Potential fixes to 1.3 that could have been used but weren't thread

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{Δ} Achilles

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This thread is for everyone to come up with, and debate, on ways that the Devs could have kept the more interesting and fun 1.3 feel, yet still fixed it. I'll start with my suggestions:

(Note: This first set was a bunch of suggestions that I had about 3 months before 1.4 was released as a beta, so no I didn't copy any of them from 1.4)

Suggestion 1
*** Mechanics changes:

- Slap is now a 6 second cooldown, and will no longer knockdown an opponent, but rather stagger if they are not blocking. It will only knock down a running/jumping opponent. However, slapping on staves/duals (kicking) will still knock down, but now have a 12 second cooldown. (This is to completely remove the ridiculously slap-centric system that currently exists. The 3 second slap fights got incredibly stale. Instead, it has a longer cooldown, and will simply give you the ability to go on the offensive in a saber fight)

- Sweep kick is on a 12 second cooldown, and will knockdown an opponent not blocking (like it already does) (This will be an option for players to use, in lieu of the old slap mechanics)

- Parrying now deals 8 BP damage to BOTH players. (This will reduce parry spam significantly, and instead force players to be more cautious)

- Force focus completely removed. Instead, hovering your cursor over an opponent that has their back turned towards you, will allow you to move forward faster, and catch up to them. (A chase mechanic, other than having force powers and a lot of patience, is badly needed in this game. Running and timewasting is extraordinarily prevalent. However, this will still allow for quick back-stepping movement in a saber duel, as long as you face your opponent, they won't move faster)

- Jedi/Sith cannot be hit by force abilities while walking, or blocking. They can only be hit by force abilities while disarmed, jumping (and not blocking while jumping, or low on FP while jumping), running, and when knocked down. (More movie like, as well as more gameplay friendly)

- Jedi/Sith have a significantly reduced deflection radius, depending upon deflect level. (Nerf/Buff to deflection, and gives a purpose to having skill in deflection, and if you don't put points into deflection, you had better be really good)

- Getting hit by a saber (With the exception of SBDs) will stagger momentarily. (This will make blue/cyan more useful against gunner classes, so you can't just stare down a cyan/blue user and empty a clip on them while they slice your face off)

- Meditating as a Jedi/Sith will regenerate 3 HP/S, unless poisoned. (Regeneration, of some sort, is badly needed in many cases. Imagine, if you will, you get shot by your teammate, for a stupid reason, and you now have 2 HP. If a Jedi/Sith slaps you, you die. So a slow regen, that cannot be used in combat, would be quite welcome)

- Mblocking will stagger a swingblocking opponent (but not for as long as Staff, just enough to get in a good swing). (Mblocking is not easy to do, and this mechanic would allow good players to dispatch bad/average players (who know how to swingblock) far easier. Not to mention a good player is almost impossible to swingblock)

- Swap Mblocking movement keys to the *actual* opposite direction of swings. If an opponent is using a upper right swing, the movement to mblock it should be *away* from the swing, but you end up moving side-to-side towards it. (This would help new players get used to mblocking, and be significantly more useful in defensive footwork, especially against multiple opponents)

- Killing an enemy Jedi/Sith will fully refill your BP (This is to allow for fighting multiple opponents and succeeding, similar to duel mode)

- Counter swings can be done from any direction

- Half Swings can be done from both A, and D swing angles



*** Saber System changes:

- Cyan
Changed to 3 hit Cyan Combo (This is to give a more specialized feel to Cyan, than the 6 hit combo 'spam' everyone feels it is, and puts more of an emphasis on footwork against styles like Yellow)

Damage increased by 40%

BP multiplier x0.6

Perk Change:
- Removed old perk
- Cyan takes 80% less damage on parries (Keeping Cyan more like a fencing style, and focused on parries, beating the opponent through expert distancing and parrying)
- Deals 70% increased damage on a single body hit to an opponent (at any point during a combo), subsequent body hits deal 40% less damage. (This is to emphasize single hits to an opponent, parry them two times, then land a powerful body hit, rather than spamming through their combos to hit them repeatedly. Forcing precision, over spam)
- Back jumps cost no BP

Animation changes:

- The spins are 50% faster, and deal slightly more damage (This is so that the spins are actually useful, and not something to avoid like the plague, albeit it would leave you open)
- W Swing is changed to a swift one handed thrust, that can be combo'd in and out of (This emphasiZes the fencing Makashi style, so that you can keep your opponent at saber tip length)
- Block stance changed to a one handed stance, similar to Dooku, or Malak (to further distuingish the style from others, so that it is easily seen, even from a distance)



- Blue
Increased Damage as combos go on, but increased BP cost (This is to allow Blue to branch off into strong combos at a moments notice, rather than sticking to the AC management game of just single hits)

Nerf base damage

Perk Change:
- Remove Old Perk (Force powers bonuses should not be saber style perks)
- Acrobatic attacks no longer cost BP, but force jump drains BP (To grant blue a mobility advantage over some other styles.)



