Jedi Archive
Thread: List of Jedi issues
Baciacca wrote:
Hold on to these thoughts guys. We will get a new list going after Beta is over. Until then its a waste of time. Devs are not looking to make any fixes to live until then. I will get the new threads going just as beta is wraping up.
Wouldnt it make more sense to do the top ten list and present it to the devs before they finish testing. That way they can get right on fixing all the bugs as soon as the beta is over(that made me laugh so hard its only been 5 months since they took out the FRS). But given they havent done anything about the pearls and crystal drops, how pathetic lightsabers are compaired to regular weapons, that the force is a hinderence its only Jedi that have to stop half way through a dungeon to regen their force bar while combat proffessions are out damaging us and doc proffs out healing us and tanks are out tanking us. Yet they can keep doing it indefinetly while we cant even swing a saber after a while. But because of the Beta they havent been able to fix these or any other pathetic jedi nerfs in this game for the last 5 months?
Message Edited by Darius501 on 10-10-2005 12:38 PM
Message Edited by Darius501 on 10-10-2005 01:01 PM
Message Edited by Darius501 on 10-11-2005 02:35 PM
UnknownX11 wrote:
You forgot the retarded healing delay and action/mind cost on sabers/healing.
theres supposed to be a action/mind cost on force healing
Grev,
While I might agree having a action and force drain per hit or a mind and force drain per heal to be excessive I wouldnt consider it a broken issue. More of just another bad idea that should be reconsidered.
- Dervish is pointless, just another area attack. Need more of a reason to go MLS, upgrading Dervish would be a good start.
- What's the point in body, leg, and head hits if there is only one targetable pool? You only need either body, leg, or head hit, combined with saber hit you have a higher DPS and use less force than rotating between all three.
- (Not a Jedi issue, general issue) Zipbar interrupts even if you are not moving (synch issue).
- Average damage on a perfect LS is far beneath standard weapons, eg: I do more damage with melee hit using a one handed sword with the general melee accuracy/speed bonus from MLS than I do with a lightsaber at MLS with saber hit.
- Master Healers healing capliabilities is far beneath a Master Doctor or Master Combat Medic.
- States are not as useful as they sould be, since everyone can heal states there is no reason not to make these severely hinder a persons combat capliabilities.
- Force Wielder has more issues than it's worth mentioning. Just revamp the entire dicipline.
- Jedi are unable to negate the effects of armorbreak.
- Jedi are unable to powerup their lightsaber (Lightsabers being far beneath the quality of regular weapons make this even worse).
I could go on all day, but these are just from the top of my head.
Cloak is bugged and sometimes you are stuck cloaked even after attacking.
FR is bugged, sometimes you end up with it on full time but there is no damage mitigation.
Jedi are the only class to have to buy defenses separately, a very poor decision to commit only one class to it. It should be all or none.
Jedi isn't a single class, it's like rolling all the ranged weapon types into one and calling them one class, then adding medic. Another poor design decision.
I believe that if your opponent is unarmored on his leg, body, or head - those hits do more damage to those regions.... of course - with the armor/weapon/clothing visual bug you can't always tell what they're wearing or what weapon they're using anyway!!
Mistwaver wrote:
- What's the point in body, leg, and head hits if there is only one targetable pool? You only need either body, leg, or head hit, combined with saber hit you have a higher DPS and use less force than rotating between all three.
Baciacca,
This post is not about anything other than 1 jedi wishing to get a full grasp of what is truely wrong with our profession in the way of bugs whether those issues pretain to just jedi or beyond jedi (like the knockdown recovery issue). It will help me be a better jedi when I know what not to waste my time working to improve on or use in a fight situation (good example of this is I recently gave up the bleed attack due to the fact the state is horribly weak).
I am also using this post to get a feel for those issues which, while not bugs and which might even be intended, but are precieved as a issue for the jedi community. You can't really begin to fix problems unless you know to what depth they reach.
Baciacca wrote:
Hold on to these thoughts guys. We will get a new list going after Beta is over. Until then its a waste of time. Devs are not looking to make any fixes to live until then. I will get the new threads going just as beta is wraping up.
Wouldnt it make more sense to do the top ten list and present it to the devs before they finish testing. That way they can get right on fixing all the bugs as soon as the beta is over(that made me laugh so hard its only been 5 months since they took out the FRS). But given they havent done anything about the pearls and crystal drops, how pathetic lightsabers are compaired to regular weapons, that the force is a hinderence its only Jedi that have to stop half way through a dungeon to regen their force bar while combat proffessions are out damaging us and doc proffs out healing us and tanks are out tanking us. Yet they can keep doing it indefinetly while we cant even swing a saber after a while. But because of the Beta they havent been able to fix these or any other pathetic jedi nerfs in this game for the last 5 months?
my worry is the time difference between beta completing and the product being released.
Thats less time than Ive had holidays this year.
Bugs are going to be fixed in this period, risking more bugs, risking delaying the release?
hmm.