station.com Sign In / Change User Join Free Why Join? Sony Online Entertainment
  Games Community Store My Account Help
Star Wars Galaxies
Jedi
Login  ·  Help
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7  |  Next Page
  Reply  

Re: Request list
Options     
AKawolski
Community Elder
Posts: 250
Registered: 07-11-2003


PA: Imperial Army [IA]
Server: Chilastra

2 ratings - 4.0 average


Also, I noticed in the last patch, Dark Jedi got nerfed with their heals...yet I see nothing about any nerfs for Light Jedi.  More Rebel bias?
 
How about making Light Jedi less efficient with their offensive force powers like Lightning and Choke?
06-22-2004 10:44 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
MarVsCap2Killer
Community Leader
Posts: 764
Registered: 06-26-2003


PA: -III- E M P I R E -III-
Server: Eclipse

1 rating - 5.0 average


TH pretty much said that the FS skills are only to enhance regular proffs and that they do not work on Jedi. So why should any Jedi keep them?
 
If you are a TKM, you start out with unarmed 1-4, which give minimal boosts in accuracy, speed ect. When you finally hit TKM, those low low boosts don't just disappear
 
Its pretty dumb that the force sensitive skills do not add to your Jedi skills, and that is something that needs some serious changing.

=========================================================
Onizahm, O'nizahm and Matt
RIP: Divine Retribution. Long Live -III-
Rock and Roll, Deal with it

06-22-2004 10:45 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Darth_Tempus
Community Veteran
Posts: 786
Registered: 10-24-2003


PA: VOA
Server: Tempest

1 rating - 4.0 average


PLEASE, OH PLEASE DO SOMETHING ABOUT SABER EXPERIMENTATION!!!
 
Our weapons are our Souls... They aid us in combat, and we infuse the very essence of the force within them. Thus each jedi should have a VERY unique saber. Adding Higher yield to EXPERIMENTATION, and A Bigger Variance to Crystal Turnouts (after Deconstruction).
 
So far this feedback is amazing. Finally some responce, you dont know how appreciated it is.
 
Everything listed by arjun is Of Utmost importance, this would be my next highest issue.
 
-Tempus Grimwulf (Veteran Fencer/PVP'er)
-Ghale Ra'dius (Dark Apprentice 4343 VOA)
06-22-2004 10:46 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
cirE20
Community Veteran
Posts: 205
Registered: 01-04-2004


PA: BIG TYMR'Z INC.
Server: Ahazi

3 ratings - 4.0 average


How about a /forceRevive at Master Healer.  Would be nice to be able to res others if your investing that many points in it... should be simple enough to implement.



cirE
Master Architect
BIG TYMR'Z INC.
Ahazi
Visit my XP Vendor @ 785, 3916 in BIG TYMR'Z CITY on Dantooine.

06-22-2004 10:54 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Zarathustra
Community Leader
Posts: 1921
Registered: 06-27-2003


PA: Sanctuary
Server: Naritus

1 rating - 5.0 average


Trial Spawning of Mobs, specifically Graul Maulers, Stintril Prowlers and Blurrg Raptors.  These things have to exist or we're gated!

