Jedi Archive
Thread: Some ideas to improve jedi as they are now.
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larryburns
Sun Oct 23, 2005 7:18 am
#1
So overall this is what I propose :
1. forcepool changed to be like any other pool (action etc) (costs are in percents and change the max force skill to percents aka max force ca's 1-15% extra force making it 115% force etc)
2. meditate/channel changed to force enhancementbuffs/hp buffs@ cost of force
3. Enhancer force run without damage reduction
4. force powers modified so to the above force pool change
5. Defender AI removes all HP/mind/action, and allows regen capping at 1hp, 100% mind, 100% action, but has no snare and gives a large damage bonus.
6. Lightsaber specials cost only mind and action.
7. heals cost force and a slight amount of mind.
1. currently what has been happening in most duels is people are lasting a long time with food/drugs etc, but jedi can't last all that long due to the force pool. This makes it really a time game for who can regen faster and it's usually not the jedi.
2. if the forcepool is changed then these two skills can be changed to accomadate it. Enhancer being what I suppose is a crowd control/buffer.
3. I know what happened pre-cu with all the kiting and what not, but with our current snare changes, combat range (5m) etc. It wouldn't really hurt anyone.
4. obviously so the force users don't flip out and die because one special took force from 100% to 0%
5. This is kinda like the ultimate "last stand" type skill right? so making it with this type of damage bonus at the cost of life or near the very end, would make it kinda the last hoorah suicidal rage type skill.
6. currently this is the jedi's biggest downside. With sabers costing force a jedi loses more then they gain and in 1v1 since pre-cu it's always been a game of outlasting the jedi's force pool.
7. Heals for our profession are fine save the mind costs maybe lowering them slightly to 3-4% less then are to give jedi a little more of an edge.
Thats about it
Please discuss your opinion. no flaming please, but constructive criticism is appreciated
.
1. forcepool changed to be like any other pool (action etc) (costs are in percents and change the max force skill to percents aka max force ca's 1-15% extra force making it 115% force etc)
2. meditate/channel changed to force enhancementbuffs/hp buffs@ cost of force
3. Enhancer force run without damage reduction
4. force powers modified so to the above force pool change
5. Defender AI removes all HP/mind/action, and allows regen capping at 1hp, 100% mind, 100% action, but has no snare and gives a large damage bonus.
6. Lightsaber specials cost only mind and action.
7. heals cost force and a slight amount of mind.
1. currently what has been happening in most duels is people are lasting a long time with food/drugs etc, but jedi can't last all that long due to the force pool. This makes it really a time game for who can regen faster and it's usually not the jedi.
2. if the forcepool is changed then these two skills can be changed to accomadate it. Enhancer being what I suppose is a crowd control/buffer.
3. I know what happened pre-cu with all the kiting and what not, but with our current snare changes, combat range (5m) etc. It wouldn't really hurt anyone.
4. obviously so the force users don't flip out and die because one special took force from 100% to 0%
5. This is kinda like the ultimate "last stand" type skill right? so making it with this type of damage bonus at the cost of life or near the very end, would make it kinda the last hoorah suicidal rage type skill.
6. currently this is the jedi's biggest downside. With sabers costing force a jedi loses more then they gain and in 1v1 since pre-cu it's always been a game of outlasting the jedi's force pool.
7. Heals for our profession are fine save the mind costs maybe lowering them slightly to 3-4% less then are to give jedi a little more of an edge.
Thats about it
Message Edited by larryburns on 10-23-2005 10:24 AM
TraceAntilles
Sun Oct 23, 2005 7:28 am
#3
This is a nice idea, but I can't believe SOE would ever enhance Jedi. To be honest Jedi are huntable in the Canon, they died left and right in the Clone wars and it follows that they should be killable here in SWG. The more powerful Jedi's were always working in the background, they never stood and fought it out. Poor Qui-Gon and Obi-Wan took off on Force Run fighting the Destroyers. Yoda basically took off after losing to Palpatine. And lets not forget Obi-Wan as an old man, who was always on the run and in hiding. This game doesn't promote grouping like it should, so the BH is left with either being strong enough to do the job of two players or just being a useless profession. What do ya want? What do ya expect?
