Spoiler Sense Rank 1: Activation Cost: 15FP, Tick Cost: 5FP, 20FP grants you 2s of Sense (equal to the current implementation, but you can have it on for longer if you wish to spend more FP). Rank 2: Activation Cost: 10FP, Tick Cost: 5FP, 20FP grants you 3s of Sense (an increase over the current implementation, and you can still choose to have it on longer if you wish to spend more FP). Rank 3: Activation Cost: 5FP, Tick Cost: 5FP, 20FP grants you 4s of Sense (a large decrease over the current implementation, but you can still choose to have it on longer if you wish to spend more FP). -Yay more stupid nerfs for jedi/sith! How about lightning? This thing is ridiculous. Not sense. Also a suggestion: If you want to fix jedi so much why add more stuff to counter the stuff you added earlier? Just remove jedi damage reduction AND flinch. Remove that stupid stun from lightning when the sith stops to use it. No more ez kills with it but it's still a good thing for teamplay. Wall-grab This ability is a real life-saver while moving around a map and dropping to lower levels, especially on maps like Deathstar. But there are certain players who like to use its ability to hang onto walls forever, often in unreachable locations that cause it to be used in ways we do not intend or to setup lengthy ambushes. As such, the new wall-grab mechanics will actively drain FP slowly while holding onto a wall, automatically drops you upon reaching 0 FP. Also, wall-grab can no longer be used to regenerate FP after bunny hopping. These changes will still allow the ability to be used as a safe-fall but should prevent poorly planned ambushes. Players will need to better manage their FP pools by choosing the right moment to setup an ambush. -It's good that people won't hang 5 minutes on a wall just to save the ego score. Saber Perks We've been here before. While Saber vs Saber perks offer a nice diversity between the styles the Saber vs Gun perks adversely change the gameplay dynamics we'd like to see during Saber vs Gun fights. For this reason Saber vs Gun perks won't be included in future builds. Expect refinements to the Saber System and updated Saber vs Saber perks in 1.4.4. -Good. Q3 and cyan deflect were bad. Deflect This is another ability that greatly benefits from the reduced Block drains and as such we've made some tweaks while updating the mechanics to be less ping dependent. In 1.4.3 Cyan had the ability to deflect by simply holding attack while blocking, this allowed the player to focus entirely on aiming but was too powerful with continuous FP regeneration (even at slow speeds). We liked the quality of life this provided and have applied it to all ranks of deflect (with the Cyan deflect perk being removed) -(Can you remove cyan too?)- . Deflect is in all cases activated by holding attack while blocking and pauses FP regeneration. Rank 1: Rapidly Drains FP while held, Cannot be used inside IDR. Rank 2: Slowly Drains FP while held, Can be used inside IDR, Cannot be used inside Flinch range. Rank 3: Does not Drain FP while held, Can be used inside IDR, Cannot be used inside Flinch range. -No more spamming mouse1. Good. Projectile Rifle The initial reason behind the Projectile Rifle FP change was to allow Jedi to survive a pop snipe from around a corner, but pop sniping was very fun to do. In reflection of this we've decided to bring back the protection for running Jedi outside of IDR and allow shot-gun snipes to exist vs running Jedi only. A blocking Jedi will be able to protect against a sniper rifle at any range. FP Drain Inside IDR while running: Uncapped. FP Drain Outside IDR while running: 40. FP Drain Inside IDR while blocking <40. -It's cool that there are reasons to changes. But is "very fun to do" a good reason? eh?