~Zarathustra~
~~Founder of Zaracorp Weapons~~
~~~Dark Jedi Guardian~~~
4/4/4/4
06-22-2004 10:57 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Gideonstorm
Community Veteran
Posts: 190
Registered: 09-19-2003


PA: Wook
Server: Eclipse


1) xp loss hits hardest below the FRS.  Saw a post by another board member(sorry forgot your name) and they had a great Idea. Remove xp loss for PVE.  Because of the role now accredited to BH as Pre Knight Speed bumps and the devs not wanting death to equal creds then remove xp loss before the FRS except for BH missions.  No one selling death to bh and bh still get to slow padawan growth with those who group and get visibility.
 
2)Sabers are a melee weapon.  They are a Melee weapon style.  Not being able to block melee is BS.  What we should be getting is the ability to lop off arms and weapons that come into melee range.  Because this is a game and that would not be fun we are asking for our block to stick.  In all truth other melee classes should have no block for lightsabers (arms,  legs, weapons sliced and diced)  again not possible for game play issues? I'm ok with that but asking for melee block is more than reasonable.  (also if that means lowering ranged block/deflection some for balance pre-FRS that would be acceptable?)
 
3) Because our role as solitary characters has now been revised and those skills no longer are being supported, Jedi will be expected to group to gain the use of skills they no longer have access to.  Since this is the new design will visibility be tweaked?  Or is this an intentional factor to generate more visibility and interaction with the BH class to slow the leveling process and create fewer numbers of  pure Jedi?  
 
 [I realize that at the lowest levels that other classes can be combined with Jedi to make some of those skills accessable.  However there is a middle ground where the Jedi class and non Jedi supplements cease to mesh well.  Also for those who have ground out 32 professions, it is a bit discouraging to learn that you will not infact be playing Jedi yet..  You will be playing a Jedi shell filled with the classes you just ground out for another 6-12months. I myself dislike having to mix the Jedi template with other classes just to viably get Jedi xps. but that is another topic. ]
06-22-2004 11:01 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
AnXdiety
Community Leader
Posts: 2215
Registered: 07-10-2003


PA: |DS|
Server: Ahazi

1 rating - 5.0 average




Zarathustra wrote:
Trial Spawning of Mobs, specifically Graul Maulers, Stintril Prowlers and Blurrg Raptors. These things have to exist or we're gated!





There's a severe issue on the servers. The problem is that if there is a heavy influx of people in one area on a server it draws from the other servers to populate that given area. That is why on places like dantooine you can find spawns during the odd hours (like right after restart) but never find a single random dynamic spawn anywhere during primetime. There's the issue of player housing creatine no spawn zones. Ever notice how there isn't any door step critters anymore keeping the artisans camped in their houses. Housing is effecting spawns as well. The greatest thing about playing on TC2 was actually seeing a steady flow of creatures as I travelled around. On live this morning I spent an hour roaming around endor and found 4 lairs. That needs to be addressed for sure.



Anxdiety / Anx'ty

and all those voices in my head have every right to be there
06-22-2004 11:01 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Gideonstorm
Community Veteran
Posts: 190
Registered: 09-19-2003


PA: Wook
Server: Eclipse


Sorry for the large font .. I run my resolution high so the words look tiny on my monitor hehe.
 
4) One last thing. 24pts worth of force sensitive skills that do nothing for Jedi.  Definately should have the choice to dump those after Padawan.  If not then, its certainly just ridiculous to have to keep them after the knight trials!
 
06-22-2004 11:05 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Sullust187
Community Leader
Posts: 379
Registered: 06-26-2003


PA: Dread
Server: Bloodfin

1 rating - 5.0 average


This is what I think should be done.
 
Color Crystals needs to be crafted and looted. The crafted versions will be only the "basic blue and red" colors, the rest of the colors you want will have to be looted. This allows jedi to have a saber without *having* to use all looted components. This also lets people who want to have different colors a chance market to sell these to other jedi.
 
Second I think that having 0 resist on robes is one of the worst ideas ever in this game. Without resists I will now be reduced to taking on nothing higher than a simple 5-7k HAM creature one at a time or risk dieing and loosing 200k xp each death. Unless something is drastically changed I do not see the so called "innate jedi toughness" being enough to kill even a simple roba on endor.
 
What should be done about that is to have say 35% resist on padawan robes, 60% on knight robes, then an extra 2-3% extra resistance on each FRS robe up to a max of 80% or 90% for rank 10.
 
Xp loss on death I can live with, but make it so people can still climb out of the hole. If we are going to loose 200k xp per death then this needs to decay at a rate of about 100k a week.
 
