I think q3 has it place now, since flinch is still in it and a good gunner can still defeat a purple user.the return of q3 in a build that can also have push 3 is also bizzarre. that and the tuning of damage reduction in a previously unseen way (i've seen jedi surviving standing on top of exploding grenades) also contradict the changes that have slowly been made to jedi/sith over the past year or 2 that made them a lot harder to play and a lot more rewarding. i can't imagine why you would want q3 back in the game, it's just the definition of a skill less bullshit ability that was removed for various reasons and i don't think anyone's been missing it.
Sarcasm or do you think J/S are really nerfed?Long story short, the things Hexodius and 0000000 managed to do even with these nerfed jedi kind of reminds me of the old days when 0000000 was destroying most of the team singlehandedly at the same time when noob jedi died by legions. In earlier builds (except since flinch was implemented) even a noob could do that by luck occasionally. Now it looks like these days of really skilled forceusers are back!
Tell this Q-11...deka is even more useless than it was before because of pulse
IMO, this was actually a buff for deka, because the ignore shield effect was taken away from ions so it could be given to pulses. Pulses are 4 times as expensive as ions (10 for 1 instead of 5 for 2), so it seems reasonable to me that pulses should be significantly more powerful. Additionally, ion blobs cannot be shield discharged away and are much harder for sith to push than pulses. Personally, in the last few builds I've found ions to be far more threatening than pulses. Now there's only one (more expensive) hard counter to dekas instead of two. I'm still not a fan of hard counters and rock-paper-scissor balancing, but I think this was a good change for the time being.deka is even more useless than it was before because of pulse
I believe Stassin mentioned something about the idea to slow down the swings somewhat. If that would be implemented, I don't think spam of the same hit would be an issue.Swing restrictions needs to be reintroduced from 1.3, no more WA WA WA WA WA WA.
Tried to play: clone, wookie, ET against pretty good saberists yesterday. The good thing is each of the classes have many options available and I did not notice blob being any worse or better than sec. frag nade of ET or running speed and force invulnerability of wook.Blobs/CR were made rather overpowered in this patch due to the Regen changes.
I think the current issue with Deka is its stats, but I don't know if I fully understand deka's possible place in game balance yet, therefore I'm not yet ready to have an informative and useful discussion about it. Not yet anyway.IMO, this was actually a buff for deka, because the ignore shield effect was taken away from ions so it could be given to pulses.
I mean, I can still kill pretty much any deka as any other class almost as easily, and if I have a second teammate that is decent there is nothing deka could do, except run. That luck of both mobility and survivability even without things like pulses is enough to make it a very hard class, up to the point of being useless.Tell this Q-11...
Agreed on drains and regen. That was my initial proposal after first tests of these changes in the actual beta builds (it was even more extreme then), and I feel it was fixed, but not enough. But I did not test it extensively yet, so I will refrain from labeling this opinion final. The main counter-argument being it is actually a good thing that it makes difference now: knowing when to block to defend and when to not block or even turn the saber off to regen FP or find positional advantage. This adds that room for showing player's skill, and this is all that really matters when we think globally about the gameplay and the role of this particular mechanics in it. The particular balancing issues can be solved as more information is known and gathered from gameplay.I believe that the FP Regen/Defense of Running and Blocking are a bit too extreme, and should be smoothed out. A little less defense for blocking and a bit more regen, a little more defense for running and a bit less regen.
It does contradict the core of how jedi/sith have always been played, it's just an attempt to make jedi/sith harder to play while keeping them balanced. With these changes, the running drains are high enough that as a gunner you actually feel like you're winning when you shoot them while running, while as a jedi you feel safer even at close range when blocking and deflecting. And you have to actually deflect to feel safe that way, which is more skillful than just running around the gunner. On the other hand, a jedi has much more trouble retreating than before when low on FP, which is good, and he also has much more trouble running in and swinging due to the running drains. And overall, it forces jedi to tap block only when needed to get both good FP regen and low FP drains, which also increases the skillcap of the class.i don't understand the reasoning behind the block drain change, it absolutely fucks up how the jedi playstyle was for 10 years, now you have to run around awkwardly to regen fp while standing in front of your team and pushing shit back? like really i don't get the thought proccess behind it, maybe it makes sense but for me it seems to contradict the core of how jedi/sith have always been played
was there literally no other way to go about this? the idea of manipulating your fp regen by your current state certainly can help raise the skillcap or any of the other goals you mentioned, but boy is it annoyingAnd overall, it forces jedi to tap block only when needed to get both good FP regen and low FP drains, which also increases the skillcap of the class.