Jedi Archive
Thread: A few proposed changes
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Fist_Silvervein
Fri Sep 02, 2005 5:30 am
#1
Alright, well instead of getting angry, whining and flaming I've decided to make a little post on a few alterations that I believe are fair and will help jedi while keeping them balanced
There are just ideas and suggestions, please feel free to point out any flaws you see in what I am putting forward.
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Issue #1 (And my main issue)
Crystal/Pearl quality drops.
We all know how easy Krayts are now, with the bug in artificial intelligence that makes them run your route and not at you, its more than easy for a rifleman to kite and also easy for a Jedi Defender to tank.
Due to this, it should be obvious that the Devs are right in how they cannont simply just lower the level needed for Premiums as everyone will just farm Krayts again and putting them on a low spawn rate or drop rate will just anger people and is boring as hell.
The first problem that happened when the CU hit was people soloing/duoing high level Dark Jedi Masters and getting easy loot through farming, if this was repeated there would be crystals everywhere so just raising level is clearly not enough to force this into a group situation
An Ancient Krayt is level 90 or so. Now a level 90 hits HARD, even if you are a Jedi Master Defender. Krayts also already have a descent HAM and are <<Boss>> mobs, a large (And I mean LARGE) increase in their HAM however would make it so a full group would be required to assist the tank as they would run out of mind/force without backup or extra damage, an organised group with healers/tanks/etc...
The Ancient would also have to have its Area attack removed as this would make it impossible to assist the tank in Melee damage and so only Ranged professions and healers would be wanted in a takedown group.
As it is right now, 2 jedi can take out anything in the game. The only encounter that REALLY needs more than 2 jedi is the DWB (unless you have cloak ofcourse).
The game requires more full group encounters and this is the perfect oppertunity to add some! Dark Jedi Masters can have their HAM increased 10x, meaning no pair of jedi would be able to take it out due to force restrictions.
All level 90 crystal/pearl dropping mobs should have their HAM increased alot (Axkva too, after all she is the QUEEN of the nightsisters...shouldnt she actually be hard? would be nice if she was boosted to level 90 or so too). Their damage is already amasing and difficult to keep up with without a dedicated healer or two and prolongued fights is what a group will be needed for.
This change will require Premiums being dropped at a lower level (90) and maybe Qualities at 85 (Changing the Giant Canyons/Dark Jedi Knights to 85 and increasing their HAM)
This change would give the higher level people content, they can collect in groups and go fight Krayts, Dark Jedi Masters, Necrosis (with an upped HAM would be much more of an actual challange)
Increasing the level of a creature doesnt work, this was proved with level 263 DJMs that killed anyone in one hit. This only allows the content to a Jedi Master Defender, which is wrong.
Increasing the HAM means a tank needs support to take down a mob before their Mind/Force is depleeted, they just cannot complete the fight without a good group.
These improved mobs should have a higher change of dropping the descent items. (After all a Dark Jedi Master wouldnt get far if he didnt have a crystal, and an Ancient Krayt is going to have collected a Pearl or two in its belly after such a long lifetime)
I think these combined changes would increase endgame content and allow jedi their crystals/pearls without destroying the economy.
A few other issues would need to be tackled with this however. Firstly make a Krayt run at burstrun speed, stopping kiting (This is far simpler change than fixing all the AI and can be repaired at a later date)
Secondly all of these high end mobs would require the removal of their repetative AoE attacks, as this would just remove the content from high damage Melee templates.
The problem with making jedi 'uber' with a higher damage saber is nolonger an issue, I believe their is too much of an old view on jedi as they are nolonger as powerful as they once were. With the healing timers changed we are far less effective than healing professions....so why not allow us to get a proper weapon so we can start to balance?
- Added content and the return of the desired Pearls/Crystals while keeping them RARE -
(And before anyone asks, I am a Post CU jedi with a 500DPS saber, yes I do want these returned but not handed to me on a silver plate. I will earn them like the old jedi did)
I am not experienced in the alteration of game coding, but I dont think these changes would be too difficult to implement. I guess the main problem would be the time it takes for Lucasarts to allow SoE to add it into the game.