- Yellow
Reduce combo speed by 25% (Yellow, like a lot of other styles, becomes quite spammy, and for how much damage it deals, it can be considerably hard to deal with. By reducing combo speed, you'll make it so that precise attacks are more prevalent, than parry spamming)

New Perk: Half swings build, and drain AC on hit



- Red
Nerf Damage by 50% (Red is simply far too overpowered at the time being, and it has little to do with the perk, but more or less the damage and stagger. Landing a lucky slap on an opponent means that opponent is simply dead, if you don't mess up the 3 hit combo. Shifting red to a defensive style, with a sudden and powerful offense, would be more interesting than the current mishap we have)

Perk Change:
- Remove old perk completely (Broken)
- First swing deals 50% more damage, follow up swings deal 20%/40% less than base damage (To emphasize the first swing, over the ridiculous 3 hit combo)
- Pblocking Regenerates 10 BP (This allows a red user to essentially tank, and dish out damage only when absolutely possible)

Animation Changes:
- Increase speed of first swing by 30% (This allows that first hard swing to be landed easier)



- Purple
Change to a 2 hit max combo (In order to keep it from being a worse version of Red, and better version of cyan.)

Kata no longer builds AC, but will automatically deflect all blaster shots in a 360 degree radius, deals 60% less damage on all swings except the final, which deals 40% more.

Perk Change:
- Remove old perk
- Pblocking Drains ACM from the opponent (With a 2 hit max combo, purple is all about ACM management, and landing that huge powerful finishing blow)
- At Max AC, purple will deal damage through pblock (this will allow the purple user to go through a stubborn pblocker's defenses, by successfully managing ACM)

Animation Changes:
- SA A WD swings are replaced with Blue animation swings (Visual diversity, so that it isn 't just a slow version of cyan)



- Staff
The unused class special 1 (saber throw) is replaced with a 'Hilt Smack', similar to Maul's hit on Qui Gon from Episode 1. It will cause a stagger if the opponent is not blocking, and a knockdown if the opponent is running. Has a 8 second cooldown that is separate from slap cooldown, and builds half a point of AC on a successful stagger.

Kata automatically deflects all blaster shots in a wider arc than normal, can be interrupted by a parry (while regenerating some FP) (This will grant the Kata a useful purpose rather than being an annoying spam mechanic to people in a corner, against good players the Kata is useless anyway)

Reduce staff backstab damage by 60%, but allow it to instantly execute a player below 35 BP, if landed properly and not parried. (Making the backstab a proper finisher, rather than something to do on someone that got knocked down, over and over)

Perk Change:
- Remove old perk
- Counter swings (not combos) deal 15% more damage (To enable a more defensive option for Staff, while still keeping aggression in mind)
- Spinning attacks deal 35% more damage (To make those lovely spins actually useful)



- Dual Sabers
Kata damage nerfed by 30%, but the kata will automatically deflect all blaster shots in a wider arc than normal, can be interrupted by a parry (Same reason as staff. The only purpose for the Kata atm is insta-killing someone far better than you in a tight space, or dying to someone far better than you in an open space)

Command stabs no longer build AC, but knocks back, and deals minor BP damage. (Currently CS is too strong, but it should be utility similar to the blue kata)

No combo limit (Allow better parrying, and more versatility, that is needed)

Costs an additional 15% BP for every added swing in a combo (Adds a punishment to spamming)

Perk change:
- Remove old perk completely
- Pblocking damages opponents' BP, by 10 (Adds a good defensive ability to Duals, which gives it a good push/pull capability, a balanced mix of offense/defense.)



