Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
Foreword:
I am amazed at the level of detail and work that is apparent in Publish 9 The Secrets of the Force.. I am absolutely thrilled to see the only issues we have are all very fixable and that an incredible framework and foundation has been laid down. Hats off to the developers.
It's been a long road for the Jedi....from the bewilderment and excitement of the first unlock, to the dark days of spending fortunes on Holocrons and to the darker days of giving up ones hard earned skills, money, time, and energy in the relentless pursuit of the ultimate prize: Becoming a Jedi.
Jedi are the foundation of Star Wars. The Force is inseparable, it binds the very fabric of this Universe together in a facinating way that has endeared many of us to Star Wars since our childhood. There is an incredible respect for the powers and training of a Jedi....and so far we have had an insatiable yearning to see this fully realized inStar Wars Galaxies an Empire Divided.
More so than any other Star Wars game past or present, we have the opportunity to help craft something that will really let us feel like we are playing a Jedi. Not just some button mashing 3D adventure, but a real link to our characters through the time and commitment we have spent developing them, both in game and on these messageboards.
So here we stand, on the precipice of this great mountain we have all climbed together, Jedi, non-jedi, developers, CSR's and those that have not seen the game through to this fruition. We are very far from finished, and the Jedi revamp is only a small part of things to come. However I have full confidence that the skill of the Developement team, and the passion of this community together are going to ensure that we will at last, be Jedi.
Arjun Thakur
Now, onto the report!(Note I read over 40+ pages of bug reports and consolidated them here in addition to my own testing and countless PM's and in game conversations. This is still a work in progress, but I feel confident that these represent the majority of known major issues.)
I. Visuals
Graphics: Everything looks very nice in this department, the art team did a wonderful job. We can't wait to see the functional Enclaves and Jedi robes!
Animation: The animations for the saber animations look outstanding. Great job again on the motion captures!
Motion trails display in red regardless of your saber color, would be very nice to correct this one small thing
If you are moving and use Lightsaber throw it rarely shows throwing animation. Force Power animations lock you in place
II. Major Issues
Color crystals
They are not dropping
The ones that have been found from Tuskens and Jawas are only 10/10 condition
Should definately be a quest item with almost limitless condition.
Tuning should include an irreversable color option. Repeating the quest then offers a chance to get a new color.
*I'm sure you'll hear a full report on the crystal fiasco from someone besides me. Needless to say I was very impressed by everyone's willingness to help distribute them by hand. A Herculean task by any account.
Skill Conversion
Pre-patch Jedi are having to spend 6 boxes on force sensitivity skills. There is no reason for Jedi boxes to be converted to Force Sensitive trees. The force sensitive trees are meant to be done through the upcoming quest system, meaning that current Jedi completed them by the hologrind, not by the countless hours of experience it took to gain their boxes by Jedi Experience. This is a number 1 priority for the community.
Losing connection, or closing the skill conversion box upon login for the first time deprives you of the opportunity to allocate your skills. The box does not reappear upon re-login.
Skill trainers and the old skill system are still in place (obviously an in process item).
Many Jedi had the skill box disappear from disconnect the first day and are stuck with no skills. Additionally many untrained and tried to retrain skills from their trainer which does not work.
Some Jedi lose their skills everytime they login and have to reallocate, but are only allowed to allocate 9 skill points
Skill point costs seem just a little high. Reduce the 8's to 6's and I think we'd see slightly more independent jedi who still benefit from group jedi tactics. It's odd to see jedi who cannot be at least proficient in one light saber, some basic healing, some basic powers. The way the points 'work' right now basically encourage mastery of 2 trees and half another.
Lightsabers
The lightsaber is the first thing a Jedi masters. Please bring back lightsaber Experience even if it needs to be scaled up.
Setting this to Jedi XP exponentially delays the levelling process, which by all accounts is looking extremely long as it is.
No one but the most hardcore grinder or exploiter will ever see the enclaves in the current XP system.
The following problems are the main reason our lightsaber damage appear so inadequately low
AP2 is useless if everything is vulnerable to Lightsaber Damage.