The biggest concern of mine is that the devs say TKA's should be the jedi killer in the game. Well hello? what are BH's useful for then? I mean honestly, if a TKA was fighting a jedi 1 on 1, wouldn't you think by the end of the fight you would have a quadapaligic(sp) TKA? I just don't understand how exactly a TKA can possibly even think about taking a jedi on 1 on 1 and wining without having a limb cut off. I guess TKA's arms and legs have a magical force shield around them that disalow a lightsaber to slice through them.


Haldaar {Dread} | Ominara {Dread}

Swordsman/Doctor | Jedi x/x/x/x
06-22-2004 11:07 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
makimus
Community Leader
Posts: 1087
Registered: 06-30-2003


PA: I feel a very sensual disturbance in the force!
Server: Corbantis

1 rating - 5.0 average




Gideonstorm wrote:
Sorry for the large font .. I run my resolution high so the words look tiny on my monitor hehe.
 
4) One last thing. 24pts worth of force sensitive skills that do nothing for Jedi.  Definately should have the choice to dump those after Padawan.  If not then, its certainly just ridiculous to have to keep them after the knight trials!
 



the dev's reasoning here is that the FS skills simulate "force sensitivity" and then you grow into being a real "Force Power"

the flaw in their thinking is that since we keep our "baby steps" of FS skills, shouldn't we keep our previous skills =P
yea yea, i know for pvp balance reasons, no.  so lets ditch the FS boxes already  or make it so you only need 24 boxes, no more, no less, without having to spend precious skill points.

----------------------------------------------
the chef revamp was the best revamp

06-22-2004 11:10 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Heswindu
Community Member
Posts: 86
Registered: 06-26-2003


PA: The Crescent Order
Server: Chilastra

1 rating - 3.0 average


It's late so I'll make it short and sweet:
 
Saber components (ie. crystals and pearls), there needs to be a new system (ie. foraging for them or something) rather than having to farm hundreds of mobs just to make a saber.  Crystals need to have their condition and decay at a level where it's more beneficial than the current saber system on live.  Color crystals should be craftable, having to loot these is going to gate new jedi who won't be able to even make a 1st gen saber without one.  Make everyone's life easier and have these craftable, it'll also give the added feature of having a Jedi choose their blade color.
 
Distinction between Light side and Dark side.  The Force progression boxes are ideal for this, give a unique side ability for each force progression box (ex: Force Rage at Dark Jedi Master, Force Tranquility at Jedi Master, etc.).  This will serve to actually give some uniqueness to each side, which a lot of us would like to see.
 
We need a mechanic to be "turned" to either side.  What I propose is a "Duel of the Fates" mechanic, where you duel a jedi of the opposite side, and the condition on the duel is that the loser is turned to rank 0 of the winner's side.  This mechanic should only be available to FRS Jedi.  For example, Dark Jedi and Light Jedi  duel each other under "Duel of the Fates" conditions, Dark Jedi loses the duel (is incapped), the Dark Jedi now becomes a Light Jedi rank 0.
 
Lastly, Jedi specific music, upon entering the enclaves, and any combat involving a Jedi should trigger Duel of the Fates as music, a battle with a Jedi is supposed to be an epic one, set the mood for it with the proper music

Zane Falkin
-TCO-

Eto Deto
Master Weaponsmith
Eto Weapons Tsarin, Talus: 5516 -2490
Eto Weapons Coronet, Corellia: 828 -4636

06-22-2004 11:13 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
styxflurry
Community Member
Posts: 71
Registered: 06-26-2003


1 rating - 2.0 average


I aready posted this on main boards but I feel strongly that sliced sabers should be deleted during the conversion process,
06-22-2004 11:14 PM   Report Abuse to a Moderator
  Reply  

Re: Request list   [ Edited ]
Options     
Tenfo
Community Leader
Posts: 1487
Registered: 07-03-2003


PA: GEN
Server: Tarquinas

2 ratings - 3.5 average


  • ROBES - Add hidden toughness and resists as promised. (This must be near 80% composite to balance with other combat classes until combat revamp at the very least).  A Jedi shouldn't be FORCED to train enhancer tree just to have enough armor to survive using Force Armor 2. This is a major insult, imbalanced and we were deceived when told we would have Robe resists (stop the "hidden" deception PLEASE).  Don't balance us before all the other professions are in 3 months PLEASE.  You can adjust robe resists "behind the scenes" for the combat revamp... you said so yourselves (devs).
  • Reduce or completely remove crystal decay
  • Allow crafting of color crystals or surveying them
  • Reduce skill point cost. We can live with 3 out of 4 skill trees complete but not 2.5... that is a severe nerf of skills.
  • Add some useful defenses to Defender skill tree.  It is now useless since Defense mods were moved to enhance tree. 
  • Change enhance novice to include Force run 1 (increase speed to at least burst run +25) and meditation (scale up abilities like TKA).  A player burst running should not catch a Jedi Force running.
  • Change novice healer to include at least basic healing
  • Change Robe clothing slots to allow at least a belt to be worn so we have access to the many SEA that ALL other professions do.
