We could roll back to a previous version where Jedi survive rockets and grenades by holding block+crouch while losing only 10-20HP.
Sure, I like changes, gives the game a refreshing experience. Though no idea which version you're referring to, I'm v0 newb, but since those builds, I think jedi always died to very near nades. Or if it was in one of the v0 builds, then it didn't happen too often, after all it required crouching which jedi won't do normally, only a handful of players with more knowledge could abuse that. It's not comparable to this situation where any jedi will be taking nades in his ass 24/7 and surviving. If I'm wrong, feel free to correct me, if jedi taking 10-20 dmg from nade was a common thing in older builds like B16,17,18, RC1 etc..
By the way I recall a version (or maybe more) where bounceshots could deal 4-5 dmg to sith, maybe that's the one you're talking about.
If someone with full HP dies from a grenade, it's not crowd control at that point is it?
So dieing with full HP to a frag is undesired result, ok. Interesting approach, I thought since a grenade is lethal in real life it would be in a game too, and as far as I know in almost any other game you can die to grenades with full HP. But with that in mind, perhaps give heroes damage reduction, they are most likely to die to 1 frag with full HP. BH/mando/ARC will only die if they make a bad move when the nade explodes and get themselves splatted on a wall, depends on armor lvl ofc, maybe even 100/75 mando dies to frag if it explodes in his face. Sold/ET/clone doesn't count, cause they have respawn. SBD, wook, deka, well we all know...
I'd even argue that if a Jedi survives with 5-11 HP, he's as good as dead anyway. He's not going to slash anyone good to death, he's not going to survive any sensible mando, he will not survive an encounter with a poison dart, a blob, a secondary grenade, pushing a grenade/rocket/player and so on...
That's totally true, if the jedi is in fireline of anyone when he gets hit down to 5-11 hp, he's probably dead right there, but almost anything can happen in mb2, so a jedi with 5 hp can still be a problem, especially if he's on the winning team. This all comes down to opinion. Here's my take. Getting in a close nade on a jedi, we're talking about a really close one, right in his face or on his shoes is rare. We could say it requires luck, but the bigger factor here is that the jedi fucked up royally, essentially he moved in the perfect position to get blown up. Even if the jedi notices the nade a little late, he can increase the distance between him and the nade easily with a good strafe jump. So this rare occassion which requires bad play should be death to 100 hp jedi, it doesn't affect the gameplay significantly.
Overall according to you what we have is a bad state. Running jedi can still easily die with 100 hp, and apparently even a blocking one if his motivations are reversed. I mean instead of trying to get away from the nade he walks straight on it, that can't be done accidently while you're trying to get away.
EDIT:
Anyway talking about this by making up scenarios in theory is much harder than showing actual gameplay. So I uploaded a demo for you, note it's from 1.4.4. Our problem happens in the 25th round (demo starts at 18th). A jedi wtih visas model and blue lightsaber will survive a pretty close nade. The guy managed to get 2-3 steps away from it, but I think we can agree that he was really close. So everyone can decide whether it's fine or not, but the problem is presented accurately. Have a nice day.
Anyway if you take the time to watch the whole demo - it's about 30 mins-, you will see jedi dieing to nades which are way further. Maybe cause they were already wounded but also because they were running.
Uploadfiles.io - demo0051.dm_26
Also remembered that Polak has a video about it, it's 1.3 with red's damage reduction perk though, I don't know if that's the same durability as the current jedi.