The current core system ignores Armor Piercing if thetarget is vulnerable to the attacking damage type.
The following solutions are suggested in order(any one of them would work):
The overall core system of "vuln" cancelling AP needs to be changes which would help all classes
Vuln needs to be removed from all creatures and armor. Without the "vuln" designation AP2 will correctly apply its modifier.
Sabers need a 56% increase in damage to compensate for the lack of AP2 being applied
Giving mobs a 1% resistance to Lightsaber damage would also let the AP2 kick in.
Special damage multipliers work fine in PVP, but not in PVE (I tested this thoroughly). For example Flurry2 does 4.5x damage in PVP, but in PVE only does 2.5x.
Force Cost scales exponentially with higher sabers and the special force cost multiplier. A. Instead of a force cost multiplier, each saber special should have a base force cost to which the sabers force cost is then added, instead of multiplied to.
Right now for example:
A 245 damage saber with 9 Force cost will use 41 Force to execute a Flurry2 and cause 11-13 damage
A 448 damage saber with 36 Force cost will use 165 Force to execute a Flurry2 and cause 23-37 damage
A 400% increase in force usage for only a 100% increase in damage. This ratio is very unbalanced.
Still no ability to block melee attacks, dodge or counterattack like every other melee class
0400 Lightsaber cannot use a 3rd gen saber
Polearm spin attacks do not hit all surrounding enemies as described
1hand mind hits deal random pool damage
Polearm leghit1 deals random pool damage
1handflurry applies stun, dizzy and blind. It should apply intimidate instead of blind
1handflurry2 and 2handPhantom do not intimidate like they should, instead they blind
2handPhantom gives an error in the combat window
You will get LS xp from killing things until it caps, then it becomes pure Jedi xp.
LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.
saberslash2 is still a posture change, when it should be a knock down
Experimentation on damage is almost non-existant. Full 10 points will yield about a 20 point damage increase.
Saber are still giving Lightsaber XP, please leave this and revert the Lightsaber tree back to Lightsaber XP, and leave the technique tree on Jedi XP. This will then correlate perfectly with other professions.
Crafting
Titanium aluminum as a required component is flawed in that it will never have a high conductivity.
Culsion gas as a required component does not spawn with any real frequency. For example:
Sunrunner: Was last available 97 days ago
Wanderhome: Was last available 37 days ago
Starsider: Was last available 27 days ago
Jedi can no longer survey for materials
We do not start with a crafting kit of any kind
Weapon/droid kits are needed to experiment on sabers
+20 to Experimentation from the Force Sensitive tree only gives 1 extra experimentation point, many people report no extra points.
Force Defense
Without even seeing the defense modifiers robes will provide, a Jedi with Master Lightsaber/Defense can take ridiculous amounts of punishment especially in PVP. Coupled with even minor healing fights can go on indefinately. Myself and another player with Master Lightsaber/Defense and minor healing spent 45 minutes trying to incap one another and could not.
This may be rectified by increased saber damage and simple tweaking of the toughness mods for Lightsaber and Defense
A master defender incapped with force weaken and choke is not able to use regain conciousness, the only thing this power will do is reset the timer over and over again.
It is possible to turn force armor on, then equip composite to stack the defense.
Cost to turn force shield/armor off, same as the price to turn it on.
TKA or any melee class using a combo attack totally bypasses all defenses.
Force Enhancement
Move Force Speed 1 to the Novice Enhancement Box Grant +15 Terrain Negotiation at Novice Enhancement Grant +10 Terrain Negotiaion at Celerity 1 Grant +5 at Celerity 2 Grant +5 at Celerity 4 Grant +15 at Master Enhancement
Providing +50 terrain negotiation in the enhancement tree is a long requested feature and makes a lot of sense.
ForceRun 3 is immune to knockdown for some reason
If you attempt to use forcerun(1,2 or 3) while you are already force running, it drains more force power from your character and does nothing other than say "you are already force running"
Meditation
Meditate 1skill should be added at Novice Enhancement B. It should be less powerful than the current meditate C It should have a 15 or so second modifier to come out of the meditation
Meditate 2 (the current meditate) should be given a 5 second timer to come out of.