  • Fix Force sensitive skills so they actually work.  Experimentation, Luck, Melee/Ranged defense/accuracy.. these all seem to do little to nothing.
  • Add Jedi buff-self to level 4 of one Enhancer tree and add buff other to Master Enhancer to allow Jedi to buff other Jedi.  This should be similar to Doctor buffs.  Jedi do not rely on Doctors for survival this makes way too much sense.  Master Enhancer +2500 buff for 3hrs; below Master Enhancer +1500 buff for 2hrs. Both non-stackable with Doctor buffs.  These can be rebalanced after combat revamp as well, but currently this is very in-line with buffs on live servers.
  • Increase dmg output of Force powers or reduce force cost.  They are not balanced with saber dmg output / Force cost.
  • Allow ROBE coloring and add some hoods pls for Knight+
  • Increase Jedi xp.  It is still far below current levels.  Because of the inability to hunt any significant levels of creatures, xp will be impossible to gain and Jedi are essentially gated from levelling. 
  • Reduce xp debt on death for < Knight PvP and add decay.  One death could be the equivalent of losing xp on over 500 high-end mob kills with xp they way it is on TC2.  Forcing Jedi to group to level is one thing but adding a massive xp debt after nerfing xp is salt in the wound for us Jedi.  Decay 200k xp debt per 24hrs your character is logged off.  Knight+ will also lose rank so they are penalized enough.  Lower Jedi are gated on xp gains already so adding debt is not just putting up a strong door but slamming it in their face.
  • Add some tracking in datapad or elsewhere so you know how many targets have been killed when on Quests.  E.g. 6 out of 8 Tusken Raiders killed...  to see tracking of Quests completed.
  • Any master melee profession can outdamage Jedi.  This should never be the case.  If Jedi are pre-balanced then retract it.  Leave combat balance out of Jedi until all other professions are balanced in 3 months.  Considering these other elite melee professions can all be mastered in 1-3 days it is very unfair to allow them greater power and defenses than Jedi which could now take up to 6 months (50+ times longer than mundane professions) to reach Knight.  If Darth Maul was just a TKA he wouldn't have pwned Obiwan as it currently is on TC2.
  • Change Jedi xp on lightsabers back to lightsaber and Jedi xp as it currently is on live, but make it specific to each type of saber.  A lightsaber master should indeed be master of each type and skilled in using all of them.  Simply grinding xp on a polearm saber up to Master is a joke.  Seriously.  Increase the xp for each lightsaber box by 10x... just make it specific to lightsabers.

 

Message Edited by Tenfo on 06-23-2004 12:10 AM

l Tofeity Edeiso l

06-22-2004 11:14 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Atiw
Community Veteran
Posts: 235
Registered: 09-03-2003


PA: Unity TCPA
Server: Test Center

1 rating - 5.0 average


I'm too tired, and it's too late to retype this:

Before I start my replies, let me preface this by saying that I was one of the few TC1 Jedi that had to play with this patch as a low level Jedi, and my observations are based on that point of view, not from the PvP portion that was tested on TC2.

Thunderheart wrote:
1. XP loss will greatly affect the ability for a Jedi Knight to change their template. There should be a way to retrain skills at the Knight level so that:
Experience loss has been changed back and forth a bit. There has to be some death penalty associated with PvP deaths because of the inherent power level of Jedi and also to prevent Jedi from selling their deaths to Bounty Hunters. Without a penalty, it leaves the possibility of a “Death-credit” loop. However, we are going to remove XP loss for Force Ranked Jedi when they fight each other because it is required to gain rank.
If XP loss is only an issue due to the PvP Death-credit loop, then please remove it from PvE deaths as well. I understand that Jedi should be hard to level, but given the exptremely high XP requirements currently in place, that has already been achieved.

I'm all for death penalties if a bounty hunter successfully completes a mission he has on you, but survivablility for low level Jedi as it currently stands is really not what it should be. It is incredibly hard to level up a low-level Jedi without any armor or any healing skills (yes, I know you can take novice medic), and coupled with the low force pool at lower levels it becomes increasingly so.


Thunderheart wrote:

5. The changes to the defense tree have made it very undesirable. There is literally nothing in the entire tree until Master when you get avoid incapacitation which is overall pretty useless.

Melee mitigation is going away for PvP for everyone very soon. We are evaluating alternate ways to make the Defense Tree more desirable.


Melee mitigation is not only important in PvP, it is also extremely important in the PvE portion of the Jedi grind. If you are removing it from the other professions for PvP, but keeping it in for PvE, then you should do the same for Jedi. This coupled with the fact that Jedi are not allowed to wear any armor makes it incredibly difficult to level up in the PvE portion of the Jedi profession.


Thunderheart wrote:

13. Robes of all levels should have *some* sort of armor resists. Padawan who are just starting out in the world could use a Robe with some resists. Higher level Jedi Robes should have +resists to certain things like poison/fire/etc.

