I don't mind the sideroll, forcewhore, and TK DR tho. Sideroll and Forcewhore are already basically "bad" options and the little buff doesn't change that. TK DR is just a nice thing to have on a class that has a tendency to throw itself into team fire.I like the idea of no DR at all.
Anything is ultimately my fault as nothing goes in without my nod. Tempest is doing the biggest legwork in actualizing everything and a source for most jedi vs gun ideas running amok in tests.@Tempest @GoodOl'Ben Don't know which one of you is in charge of this, but I think that Damage reduction should apply to all jedi with saber defense, not just those without a saber. As defenseless jedi in general need a buff, not just force whores.
I agree that flames/burning do slightly too much damage, maybe it could be set as a relative amount rather than an absolute amount, as far as wook goes, crouch. Considering sbd, I think some tweaks should be coming soon.some thoughts (disclaimer, I almost exclusively play saberist because other classes bore me)
1. I like how swing-blocking deflects the shot now in lieu of the current method
2. RMB-blocking shots feels very bad. Deflect needs to be adjusted to complete this circle as I can't see many reasons to be doing anything as a saberist other than a. hiding b. rushing gunners. I know this is going to be difficult to balance because of how there is no cool-down on FP regen so I can see why things are the way they are.
3. I'm not sure how I feel about the DR removal yet. I can see why it was done (see #1 and the latter part of #2), but it's had a consequence of making wook and cortosis-SBD pretty obnoxious to deal with as well as mando flame-wrist.
Basically, if I had to sum up these changes, I would say they've magnified the class-counter properties that already existed amongst the gunner-saberist dynamic. If that's what you were going for, great. But you may need to consider some specific balance concerns as outlined in 3.
wooks can run up and punch you to death before a combo swing unless youre using red and jump swinging, they dont even need to knock you down anymore.I agree that flames/burning do slightly too much damage, maybe it could be set as a relative amount rather than an absolute amount, as far as wook goes, crouch. Considering sbd, I think some tweaks should be coming soon.
What do you mean by this? If a swingblock gets shot, the swing cancels and the swinger blocks the shot at some FP drains (which are lower if you have Saber Defense 3). What are you saying has changed between the Public Build and the Open Beta, with regards to swingblock? As far as I know, it behaves the same way (aside from the drains being different.)1. I like how swing-blocking deflects the shot now in lieu of the current method
exactly what I wrote. I notice swing blocking actually deflects the shot at an fp drain on betaWhat do you mean by this? If a swingblock gets shot, the swing cancels and the swinger blocks the shot at some FP drains (which are lower if you have Saber Defense 3). What are you saying has changed between the Public Build and the Open Beta, with regards to swingblock? As far as I know, it behaves the same way (aside from the drains being different.)
Deflects as in the blaster fire reflects off the saber and goes somewhere.Deflects, as in, sends it back towards your crosshair if you've also purchased Deflect?
Just to be clear.
Does it work at very close ranges?
Blaster fire reflecting off the saber and going somewhere is what happens every time a shot is blocked by a saber. So.. that's just typical swingblock behavior because that's typical block behavior. So there's nothing new in this regard, as far as I know.Deflects as in the blaster fire reflects off the saber and goes somewhere.
youre right, I dont know why I never noticed it in open in the current build. it seemed like every time I swung block I still got hitBlaster fire reflecting off the saber and going somewhere is what happens every time a shot is blocked by a saber. So.. that's just typical swingblock behavior because that's typical block behavior. So there's nothing new in this regard, as far as I know.
And yes, if you're extremely close to a gunner then a blocked shot may randomly hit them, during a swingblock or a regular block.
The word "deflect" is usually reserved for referring to the ability called Deflect: Redirecting a shot towards where you're aiming. You were talking about blocking shots, not deflecting them.
afaik the fp debuff in the Current (Release) build only applies while blocking (RMB), so "passive" (running) block ought to be noticeably stronger in the beta build, in return for "full" block being weaker. So I'm a little surprised that it turned out to be "approximately 8 shots" either way.moving no block: still approximately 8 shots until FP drained. I assume the difference between 1.2x and 0.95x drains is made up by removal of the fp debuff
regarding the first part, we only ran tests twice so maybe theres some variables unaccounted for, its always good to see if others get similar results. distance could have been a little different, I could have moved closer on the beta build a few times (I was moving forward/back) which would result in higher fp drain, who knows.afaik the fp debuff in the Current (Release) build only applies while blocking (RMB), so "passive" (running) block ought to be noticeably stronger in the beta build, in return for "full" block being weaker. So I'm a little surprised that it turned out to be "approximately 8 shots" either way.
But maybe the test methodology could be improved. A better test would be to have the jedi just run-in-place at you at melee range, and shoot him once, and note how low the FP drops to in that one shot.