Meditate 3skill should be added at Master Enhancement
It should be slightly more powerful than the current meditate, but should also heal all states and most importantly provide a HAM boost like the TKA equivalent.
There should be no delay to stand
There's no reason Jedi at Master should be less effective at meditation than a TKA E. For balance purposes, healing wounds/bf could be left to the healing tree
Force Powers
Force regeneration does almost the same rate at novice or +76
Weaken should prevent forcerun
Absorb and Feedback should work against Weaken and Choke
Choke should break if knocked down
Lightning 1 and 2 both do incredibly erratic damage, often lightning 1 will hit for more damage than 2. Damage range needs to be tightened
Damage is linked to saber damage it seems
Force Drain quickly ends any Jedi duel if one jedi does not possess this skill. It is spammable and very unbalanced.
Mind trick should be moved to Force Subjugate IV as Animal attack is not deserving of a 4th skill box. No one would ever take this unless needed for Master otherwise.
Lightning Storm (AOE lightning) added to Master Force power
Force throw should stun and blind. This line and the mindblast line are both very weak.
Force lightning 2 does not dizzy
Diminish
Diminish I should have Force Intimidate
Diminish II should have Weaken 1
Diminish III should have Intimidate II
Diminish IV should have Weaken 2
Weaken 1 and 2 stack, they should not. (You could weaken someone 4 times with weaken 2 for example)
Healing
Heal other can you if you target yourself
Cure poison/Disease require you target yourself
The force cost of /healallother2 is smaller than /healallself2, whereas all the heal other cost more than self.
Exploits:
Transfer/drain can be spammed back and force between 2 Jedi for limitless quick XP
Meditate can be spammed with the stand command for xp
LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.
Going neutral allows a jedi to attack another Jedi without gaining a TEF
Tumbletostanding + Healself can be used to macro xp
While using a uncertified weapon you can place dots, and states.
You can drop force sensative skills and pick up more jedi powers.
Crystal's still work at 0 condition aslong as you dont unequip them.
It is possible to heal corpses for XP
General Issues:
Anyone can be trained in Jedi Knight and gain the title
Force powers still drain even though you dont have the force to do the action.
killing a creature with Force Choke does not give any loot rights
Force powers do not work the first time you enter the game for skill conversion until you relog
Message Edited by ArjunThakur on 06-01-200402:48 AM
Message Edited by ArjunThakur on 06-01-200412:23 PM
Good job consolidating all of the bugs, I think a lot of them have been mentioned above and will hopefully be fixed. I think you have the main issues pinpoited correctly and lets just hope the devs listen and get us fixes to them.
ArjunThakur wrote: Publish 9 - Congratulations, Major Issues, Bugs, Exploits, and General Issues
Foreword:
I am amazed at the level of detail and work that is apparent in Publish 9 The Secrets of the Force.. I am absolutely thrilled to see the only issues we have are all very fixable and that an incredible framework and foundation has been laid down. Hats off to the developers.
It's been a long road for the Jedi....from the bewilderment and excitement of the first unlock, to the dark days of spending fortunes on Holocrons and to the darker days of giving up ones hard earned skills, money, time, and energy in the relentless pursuit of the ultimate prize: Becoming a Jedi.
Jedi are the foundation of Star Wars. The Force is inseparable, it binds the very fabric of this Universe together in a facinating way that has endeared many of us to Star Wars since our childhood. There is an incredible respect for the powers and training of a Jedi....and so far we have had an insatiable yearning to see this fully realized inStar Wars Galaxies an Empire Divided.
More so than any other Star Wars game past or present, we have the opportunity to help craft something that will really let us feel like we are playing a Jedi. Not just some button mashing 3D adventure, but a real link to our characters through the time and commitment we have spent developing them, both in game and on these messageboards.