The Jedi Development team is against balancing these combat features with the robes. We will work to balance resists to poisons/fire/etc. in a different manner and report back to you.


Playing as a low level Jedi that has no access to the skills a converted Gaurdian 4/4/4/4 has, makes the fact that you can not wear any armor an incredibly big nerf.

The fact is that most of us will have a hard time surviving in the PvE portion of the Jedi profession due to this. Yes, I understand that you added force and regeneration bonuses to the Jedi robes, but when you are too low to be able to afford Force Armor, or Force Armor eats up your meager force pool extremely fast, it just does not make it any fun.


Thunderheart wrote:

15. Sabers made with exceptional pearls (-9 FC) for example are not returning exceptional components.

Pearls are returned based on the stats of the Lightsaber as a whole. So if you have one amazing pearl and three lame crystals in a lightsaber, you will not have an amazing pearl come out. Additionally, when lightsabers are deconstructed, the pearls are un-tuned.


If what you are describing is the case, then there is still a bug here that needs to be addressed. Many Jedi have reported that 5th Generation Sabers made with perfect pearls in the old system did not return even good quality components.

I have even heard reports of sliced sabers, which in this case should return exceptional components giving back the same as other normal sabers.

Thunderheart wrote:

18. Master Healing/Force Power need mods to +speed for their respective skills. Why would anyone use force lighting if the delay is 3 seconds when they can saberthrow at 1/second. Additionall Master Healing has no benefits other than Total Heal which is no longer even a total heal.

The +speed benefits exist within the Force Ranking System. Total Heal has benefits in the Fire Cure addition along with the Force costs being adjusted for how much damage it heals. So there may be times where it is cheaper and times where it is more expensive based on how much damage it heals.


Please reconsider the fact that the healing speed bonuses are only available as part of the force ranking system. If at all possible, spread them out so that you get some force healing speed bonuses while you are still grinding up, and then get the final bonuses in the FRS system. Duplication the skill bonuses to Injury Treatment Speed in the Medic profession would be a good fit.


Thunderheart wrote:

19. Force Sensitive skills are useless for Jedi. Example: melee accuracy, melee speed, Healing skills, assembly, healing speed....none of these affect Jedi skills at all yet we are forced to learn them.

Yes, they are. Basically, this is 20/20 hindsight and a by-product of the conversion. As a character moves through the Jedi process on a normal progression, Force Sensitivity skills are basic enhancements for “regular” characters to simulate Force Sensitivity. At that point, they are great to have. Once a character becomes a Jedi, they have already moved past those skills and in effect developed their Force powers from sensitivities into full blown powers. In essence, you have all moved past this point but everyone will have to go through this phase in the future.


Again, please reconsider this. A Jedi is a Melee fighter, and while you are leveling up, is when you really need it. Once you are done with the PvE portion, I can see how they might become redundant, but at least get the Melee Speed and Accuracy bonuses to work.

In the old system it might have been true that a Jedi moved past the need for those skills, but in the new one, the above 2 skills should at least be applicable while you are still leveling up a Jedi.


Thunderheart wrote:

20. The bonus damage against lower level mobs needs to work with the default auto-attack as well. Low level Jedi can hardly do specials, so this is a catch-22 if only specials get the bonus.

With the addition of Force Pool and Force Regen to the Padwan Robe along with increased Force in the skill tree we have already significantly boosted the lower end game. No longer is a lower end Jedi limited to 600 Force and 5 regen. Coupling this with the addition of higher end saber specials sooner, we have in fact greatly enhanced the leveling potential of the lower end Jedi.


I'm going to have to seriously dissagree with you on this one. Having played a low-level Jedi in the new system for the past month, the leveling potential is very far below what it was in the past.

Yes, you increased our regen and force pool, but you also increased the force cost of specials quite a bit.

Coupled with the fact that we have no damage mitigation skills (or armor) at lower levels, this means that you have to get in, kill the mob as fast as you can (since you can not take hits anywhere near as good as previously). This means that you have to use specials, which eats up your force pool much faster, which in turn leads to downtimes between fights.

Couple all of this with the fact that the amount of Jedi experience now needed has been greatly increased, it makes for a much longer grind than before.


Thunderheart wrote:

21. Jedi cannot block melee attacks....at all. This is unacceptable.

Jedi are not being designed to be the perfect solo character that can defend against all other classes. Jedi are not “scrappers” and by definition, Teras Kasi was developed specifically to fight Jedi at close range.This will be especially true when Jedi are given the ability to block ranged attacks back at their opponents. Melee attacks are something the Jedi should be wary of.


