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POISON DARTS:
Now that jedi is nerfed, I think it is time to balance this feature called poison.
Let us see what we have here: A poisonous dart that costs 5 points to get. Mainly used against jedi, stopping them from force regeneration. Also deals 2 health point dmg per tick, making the dmg 21 in total if no meditation. Rather easy to aim due to it being instant.
What irritates me the most is the fact that the dart deals rather much dmg while jedi has hardly any counter to NOT get hit by it. Bh spam makes it almost useless to play jedi when all you can do is go into the field and see so many bhs that their poisons combined are enough to kill you even if you meditated.
How would I fix this? Reduce the dmg made by darts to 1 (keep the dmg at 2 against any other class), to zero when meditating. Stopping force regen is already a big minus, and keeping the dmg at 1 per tick (OR even nerf it more and lose 1 hp every 2nd tick) still encourages the jedi to fallback to meditate. Having meditate to nullify the dmg completely would give low hp jedi a reasonable chance to survive.
WRIST LASER:
I like the new changes, it is taking the gun into right direction but right now it is worse than before. Sure it is instant shot but it is way too easy to destroy the gun by overuse. Right now the only change it needs is removing the self-destruction. We can keep the same limit which is at 3 atm (could be buffed to 4 imo, make the gun worth to buy) but instead of destroying the gun, have it be in overcharged mode, lets say 5-10 seconds and it starts reloading again. It is frustrating to have the gun completely destroyed when it costs 15 points.
SBD, DROIDEKA
Needs a big nerf against jedi. I did some testing against a skilled sbd 1v1 as me jedi tryin a lot different play styles (saber styles, mt, speed). I tried a lot different approaches yet NONE were effective in a 1v1. I lost basically 20 to 1 against cortosis sbd and firepower 2. Flinch, slap, cortosis, those things TOGETHER give sbd enough to instawin any jedi, the sbd basically stopped all my swings with flinch alone, sometimes I got 1 hit in but it gets dealt with by cortosis and flinch after that. Best tactic seemed to be red instacombo but it took luck to win, or a distraction but that doesn't happen in 1v1.
Droideka obviously with its super high rate force eating gun takes down jedi like fly due to flinch. Add in discharge and jedi cant even get near before his force is depleted.
Both of these things can be adjusted by removing flinch against sbd and droideka, or something what chaotic said in an earlier thread; have the rate of fire affect flinch in a certain way (higher rate of fire = flinch is reduced)
ARC
Make this poor bastard finally a strong class to play. My suggestion: make dex 3 free (but optional, some ppl prefer not having dex). This way arc has a lot more points to spent on stuff to make it actually a verstaile class. Havin dex 3 default you can now get a pulse or two while havin reasonable ammo, armor and firepower. I'd go even far enough to give arcs stamina 2 by default. This class needs some loving and it would be a blast to be more verstaile, not stuck having pulses to counter deka and sbd and then having no firepower or dexterity.
These are my biggest issues in the game, they don't bother me a great deal but could be fixed to make the gameplay a lot smoother. Otherwise I love the current build.
I won't say a word about dueling since that is not my forté and leave it to people who know better than me.
Now that jedi is nerfed, I think it is time to balance this feature called poison.
Let us see what we have here: A poisonous dart that costs 5 points to get. Mainly used against jedi, stopping them from force regeneration. Also deals 2 health point dmg per tick, making the dmg 21 in total if no meditation. Rather easy to aim due to it being instant.
What irritates me the most is the fact that the dart deals rather much dmg while jedi has hardly any counter to NOT get hit by it. Bh spam makes it almost useless to play jedi when all you can do is go into the field and see so many bhs that their poisons combined are enough to kill you even if you meditated.
How would I fix this? Reduce the dmg made by darts to 1 (keep the dmg at 2 against any other class), to zero when meditating. Stopping force regen is already a big minus, and keeping the dmg at 1 per tick (OR even nerf it more and lose 1 hp every 2nd tick) still encourages the jedi to fallback to meditate. Having meditate to nullify the dmg completely would give low hp jedi a reasonable chance to survive.
WRIST LASER:
I like the new changes, it is taking the gun into right direction but right now it is worse than before. Sure it is instant shot but it is way too easy to destroy the gun by overuse. Right now the only change it needs is removing the self-destruction. We can keep the same limit which is at 3 atm (could be buffed to 4 imo, make the gun worth to buy) but instead of destroying the gun, have it be in overcharged mode, lets say 5-10 seconds and it starts reloading again. It is frustrating to have the gun completely destroyed when it costs 15 points.
SBD, DROIDEKA
Needs a big nerf against jedi. I did some testing against a skilled sbd 1v1 as me jedi tryin a lot different play styles (saber styles, mt, speed). I tried a lot different approaches yet NONE were effective in a 1v1. I lost basically 20 to 1 against cortosis sbd and firepower 2. Flinch, slap, cortosis, those things TOGETHER give sbd enough to instawin any jedi, the sbd basically stopped all my swings with flinch alone, sometimes I got 1 hit in but it gets dealt with by cortosis and flinch after that. Best tactic seemed to be red instacombo but it took luck to win, or a distraction but that doesn't happen in 1v1.
Droideka obviously with its super high rate force eating gun takes down jedi like fly due to flinch. Add in discharge and jedi cant even get near before his force is depleted.
Both of these things can be adjusted by removing flinch against sbd and droideka, or something what chaotic said in an earlier thread; have the rate of fire affect flinch in a certain way (higher rate of fire = flinch is reduced)
ARC
Make this poor bastard finally a strong class to play. My suggestion: make dex 3 free (but optional, some ppl prefer not having dex). This way arc has a lot more points to spent on stuff to make it actually a verstaile class. Havin dex 3 default you can now get a pulse or two while havin reasonable ammo, armor and firepower. I'd go even far enough to give arcs stamina 2 by default. This class needs some loving and it would be a blast to be more verstaile, not stuck having pulses to counter deka and sbd and then having no firepower or dexterity.
These are my biggest issues in the game, they don't bother me a great deal but could be fixed to make the gameplay a lot smoother. Otherwise I love the current build.
I won't say a word about dueling since that is not my forté and leave it to people who know better than me.
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