So here we stand, on the precipice of this great mountain we have all climbed together, Jedi, non-jedi, developers, CSR's and those that have not seen the game through to this fruition. We are very far from finished, and the Jedi revamp is only a small part of things to come. However I have full confidence that the skill of the Developement team, and the passion of this community together are going to ensure that we will at last, be Jedi.
Arjun Thakur
Now, onto the report!(Note I read over 40+ pages of bug reports and consolidated them here in addition to my own testing and countless PM's and in game conversations. This is still a work in progress, but I feel confident that these represent the majority of known major issues.)
I. Visuals
Graphics: Everything looks very nice in this department, the art team did a wonderful job. We can't wait to see the functional Enclaves and Jedi robes!
Animation: The animations for the saber animations look outstanding. Great job again on the motion captures!
Motion trails display in red regardless of your saber color, would be very nice to correct this one small thing
If you are moving and use Lightsaber throw it rarely shows throwing animation. Force Power animations lock you in place
II. Major Issues
Color crystals
They are not dropping
The ones that have been found from Tuskens and Jawas are only 10/10 condition
Should definately be a quest item with almost limitless condition.
Tuning should include an irreversable color option. Repeating the quest then offers a chance to get a new color.
*I'm sure you'll hear a full report on the crystal fiasco from someone besides me. Needless to say I was very impressed by everyone's willingness to help distribute them by hand. A Herculean task by any account.
Skill Conversion
Pre-patch Jedi are having to spend 6 boxes on force sensitivity skills. There is no reason for Jedi boxes to be converted to Force Sensitive trees. The force sensitive trees are meant to be done through the upcoming quest system, meaning that current Jedi completed them by the hologrind, not by the countless hours of experience it took to gain their boxes by Jedi Experience. This is a number 1 priority for the community.
Losing connection, or closing the skill conversion box upon login for the first time deprives you of the opportunity to allocate your skills. The box does not reappear upon re-login.
Skill trainers and the old skill system are still in place (obviously an in process item).
Many Jedi had the skill box disappear from disconnect the first day and are stuck with no skills. Additionally many untrained and tried to retrain skills from their trainer which does not work.
Some Jedi lose their skills everytime they login and have to reallocate, but are only allowed to allocate 9 skill points
Skill point costs seem just a little high. Reduce the 8's to 6's and I think we'd see slightly more independent jedi who still benefit from group jedi tactics. It's odd to see jedi who cannot be at least proficient in one light saber, some basic healing, some basic powers. The way the points 'work' right now basically encourage mastery of 2 trees and half another.
Lightsabers
The lightsaber is the first thing a Jedi masters. Please bring back lightsaber Experience even if it needs to be scaled up.
Setting this to Jedi XP exponentially delays the levelling process, which by all accounts is looking extremely long as it is.
No one but the most hardcore grinder or exploiter will ever see the enclaves in the current XP system.
The following problems are the main reason our lightsaber damage appear so inadequately low
AP2 is useless if everything is vulnerable to Lightsaber Damage.
The current core system ignores Armor Piercing if thetarget is vulnerable to the attacking damage type.
The following solutions are suggested in order(any one of them would work):
The overall core system of "vuln" cancelling AP needs to be changes which would help all classes
Vuln needs to be removed from all creatures and armor. Without the "vuln" designation AP2 will correctly apply its modifier.
Sabers need a 56% increase in damage to compensate for the lack of AP2 being applied
Giving mobs a 1% resistance to Lightsaber damage would also let the AP2 kick in.
Special damage multipliers work fine in PVP, but not in PVE (I tested this thoroughly). For example Flurry2 does 4.5x damage in PVP, but in PVE only does 2.5x.
Force Cost scales exponentially with higher sabers and the special force cost multiplier. A. Instead of a force cost multiplier, each saber special should have a base force cost to which the sabers force cost is then added, instead of multiplied to.
Right now for example:
A 245 damage saber with 9 Force cost will use 41 Force to execute a Flurry2 and cause 11-13 damage
A 448 damage saber with 36 Force cost will use 165 Force to execute a Flurry2 and cause 23-37 damage
A 400% increase in force usage for only a 100% increase in damage. This ratio is very unbalanced.