*** Skill Changes:

Speed, granted to Sith (Come on, everyone wants it)

- Healing, 10-6-12, Granted to Jedi (Healing can be done just fine, and would be a useful support ability)
Level 1: The Jedi kneels, and regenerates 10 HP/s
Level 2: The Jedi kneels, and regenerates 15 HP/s, and can focus on a teammate (similar to grip focus) and heal teammate for 5 HP/s
Level 3: The Jedi slowly regenerates HP passively, 1 HP/s, can kneel and regenerate 15 HP/s, and can focus on a teammate and heal for 10 HP/s

- Saber Throw, 4-8-12, granted to Jedi/Sith (Disabled on Staff) (To make saber throwing not-useless, but also not-overpowered)
Level 1: The Jedi can pull the saber back mid flight after 2 seconds of flight time. Deals 38 damage.
Level 2: The saber throw is slower, more accurate, and swings horizontally during flight. Can immediately be pulled back after being thrown. Deals 55 damage.
Level 3: The Saber throw is extremely accurate, and swings horizontally, but also vertically upon hitting a target, and will stay thrown as long as the button is held. Releasing the button pulls the saber back. Deals 75 damage per hit.
*Note: An opposing Jedi/Sith can disarm the thrown saber by using push/pull

- Physical Conditioning, 6-4-12, granted to Jedi/Sith (Adds more build diversity, and interesting combinations)
Level 1: Blaster/melee/explosion damage reduced by 20%
Level 2: Blaster/Melee/Explosion damage reduced by 30%, the Jedi/Sith deal 30% more melee damage, and can recover faster from knockdowns
Level 3: Blaster/Melee/Explosion damage reduced by 40%, the Jedi/Sith deal 40% more melee damage, will roll-recover from knockdowns (similar to Arc Troopers), and automatically dodge sniper fire

- Saber Defense, 10-10-6 (The ability to block force lightning will be useful, and the FP reduction is also useful while holding block, the Jedi is in a defensive position, and thus takes less damage)
Level 2: The Jedi can now block force lightning.
Level 3: While holding block, FP damage caused by blaster shots is reduced by 50%

- Force Mastery, 2-4-8 (Gives more diversity, and allows for stronger force-specs)
Level 1: FP regeneration is increased by 10%, and the Jedi/Sith cannot be pushed/pulled above 85 FP, unless disarmed, back turned, or jumping and not blocking
Level 2: FP regeneration is increased by 25%, the Jedi/Sith cannot be pushed/pulled above 60 FP, unless disarmed, back turned, or jumping and not blocking
Level 3: FP regeneration is increased by 35%, the Jedi/Sith cannot be pushed/pulled above 40 FP, unless disarmed, back turned, or jumping and not blocking. Jedi at this level can block force lightning in melee, at the cost of 5 FP/s

- Deflect, 2-6-10, (Manual blaster deflection costs 3 FP across all levels)
Level 0: Jedi/Sith can only deflect blaster fire by Mblocking it, and aiming at the source. Sniper shots will go through the block.
Level 1: Jedi/Sith can only deflect blaster fire by blocking, in a small cone. Sniper shots will go through the block, unless looking at source.
Level 2: Jedi/Sith will automatically deflect blaster fire in a larger cone, including sniper shots. Manually deflecting is far more accurate, and deals 10% more damage to reflected source. Jedi can now reflect lightning back at the Sith user by holding Mblock, at a cost of 7 FP/s
Level 3: Jedi/Sith will automatically deflect blaster fire in a huge cone, including sniper shots. Manually deflecting is incredibly accurate, and deals 20% more damage to reflected source. The Jedi can also absorb blaster fire in melee by blocking, for 30% more FP cost. Jedi can reflect lightning back at Sith accurately by holding an Mblock, at a cost of 5 FP/s.

- Fast Saber, 4-2-4 (No real reason to cost so many points for saber styles, especially with the new skills I'm suggesting)

- Medium Saber, 2-4-2 (No real reason to cost so many points for saber styles, especially with the new skills I'm suggesting)

- Strong Saber, 4-2-4 (No real reason to cost so many points for saber styles, especially with the new skills I'm suggesting)



*** Force Power Changes:

- Force Push
The closer the target, the more precise the aiming is. Within 15 feet, you have to aim at the target. Beyond 30 feet, it will knock down everything not walking/crouched in a large cone. (In order for push to be more skill based)

- Force Pull
The further the target, the more precise the aiming is. Within 10 feet, it will pull multiple targets (though not disarming), beyond 10 feet, the cone becomes significantly more pointed. (In order for Pull to be more useful up close, and more skill-based)

- Force Repulse (Atm it is just used by trolls in duel servers and Sylvar)
Reduce AoE radius by 30%
Increase on-block knockback by 20%
Decrease impact damage by 20%
Increase FP cost to 60

- Force Sense (Purpose for this nerf, is simply because sense is too strong in general, and nerfing this will give gunners a better chance against assassin Jedi/Sith, allowing for proper ambushes)
Level 1: Only reveals moving Jedi/Sith on the minimap
Level 2: Only reveals moving Jedi/Sith
Level 3: Reveals all moving targets within the vision range