Again, this is fine from a PvP point of view, but is really a big problem in the PvE portion. We need 36 Million Jedi XP to get to the PvP portion of the profession, and virtually everything that gives us that experience uses melee attacks on you.

Given the fact that PvE is pretty much an incredibly difficult portion of the profession already, we really need some kind of defenses while we are still working towards the PvP portion of the profession.


Thunderheart wrote:

27. Overall skill point requirements need to either be reduced or one tree collapsed. Having to spend 24 skill points in force sensitive skills that do NOTHING for Jedi and having all skill boxes RAISED in skill cost is a very bad combo. 8,6,4,2 is simply too restrictive. We have jedi coming from a system where you can have all powers, to a system where you can not possibly have even the most basic powers and be viable. That's just not "fun." This revamp is about what is fun, as much as what is good for the game as a whole. We aren't looking for overpowered here, but we would like to be able to have viable templates and still have enough points to learn some of the necessities such as Meditate and Force run. Please lower the skill requirements to 7,5,3,1 which will let Jedi master 2 trees and achieve 4444 in another. This is hardly overpowered, will still allow for great diversification between Jedi, and will discourage dabblers. Please do us this one favor, it is not asking too much.


Given the current implementation, anyone that wants to go into the FRS System needs 3 things, Master Lightsaber to deal damage, Master Enhancer to prevent damage being done to you (Force Armor and Shield, Force Drain) and at least Healing 4000. This pretty much guarantees that all Jedi that enter the FRS portion and want to be competitive in the system will all have the same template anyway. Relaxing the skill point cost will not change this in any way, but it will however make it much more enjoyable getting to the FRS system. Again, lower level Jedi need access to more skills to be able to make it a fun game play experience to get to the Jedi FRS system. I understand that you guys believe that the 5 separate trees with high skill point costs will deter dabbling in the Jedi profession, but I respectully dissagree. People will continue to dabble, and I am almost willing to bet that we are going to see a whole lot of TKM's with Force Hearing 4/0/0/0 and Enhancement 0/4/0/0. Also, considering that we have 24 skill points tied up in skills that you have stated will be useless to us, relaxing the skill points needed just makes sense.
Now on to a general observation. This revamp was thoroughly tested in the top end of the profession, but it really did not get sufficient testing of the lower level Jedi experience. Yes, I know that you had tons of people with just novice Lightsaber on TC2, but most of them gave up because it took so long to obtain a single new skill box, and they could lose it at any point in time. You guys made some progress towards making the grind bearable, but it simply needs more testing. The PvE portion of lower level Jedi is simply not fun at the moment, in fact, the old system was more enjoyable than the new one. Please, use this last week to set up a testing environment on TC2 where people have to play at various levels in the leveling process, because once this patch hits live, the low level Jedi are in for a world of hurt.

Imap

06-22-2004 11:17 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Thorolfsk
Community Veteran
Posts: 240
Registered: 07-23-2003


Server: Wanderhome

2 ratings - 3.0 average


My request is simple...
 
Please remove boots from Wookiee robes.

_____________________________________________________

Vinze - First Master Commando on Wanderhome

06-22-2004 11:25 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Utess
Community Veteran
Posts: 800
Registered: 01-23-2004


PA: Unity
Server: Test Center

1 rating - 5.0 average




AKawolski wrote:
Also, I noticed in the last patch, Dark Jedi got nerfed with their heals...yet I see nothing about any nerfs for Light Jedi.  More Rebel bias?
 
How about making Light Jedi less efficient with their offensive force powers like Lightning and Choke?


 

Barring issues with certain force powers not really being effective right now, Dark Jedi, as they move up in the ranks, are already significantly more powerful than light jedi with force powers because the force power mod does work.  A rank 7 Dark Jedi has a +55% boost in Force Power damage, a Light Jedi a Council Leader tops out at +70(dj overlord has a +120% boost in force power damage). 

The increase in power is exponential as well, with higher bonuses for each tier's box.  So, while the difference is harder to notice at ranks 1-4, once you start getting into the Templar Rank, you start seeing some pretty obvious boosts in power.

Before today's reset, I was doing some testing at Council Member level(100% increase in FP damage).  In PvE lightning 2 single was doing 7 to 8.5k damage per shot, and choke doing around 3k damage a tick.  Even against composite armor, or a fully shielded and defended Jedi in PvP, thats still 400ish damage a blast with lightning 2.