Still no ability to block melee attacks, dodge or counterattack like every other melee class
0400 Lightsaber cannot use a 3rd gen saber
Polearm spin attacks do not hit all surrounding enemies as described
1hand mind hits deal random pool damage
Polearm leghit1 deals random pool damage
1handflurry applies stun,intimidate and blind. It should apply dizzy instead of blind
1handflurry2 and 2handPhantom do not intimidate like they should, instead they blind
2handPhantom gives an error in the combat window
You will get LS xp from killing things until it caps, then it becomes pure Jedi xp.
LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.
saberslash2 is still a posture change, when it should be a knock down
Experimentation on damage is almost non-existant. Full 10 points will yield about a 20 point damage increase.
Saber are still giving Lightsaber XP, please leave this and revert the Lightsaber tree back to Lightsaber XP, and leave the technique tree on Jedi XP. This will then correlate perfectly with other professions.
Crafting
Titanium aluminum as a required component is flawed in that it will never have a high conductivity.
Culsion gas as a required component does not spawn with any real frequency. For example:
Sunrunner: Was last available 97 days ago
Wanderhome: Was last available 37 days ago
Starsider: Was last available 27 days ago
Jedi can no longer survey for materials
We do not start with a crafting kit of any kind
Weapon/droid kits are needed to experiment on sabers
+20 to Experimentation from the Force Sensitive tree only gives 1 extra experimentation point, many people report no extra points.
Force Defense
Without even seeing the defense modifiers robes will provide, a Jedi with Master Lightsaber/Defense can take ridiculous amounts of punishment especially in PVP. Coupled with even minor healing fights can go on indefinately. Myself and another player with Master Lightsaber/Defense and minor healing spent 45 minutes trying to incap one another and could not.
This may be rectified by increased saber damage and simple tweaking of the toughness mods for Lightsaber and Defense
A master defender incapped with force weaken and choke is not able to use regain conciousness, the only thing this power will do is reset the timer over and over again.
It is possible to turn force armor on, then equip composite to stack the defense.
Cost to turn force shield/armor off, same as the price to turn it on.
TKA or any melee class using a combo attack totally bypasses all defenses.
Force Enhancement
Move Force Speed 1 to the Novice Enhancement Box Grant +15 Terrain Negotiation at Novice Enhancement Grant +10 Terrain Negotiaion at Celerity 1 Grant +5 at Celerity 2 Grant +5 at Celerity 4 Grant +15 at Master Enhancement
Providing +50 terrain negotiation in the enhancement tree is a long requested feature and makes a lot of sense.
ForceRun 3 is immune to knockdown for some reason
If you attempt to use forcerun(1,2 or 3) while you are already force running, it drains more force power from your character and does nothing other than say "you are already force running"
Meditation
Meditate 1skill should be added at Novice Enhancement B. It should be less powerful than the current meditate C It should have a 15 or so second modifier to come out of the meditation
Meditate 2 (the current meditate) should be given a 5 second timer to come out of.
Meditate 3skill should be added at Master Enhancement
It should be slightly more powerful than the current meditate, but should also heal all states and most importantly provide a HAM boost like the TKA equivalent.
There should be no delay to stand
There's no reason Jedi at Master should be less effective at meditation than a TKA E. For balance purposes, healing wounds/bf could be left to the healing tree
Force Powers
Force regeneration does almost the same rate at novice or +76
Weaken should prevent forcerun
Absorb and Feedback should work against Weaken and Choke
Choke should break if knocked down
Lightning 1 and 2 both do incredibly erratic damage, often lightning 1 will hit for more damage than 2. Damage range needs to be tightened
Damage is linked to saber damage it seems
Force Drain quickly ends any Jedi duel if one jedi does not possess this skill. It is spammable and very unbalanced.
Mind trick should be moved to Force Subjugate IV as Animal attack is not deserving of a 4th skill box. No one would ever take this unless needed for Master otherwise.
Lightning Storm (AOE lightning) added to Master Force power
Force throw should stun and blind. This line and the mindblast line are both very weak.