Ok, so Issue #2
Jedi Healers
Now, I have never been more than 4040 in healing, but I can see quite clearly that it needs fixing badly. Healers need some <3
Branch 1 is extremely useful. 1500 heals, the forcecost is alright, and the mind cost is not too bad (if a little too high considering we are more limited by an extra forcebar)
Branch 2 is not so useful, wound heals and fire extinguish, altho needed alot of the time, wound healing is not a combat ability and the taking of it makes many players feel they have wasted valuable combat skills. And fire extinguish...well considering the tiny damage fire does, and only CMs/Commandos do it, its not a worthwhile skill
Branch 3 is a good branch, Force Sap is desired and useful in many encounters.
Branch 4 could use a little tweaking. The abilities are useful but not useful enough to become desired in a template
Master Healer box - Poor skill and broken skill (Enough said)
So, the alterations
Branch 1 - is fine, no changes nessecary
Branch 2 - Add 5-10 minute combat buffs. 10% Action regen(Tier 1),10% Max Health (Tier 2), 10% Mind regeneration (Tier 3) and Force regeneration ((To prevent overpowering, this would change the regen to that of the current''Force Meditate'' while standing/fighting etc... so the change would not be excessive, but would be desired)) (Tier 4)
Branch 3 - Keep force Sap, change Force Shock to a combat speed debuff. -10 combat speed for Shock. -20 for Adv. Shock. Debuff lasts 1:00 min
Branch 4 - Move Wound healing and Fire extinguish to this branch. The rest can be kept the same with low force/mind costs. (Well non-jedi get self versions for free)
Master Healer - 'Master Force Heal' Heals for 2000. 6 second timer, same costs as 1500 heal - 'Force Revive' Combat ressurection. Brings target back from the dead with 50% life, 25% action, 25% mind (and 1000 force if applicable). Costs 1000 force so it cannot be 'spammed' and there is no 'net force gain' in a battle
Issue 3#
Lightsaber Skill Tree
This tree is all fine up to the final box. Lightsaber Master
Dervish is not much of a Master Lightsaber move. It is just 'Spin attack'. It has no special features of any kind, a high cost and not a particularly high damage. This should be called ''Advanced Spin attack'' and replace ''Improved Spin attack''
So what would make this box more desirable?
I propose that a Lightsaber Master (The supposed best lightsaber warriors around) receive a self buff called 'Focus'. Costing around 400 force. This buff increases the Melee Accuracy of the jedi by 200 and increases their damage by 10% for 2minutes.
This gives a proper Master of lightsabers an edge over the generic 0404 lightsaberist in battle. They do more damage, and hit more often as a true Master should.
Saber throw should also become the equivalent to ''Force Knockdown'' - First is a knockdown, second is a cone and third the saber spins around the jedi, damaging and knocking down all opponents within 10-15m
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And finally Issue 4#
Force Wielders a.k.a Powers Skill Tree
Due to the range advantage, I feel powers is fine being slightly less damaging than sabers (and they require no pearls to get their damage)
The only change I feel should be implemented is to Force Choke. The target should be rooted for this effect and recieve the usual DoT. a 30second root is enough and gives it more of a ''Choke'' feel
This would justifynot upping the damage on choke, and be more of a useful tool for a Powers jedi (who's main advantage is not being toe-to-toe with vicious enemies). It may however require a slight change in the cost of Force Choke.
Any opinions on my suggestions?
Thanks for reading
Kahlb Merkor (And please refer to me as Kahlb, not ''Fist_Silvervein'' as I hate my forum name
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Fist_Silvervein
Fri Sep 02, 2005 8:18 am
#2
(Sorry to /bump this so soon, just hoping to hear a few opinions before I leave on holiday tomorrow)
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