larryburns
Sun Oct 23, 2005 7:39 am
#4
I always believed that in the movies, at least the new ones, it took quite a few people to take down jedi on order 66. Palpatine vs Yoda was a powers/enhancer fight, and palpatine did breach and lightning for the win. Fact is this change will not greatly affect jedi's power, but instead increase jedi survivability. This is due to the fact that most fights now can be bypassed by pool regen foods etc, and jedi don't have good regen on their forcepool. Thus the bh's who are specifically designed to outlast ones forcepool and not their mind or action.
Message Edited by larryburns on 10-23-2005 10:40 AM
Daisame
Sun Oct 23, 2005 7:47 am
#5
TraceAntilles wrote:
This is a nice idea, but I can't believe SOE would ever enhance Jedi. To be honest Jedi are huntable in the Canon, they died left and right in the Clone wars and it follows that they should be killable here in SWG. The more powerful Jedi's were always working in the background, they never stood and fought it out. Poor Qui-Gon and Obi-Wan took off on Force Run fighting the Destroyers. Yoda basically took off after losing to Palpatine. And lets not forget Obi-Wan as an old man, who was always on the run and in hiding. This game doesn't promote grouping like it should, so the BH is left with either being strong enough to do the job of two players or just being a useless profession. What do ya want? What do ya expect?
There is a flaw with your analogy. The movies did not have characters cloning every day when they died. They did not kill off major characters every 20 minutes bacuase it is hard to become attached to a new character so often. In the game, we play in an action packed environment, and people like ot push the limits, sometimes they die. People don't play games where they die and have to start over, theyplay games where they can go back to the last save or in SWG case, clone and try again. This gives the illusion of being an "unstoppable action hero". The most powerful of architypes are always portrayed as being behind the scense manipulating others. It's a common scene in storytelling.
larryburns
Sun Oct 23, 2005 7:48 am
#6
Daisame wrote:
TraceAntilles wrote:
This is a nice idea, but I can't believe SOE would ever enhance Jedi. To be honest Jedi are huntable in the Canon, they died left and right in the Clone wars and it follows that they should be killable here in SWG. The more powerful Jedi's were always working in the background, they never stood and fought it out. Poor Qui-Gon and Obi-Wan took off on Force Run fighting the Destroyers. Yoda basically took off after losing to Palpatine. And lets not forget Obi-Wan as an old man, who was always on the run and in hiding. This game doesn't promote grouping like it should, so the BH is left with either being strong enough to do the job of two players or just being a useless profession. What do ya want? What do ya expect?
There is a flaw with your analogy. The movies did not have characters cloning every day when they died. They did not kill off major characters every 20 minutes bacuase it is hard to become attached to a new character so often. In the game, we play in an action packed environment, and people like ot push the limits, sometimes they die. People don't play games where they die and have to start over, they play games where they can go back to the last save or in SWG case, clone and try again. This gives the illusion of being an "unstoppable action hero". The most powerful of architypes are always portrayed as being behind the scense manipulating others. It's a common scene in storytelling.
Exactly therefore wouldn't it be better if both the hunter and the jedi had an equal oppertunity to kill one another considering that it is forced pvp on the jedi? This also goes with pvp and duel etc. I think that instead of asking to nerf others we should seek to improve ourselves. Everyone who is a character pays the same money that we do.
Message Edited by larryburns on 10-23-2005 10:51 AM
larryburns
Sun Oct 23, 2005 8:12 am
#7
TraceAntilles wrote:This is a nice idea, but I can't believe SOE would ever enhance Jedi. To be honest Jedi are huntable in the Canon, they died left and right in the Clone wars and it follows that they should be killable here in SWG. The more powerful Jedi's were always working in the background, they never stood and fought it out. Poor Qui-Gon and Obi-Wan took off on Force Run fighting the Destroyers. Yoda basically took off after losing to Palpatine. And lets not forget Obi-Wan as an old man, who was always on the run and in hiding. This game doesn't promote grouping like it should, so the BH is left with either being strong enough to do the job of two players or just being a useless profession. What do ya want? What do ya expect?