Force lightning 2 does not dizzy
Diminish
Diminish I should have Force Intimidate
Diminish II should have Weaken 1
Diminish III should have Intimidate II
Diminish IV should have Weaken 2
Weaken 1 and 2 stack, they should not. (You could weaken someone 4 times with weaken 2 for example)
Healing
Heal other can you if you target yourself
Cure poison/Disease require you target yourself
The force cost of /healallother2 is smaller than /healallself2, whereas all the heal other cost more than self.
Exploits:
Transfer/drain can be spammed back and force between 2 Jedi for limitless quick XP
Meditate can be spammed with the stand command for xp
LS do not damage lairs, this allows you to simply use them to harvest jedi xp by using force attacks over and over on them.
Going neutral allows a jedi to attack another Jedi without gaining a TEF
Tumbletostanding + Healself can be used to macro xp
While using a uncertified weapon you can place dots, and states.
You can drop force sensative skills and pick up more jedi powers.
Crystal's still work at 0 condition aslong as you dont unequip them.
It is possible to heal corpses for XP
General Issues:
Anyone can be trained in Jedi Knight and gain the title
Force powers still drain even though you dont have the force to do the action.
killing a creature with Force Choke does not give any loot rights
Force powers do not work the first time you enter the game for skill conversion until you relog
Message Edited by ArjunThakur on 06-01-200402:48 AM
good stuff
Member of the inqusitor of the Imperial Navy, imperial dark jedi
Guess I'm spoiled with the current system, but even 56% damage increase with the way new sabers are now on TC2 still isn't enough to make the grind reasonable compared to the way it is now on live. Something needs to be done about the base saber damage and/or the crystal and pearl damage.
It's only 44.95 a month. Thats pennies a day! Surely this convenience entices you! Pornography and online gaming at hundreds the times the speed of your normal advertising service provider. It's so easy to use, and the surgery to implant it in the base of your skull is so painless, its no wonder I'm number one!
Idea for Color Crystal change (Who wants to replace a color crystal when it breaks anyway?)
Just let color be set using Radial Menu like CE Goggles and Composite Armor.
Many Bothans died to bring us this information...Guaranteed! Xenocidal - Elder Medic - Master Privateer Pilot - Elder Politican Keflex - Antibiotic - Bothan Spy - Alliance Pilot Galactic Senator - Beta Junkie
1handflurry applies stun,intimidate and blind. It should apply dizzy instead of blind
Should apply stun, dizzy, inimidate, currently BLINDS, STUNS AND DIZZIES. Int needs to replace blind
Jhaan Kreii Master Pikeman {}{} Master Armorsmith |HaVeN| 12 Point Exp Armor ***Selling ubese, Wookiee Hunting (E-MAIL ORDER ONLY RIGHT NOW) and Composite armor in Haven City, Tatooine (4650 4329)*** ***Selling Composite Armor just south of Coronet starport (-43 -5737)*** Pricing is aprox 10% cheaper inside of Haven City. Weapons, foods, harvesters as well as medical and various other items through-out Haven City Malls. Everyone is welcome.
Our #1 issue of crystals and pearls being loot was just multiplied by the addition of "color" crystals added to the loot tables. As if it was not bad enough that we had to sit around and camp mobs to get the ones for our current sabers. There needs to be other ways of acquiring pearls crystals and other components for our sabers. We are the only class that requires loot for out weapons. If this is how things remain, then please make all power handlers and feed mechs for pistols be required to be looted as well.
We also cannot judge the prowess of the defence tree until it is in a more live situation. We need our robes, we need to see how it fairs against regular professions like cm/rifleman, commandos (we can't cure that fire dot) and other classes we frequently see in PvP.
Anxdiety / Anx'ty
and all those voices in my head have every right to be there
Jhaan Kreii Master Pikeman {}{} Master Armorsmith |HaVeN| 12 Point Exp Armor ***Selling ubese, Wookiee Hunting (E-MAIL ORDER ONLY RIGHT NOW) and Composite armor in Haven City, Tatooine (4650 4329)*** ***Selling Composite Armor just south of Coronet starport (-43 -5737)*** Pricing is aprox 10% cheaper inside of Haven City. Weapons, foods, harvesters as well as medical and various other items through-out Haven City Malls. Everyone is welcome.