For choke, since the only way to resist its damage is toughness and/or jedi defenses, against non-jedi thats an unresistable 700ish damage per tick, 6 tick dot.  Thats pretty powerful.

I think the bigger issue here is many force powers are either not effective, or offensive in nature but not damage dealing, thus are not effected by the force power mod significantly.  So, the better light jedi healing just seems like a better deal.

This is why force powers, and the force power mod, need tweaking.  The other offensive force powers need boosts in what they do to make them more useful and viable, and the force power mod needs to do more than simply enhance damage(since many force powers are not damage dealing but offensive) but also boost their "potency" so that a Dark Jedi with a high force power mod, stands a better chance at penetrating the enhanced shielding and healing of light side jedi. 

An example of boosting "potency" for non-damage, but offensive, force powers would be force intimidate 2.  No matter your force power mod, intimidate 2 rarely if ever sticks on a shielded jedi.  By having a higher force power mod, the chances of this sticking should be greatly increased.

________________________________
'Tess


- Utess Pero: Master Entertainer, Master Dancer, Master Musician, ID
- Andria Pasretti: Master Artisan, Master Merchant, Teras Kasi Master
- Tatiyana Karkuf: Master Medic, Master Combat Medic, Master Doctor

06-22-2004 11:26 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Paxas
Community Veteran
Posts: 119
Registered: 06-28-2003



1.Meditation takes waaaaay too long. After the weekend nerfs I did a rough timing of it at 6+ min for a full med. I quit EQ because of frequent, 4 to 5-min med times. I don't want to see that here. Gameplay should flow smoothly. The shuttle wait is more than enough useless downtime for me. Meditation is basically multiple, extra shuttle waits. I don't like it. There's only so much useless, needless downtime I can stand before I quit like I did in EQ. Med needs to be speeded up dramatically, or the regen rate needs to be upped in a big way.

2. More melee defenses. I'm not asking for the world. I just want to be able to defend myself.

3. More skill pts. Breaking down 3 Jedi training zones into 5 is killing me. I know the marketing of this is that we can make Jedi the way we want it to be, but in reality this is just marketing noise. In the old system I can potentially train 100% of Jedi skills. That's the Jedi I want to make. In this system the best I've been able to do on TC2 is about 46% of Jedi skills. That's not the Jedi I want to make. All I want is to have a well-rounded, viable char. Right now I'm not sure if it's possible.

4. I'd like to see fire dot healing moved to one of the healing lines instead of at master. Putting it in the 0004 line makes sense, because that's where similar types of healing already are. There's no way I can go master healing and have a playable Jedi, and I don't want to be fire bait.

5. Crystals/Pearls are still rare items. The whole problem with sabers has always been the rarity of component drops. Changing lightsabers to hold crystals does nothing for this. Color crystal drops seem good, but I had to camp NSes and FSes for hours and hours not counting travel time to get 2 crystals that were garbage. One had negative dmg and the other 4. I don't mind working for my components, but I don't like spending hours camping for nothing.

6. No hooded robes/cloaks. If Jedi don't have hooded cloaks marketing needs to stop giving out pics of Jedi in hooded cloaks. See http://www.galacticbattles.com/media/jedi/ for details. This kind of product misrepresentation isn't funny.

This is enough for now. It's late, and I'm tired.

----
The other Rogue Squadron:
"Rogue Falumpaset, this is Rogue Bantha. You and Rogue Fambaa take point. Rogue Bageraset, you're with me. Let's shake things up."

06-22-2004 11:36 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Bannon9k
Community Elder
Posts: 892
Registered: 07-14-2003


PA: Wolfpack Crafters and Warriors (WCW)
Server: Eclipse


Negative XP cap for players still trying to level jedi.
 
Having xp loss for every death, even when you havent used jedi skills in ages, this could prove very hazardous for new leveling jedi.

Felkeen Nahean
Eclipse Server
Force Sensitive Slot Openend January 12
I'm gonna be a daddy!!!
(||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||][o]|||[|||||||||]0
06-22-2004 11:47 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
OopsSinger
Community Veteran
Posts: 143
Registered: 01-17-2004


Server: Flurry


I request you change your profile icon back  to the old one arjun its just not the same
 

Luthlan Lanser

06-22-2004 11:51 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Nightdawg
Community Member
Posts: 65
Registered: 07-17-2003



Currently if someone levels up in a class, say Pikeman for example...
 
It turns out that you don't like it much, or there are bugs with it or whatever you can just drop the skills and go retrain another class.  Depending on the class or skills you choose you could have another 2-3 days or up to a week or so of levelling again.
 
Now what if i spend months getting enough jedi exp to train in our limited selection of skills and then decide I didn't really want that box, or line of skills? What if I train something and it's nerfed later? What if it's bugged and won't be fixed for months?  The devs have said they think 2.5 trees out of 5 is not going to change. (I think they are completely wrong here along with most everyone else...)
 