I expect that the jedi should be at least on par to the bh. I've seen so many things happen recently that literally a bh/carbineer/4000 cm can take down jedi in only a short few hits. I expect that it should be a decent balanced fight. Since the game is currently based on who ever regens pools faster stays alive and who has the better gun etc, I think it is save to say that jedi can get that fourth pool (force) to be just like action and mind in order to bring us up to 1X normal standard.
As for the other changes, defender avoid incap is a last stand move. The health regen can cap at 1hp meaning for 3 minutes they can stay alive, but after that they are dead. It is a move used to say "ok I'm probably gonna die so I'm gonna take as much with me as I can" type move.
barqs
Sun Oct 23, 2005 8:54 am
#8
This is a great Idea. I came across another really good idea corbantis forum. This is what easternstorm had to say:
ok here is what i sugest this should make bh and jedi both happy i hope prolly get flamed but its my 1st post so oh well... i sugest soe bring back the knight trials guardian trials sentinal trials and master trials but what do you gain from these really well i sugest that when a paddy does a knight trial and completes it 2 bh should be allowed to group on the jedi mission and when a jedi does the guardian trials and completes it 3 bh should be able to hunt them and 4 for sentinal and 5 for master the jedi tho for each trial completed skillpoint cost for abilitys drop by 1 and force cost for abilities lighten some now between each trial there should be a cool down timer and have so many skill points already in jedi so say this is a guess but 1month for knight trials after paddy 3months for guardian 6months for sentinal and 1year for master this would slow down the rush for power and give them time to get use to jedi and determine if they have a chance against the amount of bh that can hunt them at 1 time per trial completion that way there is the disclaimer in place so no room to whine you got ganked by bh iveapproached several bh andjediabout this and got positive feedback about the idea prolly wont here but it was worth a shot hope you like my 1st post sorry if you dont thank you for reading this
signed
Easternstorm
This can coincide with my idea that a jedi should be able to go beyond cl 80.
Nerfs never improve anything. If you take away from something it will always lack content unless you replace what you take away with something better. DEVS STOP NERFING SWG! DEVS START ADDING BETTER CONTENT! DEVS FIX THE BUGGED MODS!
larryburns
Sun Oct 23, 2005 10:20 am
#9
barqs wrote:
This is a great Idea. I came across another really good idea corbantis forum. This is what easternstorm had to say:
ok here is what i sugest this should make bh and jedi both happy i hope prolly get flamed but its my 1st post so oh well... i sugest soe bring back the knight trials guardian trials sentinal trials and master trials but what do you gain from these really well i sugest that when a paddy does a knight trial and completes it 2 bh should be allowed to group on the jedi mission and when a jedi does the guardian trials and completes it 3 bh should be able to hunt them and 4 for sentinal and 5 for master the jedi tho for each trial completed skillpoint cost for abilitys drop by 1 and force cost for abilities lighten some now between each trial there should be a cool down timer and have so many skill points already in jedi so say this is a guess but 1month for knight trials after paddy 3months for guardian 6months for sentinal and 1year for master this would slow down the rush for power and give them time to get use to jedi and determine if they have a chance against the amount of bh that can hunt them at 1 time per trial completion that way there is the disclaimer in place so no room to whine you got ganked by bh ive approached several bh and jedi about this and got positive feedback about the idea prolly wont here but it was worth a shot hope you like my 1st post sorry if you dont thank you for reading thissignedEasternstormThis can coincide with my idea that a jedi should be able to go beyond cl 80.Nerfs never improve anything. If you take away from something it will always lack content unless you replace what you take away with something better. DEVS STOP NERFING SWG! DEVS START ADDING BETTER CONTENT! DEVS FIX THE BUGGED MODS!
Eh 1 year is what it took for some pre pub 9 jedi. the long wait would lead to more bickering and a more unbalanced system.
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