Someone else said on another thread the devs really need to listen to the jedi community. They really need to listen to Arjun. Seeing his posts tells you, he knows, plays, and is a fair person. You can tell he wants a jedi to be what it should, and not just an overpowered cyborg.
Very good post, and devs please take notes, hes got it almost spot on.
Well done.
Woodman - Krayt Hunter Master Rifleman - Combat Medic 3004 - Doctor 0440 Wood - Dread Lord Dark Jedi Guardian 4444 (Farstars First)(Always Overt) _______________________________
Don't Forget darktroopers being resistant to states!!!
__________________________ ETHEN Jedi Knight (LightSide) "Once a man tastes freedom he realizes how bitter the taste of tyrany has been." __________________________
the decay of new crystals/perals will be even worse than now, yes it will be possible to craft a sabre with virtually 5k condition (5 crystals with 1k condition each) but we will no be able to repair it... also with old sabre where possible to updgrade from gen so was possible to use a sabre till 0/10 condition and then upgrade to a 1000/1000 condition sabre.
new sabres will do even less damage to creatures so the condition/xps ratio will be worse than before. this was also one of our previous top issues.
suggestions
make crystals condition like 10k - 20k each or let we retune our crystals losing some condition (5% for each tuning), make crystals with 0 condition no more removeable but still working and so and so
2) scatter hits will pierce our defences
scatter hit is bugged and it doesn't take in account char 'natural' defences, after the publish almost all jedis will rely on them to absorb damage so the scatter hits will hit for full dmg, this will be a real jedi purge, expecially with permaovert jedis
pole sabre aoe attacks hit a single target, wrong combat message on phantom attack, moves that should hit a single ham bar hit a random one... not to say the damage multipler...
why i should spend 100 force to have a x2 dmg multipler on an attack?, not to say that we are seing msabre/mdef template that can't be incapped using sabres.
same effectiveness issue for many other skills, lightning2 do almost same damage as lightning1, healing skills are still crappy compared to a novice doc (effecriveness should be doubled and delay should be less and le the char use autoattack), force choke and weaken are nice against unbuffed players but had to be tested on buffed ones
4) force costs are too high!
sabre is generally the main weapon of jedis, a 3rd generation sabre built with good resource and fully experimented on force came out with 36 force cost this mean that if i put 3 crystals of -4 force cost (so not to bad crystals) it will end in a 24 force cost sabre that means that best specials will cost around 100 force power each, this make crystals with not awesome force cost reduction almost useless and also with perma overt jedis we will need to tu use many specials to fight hordes of bhs, cgw enemyes, other jedis.
Same thing for most power skill, if i rely on power to attack i can't spend 250 force for each lightning not to say 1500 for chocking... if a group of 4 players attack me what i will do?
5) mhealing is almost useless
healing have 2 lines almost useless, purification is nice but almost everyone do just fine with rejuv 4... ok so you can't heal wounds.... wrong grab assist instead of rejuv and at cheaper cost you will be able to heal wounds and ham and also to remove state effects whitout purification 4
i think that healing tree should be reworked, maybe with a buff line...
rejuv healing self and other, restoration healing wounds self and other, purification remove states poisons, flame self and other and force buff for self buffs .p
i add also this...
people have mastered even 31 professions (like me .p) to open his jedi slot, i think that this will be sufficent to have the right to not spend boxes to grab force sensitive lines...
I must say though that I was one of those unlucky ones who never got the skills for Jedi to work and tried to "Re-Roll" and got even more hosed up.
I do hope the devs get this fixed and allow those of us who need to actually re-roll to do so to get our skills sets set.
Besides the skill problem my only real problem was the no Survey tools or Gen. Crafting Tool. I even tried to make an Artisan and he spawed with no Droid or tools.
Thanks Arjun Keep up the good work.
And may the Force be with you..........................