So my point is will there be some way to move skills around without a trememdous penalty? I don't mean we need to instantly move box for box but I'm just concerned about the fact that we have such a small choice of skills to choose from out of so many and there is just no way I'm spending time re-grinding out jedi exp to the tune of millions of combat exp. If I take a skill and it turns out to be worthless instead of regrind for months what will happen instead is cancelled account probably (assuming I dont anyway after seeing what the 29th really brings...).  I don't really have a good idea at this point for a solution but it is a concern.
 
 
06-22-2004 11:55 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
Maelstorm_1
Community Leader
Posts: 1852
Registered: 06-26-2003


Server: Lowca

1 rating - 1.0 average


if anything if any of our current concerns are not addressed i want 1 single thing.

the ablilty to shuttle off during combat.

i forsee alot of jedi that manage to get into councils greifed into not being able to shuttle by opposing factions..


we allready have clone camping .. let's not introduce shuttle camping..

____________________ -master ch- -master scout -master marksman - master artisan- -master commando - master ranger- -holo1- -master pikeman- -holo2- -master bounty hunter- -holo3- -Holo 4 - silent- -Master Teras Kasi artist - master brawler - Master Swordsman - Master Fencer - Master Medic- -Master Combat Medic- Master Doctor- Master Architect-Master Image Designer-Master entertainer- Jedi Initiate- - ... I think i wish i had commited suicide..

06-22-2004 11:55 PM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
ElizaJedi
Community Elder
Posts: 293
Registered: 06-26-2003


1 rating - 1.0 average


THE HOODED CLOAK is a item that is given at a certain rank in the Force Ranking System.  I forget what though.  Thats what other jedi tell me.
06-23-2004 12:00 AM   Report Abuse to a Moderator
  Reply  

Re: Request list   [ Edited ]
Options     
Tyreseus
Community Leader
Posts: 382
Registered: 06-27-2003



Arjun:
 
I think TH/the Devs need to further explain the rather arcane reference to jedi having to be wary about melee and TKA's being "specifically designed to fight" jedi. What does this mean to them? What is their vision? Are the devs saying a profession that requires only 91 points to master, and can be done in less than a week, is there to "counter" jedis? What about BH's (and yes insert selfish self interest cuz im a BH as well as a jedi)? Whats going on here? We, as the jedi community need a clarification as to the role they envision for us, and why a references to TKA and being worried about melee were made.  Dont make any hidden surprises with this one - tell us whats going on.
 
And if their intent is to continue to equate even a PvE jedi to being not much more powerful than a character that takes a week to master, why do we have 10x+ the xp requirements? There seems to be a severe "disconnect" here. The "coolness" factor can only be argued so far - bottomline, if a guy can whoop yer behind with his fists, a glowy stick isnt cool!
 
This just seems to get more bizzare...
 
 
 

Message Edited by Tyreseus on 06-23-2004 12:10 AM

06-23-2004 12:05 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
akothas
Community Veteran
Posts: 239
Registered: 09-13-2003


PA: VOA
Server: Tempest


Here is an idea to stop Jedi FOTM's
Then a saber/healer isnt worse then a saber/doc, etc
 
 
-After reaching Padawan you must drop and can no longer train in Elite/Hybird Professions (novice professions ok until knight)
 
 
/shrug
06-23-2004 12:12 AM   Report Abuse to a Moderator
  Reply  

Re: Request list
Options     
DarthPhader
Community Leader
Posts: 838
Registered: 07-07-2003


PA: Widow Makers
Server: Kauri


Combat revamp isn't til patch 11...that's about 2 months away...if Jedi robes don't have resists by then, people won't be happy...people without armor get owned by people with armor...
 
Lightsaber experimentation and results...seems to me on all the TC's that experimentation is very ineffective and that results are very poor for sabers, usually in mid 3's and 4's for speed with a 300-400ish max damage...this is completely ridiculous...ever see a jedi swing a lightsaber in the movies every few seconds? no, because they are built for fast speed combat, making it as slow as a flamethrower, completely conflicts the idea of a lightsaber...also, do you ever see a jedi take 20 swings to kill a tusken? Realistically it takes 1 swing, but of course you can't have that so why not something in between?  A lightsaber is supposed to penetrate almost any substance, and yet it can't cut through a wool tusken robe easily...I'm not saying there should be one hit kills, but a saber around 1.8 500-800 is appropriate...

Ethlien Gondorac : WDMKR - Master Swordsman and Doctor - Unlocked FSCS 5/28/04

Professions completed : Mastered Marksman, Artisan, Commando, Medic, Combat Medic, Entertainer, Image Designer, Musician, Dancer, Tailor, Brawler, Scout, Squad Leader, TKA, Ranger, Doctor, Bio-Engineer, Architect, Droid Engineer, Weaponsmith, Armorsmith, Chef and Smuggler

"Your Father wanted you to have this when you grinded enough professions and unlocked your Force Sensitive Character Slot"


06-23-2004 12:15 AM   Report Abuse to a Moderator
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7  |  Next Page