 1000 health and let it regen rather than meditate. Meditate is not worthy of a tier 4 box placement the regen when using it isnt really worth it, since it still takes 10 minutes or more to regen from empty to full force, while it takes around 4 minutes using channel force.


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.

Drain force - currently its more or less useless, and its the only counter enhancer has vs defender,
fix sollution - increase the amount of force drained each time used.


Healer -


4-x-x-x healer - is currently about 30% of the effectivness of someone with 2-0-0-0 doctor using snow cake, +25 heal eff clothing and a med droid, which can also attack back and can be healed with bacta. Its currently possible for the person with the above equipment and doctor skills to heal for around 1800 with bacta shot every 2 - 3 seconds and in addition heal for around 1000 with bacta jab for a total heal of 4600 in 6 seconds compared to jedi with 1500 at every 6 seconds, the current doc heals are stronger than the "overpowered" jedi heals that got nerfed.


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.


x-4-x-x healer - needs some attention since this line is pretty much useless since the removal of battle fatigue from the game, the wound heals are nice, but the acumulation of wounds is so slow now compared to pre cu that the wound heal is not really needed. Add to it that 5 out of 10 non jedi have atleast novice doctor and wound heal is a waste of sp, force extinguish is not really needed since fire damage is rare now and in most cases water is nearby.


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.


x-x-4-x healer - force shock is virtually a useless skill considering that states tend to land 9 out of 10 times on non defenders anyway, along with the miss to hit ration on the skill its a waste of force in most cases, force sap -35% action regen, -25% mind regen is less effective than combat medic traumatize and hemorage and has a mind cost on it that in most cases leave the user at lower mind than the target if its used repeatedly.


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.


x-x-x-4 healer - bleed heals, poison and desease heals are not really needed in the post cu combat system due to the state of bleeds, poisons and deseases, keep the bleed heal in (for the changes im thinking for the lightsaber proffession.)


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.


Lightsaber 4-x-x-x (in this proffession there are no real changes that needs to be made just improvements of current skills)


1 hand lightsaber -
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.


2 handed lightsaber -
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.

Double bladed lightsaber -


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.


Saber techniques -
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


Pearl/crystal sollution -
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.


1 color crystal , (generates the blade color)


1 diatium power cell - basic schematic granted at novice lightsaber, imp power cell at x-x-x-3 sabers adv power cell at master lightsaber 2 lines of experimentation - efficiancy and speed (can lower sac by a max of -25 or increase speed by 0.7 or a combo of the 2.


1 power field conductor - 1 line of experimentation - accuracy basic schem gained at novice sabers, imp at x-x-x-3 sabers and adv at master lightsaber. can add up to 60 accuracy (crafted) and 90 (looted off force sensitive npc's)


1 Power vortex ring - 2 lines of experimentation - damage and speed - basic at novice sabers, imp at x-x-x-3 sabers, adv at master can add up to 80 damage, or subtract 0.7 speed or a combo of the 2. (looted can go higher)


1 inert power insulator - 2 lines of experimentation effeciancy and speed basic schem at novice sabers, imp at x-x-x-3 sabers adv at master sabers. can subtract either -10 special attack cost or -0.3 speed or a combo of the 2. (looted can go higher)


1 energy gate - 2 lines of experimentation - damage and efficiancy can add up to 50 damage or -15 sac or a combo of the 2. looted can go higher.

Saber final assembly :


1 hand caps :
- Special attack cost : 60
- Force cost 45
- Damage 700 minimum damage, 900 maximum damage
- Speed 1.5 crafted hard cap


2 hand caps :
- Special attack cost : 80
- Force cost : 50
- Damage 800 minimum 1100 maximum
- Speed : 2.3 crafted cap


doubleblade caps :
- Special attack cost : 70
- Force cost : 48
- Damage 700 minumum 1000 maximum
- Speed 2.15 crafted cap

These are the hard caps for each stat, its not possible to go over these stats.


Force powers

Novice powers :
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.


4-x-x-x : the zip bars roots the powers user for the duration, and makes almost impossible to use the "bread and butter" of powers effectivly in 1 on 1 and in group combat.


Fix sollution : Remove the zip bars on the imp versions of force lightning


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.


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.


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.


x-x-x-4 powers : with states not working properly, the KD being cone at x-x-x-4 and also an aggro magnet it makes it hard to survive as a wielder, force throw is a skill thats never used due to its low damage, and non working state. strike has the same zip bar that makes powers non viable,
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.


Defender :


4-x-x-x - working as intended, dominate mind however somewhat non effective.


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.


Master box fixes :


M.enhancer : The force regen reduction currently makes the self rez unwanted among master enhancers due to the fact that they end up gimping themselves if they use it. Adv force run is negated by low level snares, stasis has a high ratio of miss or resisted by target, people are dueling friends to break stasis.


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.


Master healer : Totalheal is a force and mind hog. and the rewards for mastering healer is currently not there.


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.


Master lightsaber : Currently as a m.lightsaber with +25 to both 1 hand saber accuracy and general melee accuracy and using +70 melee accuracy crispic i miss 1 out of 3 hits vs lvl80 double elite player not using cob, duelist stance or aura, powerattack has an even higher miss ration even as high as 1 out of 2,


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.


Master force wielder : Currently wielder is a slow, self rooting force hog, with higher special attack costs than saber.


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.


Master force defender : Avoid incapacitation is currently almost uselss, and there is no need to master defender since you pretty much get the best from 4-4-4-0


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.

General jedi fixes :


Add +25 inate jedi armor to each masterbox except defender and a total of +100 melee/ranged defence sprinkled in each jedi discipline
Make crystals and pearls questable, the nightsister stronghold, singing mountain clain fortress and the force crystal hunters cave would be ideal for this purpose.


Put saber TEF back in for NPC city's only, along the lines of Theed, coronet, the mining outpost, aggro, in short all city's with a starport.


Make the saber unequip itself when not in combat and equip itself automatically when combat is initiated by a toggle the jedi can either turn this on or off.


Make the bh tef not inatiable in NPC city's to prevent jedi from having to run "visible macros" only to have a chance to survive the alpha strike.


Add jedi specific attacks to bounty hunter, to help them adjust to the jedi changes.


Remove jedi from the GCW to shut the GCW forum "kings" up once and for all.


Add a 50% force regen debuff for jedi if killed under a saber TEF.


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



Iadao

4-4-4-4 Sick inhumane S.O.B

GCW forum motto : Lets all go beat some more DEAD HORSES

yeah it's only a game, but the time and money I invested in it are certainly F'ing REAL.

ReinerdOne
Thu Nov 03, 2005 1:33 am
#2

I agree with about 80% of your idea's, but you know what? they wont fix this crap because their new method of limiting jedi is by making it a gimped profession.



Reinerd
Dark Side Adept
Imperial Colonel



Vendor : -862 3045, dant, Rein's Loot & Rewards
Alvantes
Thu Nov 03, 2005 1:34 am
#3

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





Alvantes Tyrrant


Leader of Rogue Battalion


A Little -RgB- Fact


Veustuh
Thu Nov 03, 2005 1:54 am
#4






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.





Veustuh - Rifleman/Carbineer
Geno - Old School MD/MCM
Hunter'a - Dark Force Wielder
Kardo - Smuggler Extrodinare - Retired

"Stop trolling
your post has no merit and is just plain trolling"
Garva

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