- Being shot within 200ms of already being shot lowers FP drains by 50% until the timer runs out (does not refresh while already active). Reduction only applies to blocking saberists.
- FP drain is now only capped in two circumstances.
- If block is held down, FP drains can't exceed more than 50 FP.
- If a shot comes from outside IDR (long range) and would have drained more than 40 FP, it's capped at draining 40 FP.
- Blocking FP drain multiplier changed from 0.50x to 0.85x
- Running FP drain multiplier changed from 1.2x to 0.95x
- Universal damage reduction removed from saberists. Force-only (as in, does not have a saber whatsoever; not just stowed away) Jedi/Sith still retain 20% innate damage reduction. Poison adjusted to still apply damage at the same rate it did regardless.
- Jedi/Sith (saber or not) have a 20% damage reduction multiplier while in rolling getup animations.
- Jedi/Sith (saber or not) have a 20% damage reduction multiplier from friendly fire.
- Further gameplay changes
- Clone Rifle
- Blob velocity reduced by 15%.
- Blob base damage reduced from 20 to 5.
- Grenades
- FP drain removed (20 from frags, 10 from sonics)
- Projectile Rifle
- Ammo adjusted from 7/15/24 to 8/10/15
I feel like FP drains should be more consistent, and I would like Drain range to be normalized so that distance doesn't matter. A shot should drain 5 fp whether it is from 5 yards or 100 yards, the only exception to this should be proj, which should be able to 1 shot in close range. This will give gunners more leeway and incentive to stay further away, and will underscore the fact that jedi/sith are a melee class.
In line with making fp drains more consistent, I feel the FP drain timer kind of messes things up. It's almost easier to survive vs many gunners just dodging shots than it is vs 1 guy with support that just taps away. If a jedi is outnumbered by many gunners, and those gunners all shoot the jedi, the jedi should take alot of FP drain and die quickly. Nerfing high ROF weapons FP drain seems to be the more feasible solution, rather than adding the delay. I know tempest intended it to help with 1vx but tbh, if you're outnumbered you should get drained faster. Just that. Even the jedi in the movies get raped when faced with many gunners. I don't want jedi to be weak, but this delay does nothing but muddy the waters and make FP drain inconsistent. I think a normalized DR and consistent FP drains is better.
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Now having said the above, I would like to see damage reduction be applied to jedi/sith when holding block, not just when rolling. This is because without the 20% you take enormous damage from various sources. For example, a soldiers conc nade can bring you from 100 hp to about 25 hp. You could individually adjust all weapons, or just make it so that when you hold block you get the 20% dmg reduction. It won't affect swinging, because if you swingblock you get interrupted and block the blaster bolt, and if u don't swingblock you're not holding block, thus no dmg reduction. It is a better solution than individually changing all mechanics to deal less dmg, and adjusting values endlessly, and jedi/sith will still take huge dmg when they should, aka shot when swinging etc.
In any case, I think the more volatile gameplay direction is right, but utility is too strong atm, and raw gunner fp drain is too weak due to the 200ms rule. And DR normalization would help too.
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In a volatile system it would also make sense to have force powers that heal. I think as a base, all sith/jedi should be able to get both speed and some sort of healing. /discuss.
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Over all, I feel this is the right direction to go in. It's certainly alot more fun to play open now than it was before but there are many values that need to be looked at, damages in general.