- Mindtrick (a useful buff to mind trick, that makes sense to me)
Level 1: Blurs vision of affected target
Level 2: Jedi becomes invisible, first revealing attack from a hidden Jedi deals 100% bonus damage
Level 3: Jedi becomes invisible, and blurs vision of affected targets, Jedi deals 200% bonus damage on first revealing swing

- Force Speed (There is no reason for not being able to use a saber during speed, they should be able to balance it just fine. I look foward to seeing Cin Drallig styles :D)
Level 3: You can use a saber with force speed, for increased sabering speed, but you are vulnerable to force powers, and take 2x BP damage.

- Force Grip (This is a buff, due to the fact that Grip is mostly useless for anything but a cheap CC kill)
Level 1: Chokes out target for 10 HP/s
Level 2: Slowly lifts target off ground, and chokes for 15 HP/s, can use force pull 3 to disarm target after 2 seconds of choking (including Jedi) during this. Can also use force lightning to increase damage, and paralyze target while choking.
Level 3: Instantly lifts target off his/her feet, and chokes for 20 HP/s, pull 3 will disarm the target after 1 second of choking (including Jedi). Can also use force lightning to increase damage, and paralyze while choking. Slamming a choking target into a wall will deal minor impact damage.
---The focus for gripping a target is the same (However it doesn't work on a blocking/walking Jedi, only on a running/jumping/knocked down Jedi), however on a target knocked down/running, the grip focus is 60% faster. Jedi that are gripped after being knocked down, cannot push for 2 seconds. Jedi cannot push while being electrocuted. HOWEVER, recovery from being choked is much faster, so you can no longer insta-kill a Jedi by landing grip. The damage ignores armor.

- Force Lightning (Lightning at the moment is practically useless for anything other than racking up TK points. Against regular soldiers, it is fine, against anything else, terrible. This would make it far more fun to use, and more challenging to work around)
Level 1: Deals a burst of 15 HP damage, and paralyzes a target for a moment. Jedi that are not blocking will be staggered, but undamaged.
Level 2: Deals 15 damage per second, and paralyzes the target for the duration, if the target attempts to run during this, they will be knocked down. Jedi that are not blocking will be staggered, and take minor damage. Wookies hit for 4 seconds by this will be set on fire.
Level 3: Deals 20 damage per second, and paralyzes/knocks back a target for the duration, if the target attempts to run during this, they will be knocked down. Jedi that are not blocking will be staggered, and take damage. Wookies hit for 4 seconds by this will be set on fire. Jedi that are below 30 FP will be disarmed. Jedi that are running will be knocked down. Jedi that are jumping will be lightning-pushed. The damage ignores armor, but not shields.



* * * Other Changes * * *

*** Soldier
Mechanics:
- Recovers from knockdowns 30% faster (With the proposed changed to Jedi/Sith, soldiers should also receive a buff)

Skills:
- Medkit, 6 (Gunner classes should have a way of recovering health as well)
Takes 4 seconds to use, heals 40 HP, only get one, can be used on other soldiers.



*** Commander/Elite
Mechanics:
- Recovers from knockdowns 40% faster

Skills:
- Medkit, 2-6
Takes 3 seconds to use, heals 40 HP, up to two, can be used on other soldiers.

- Experienced, 4-8-12 (I don't feel commander brings anything to the table that regular soldiers don't, this would give them some options, I feel)
Level 1: 10+ HP, 20% resistance to melee/explosion damage
Level 2: 20+ HP, 35% resistance to melee/explosion damage, better accuracy while moving
Level 3: 30+ HP, 45% resistance to melee/explosion damage, better accuracy while moving, increased rate of fire/damage by 20%

*** Hero
Skills:
- Dash (I always felt dash was really strong compared to other gunner classes, along with heal and P3, I felt it was absolutely ridiculous. Although not super OP, it should be nerfed, so that heroes don't have such an edge)
Increase dash stamina cost by 60%.

*** Bounty Hunter
Skills:
- Poison Dart (Poison Dart is all anyone picks on this class, it is actually really annoying. Perhaps by nerfing it, and buffing tracking darts, we can encourage different playstyles)
Allow FP regen, but slowed by 50%.
- Tracking Dart
Now causes target to take 20% more FP/HP damage while tracked.
- Dodge (Because it is stupid that easy-mode Hero gets dodge, whereas Bounty Hunter doesn't.)

*** Clone Trooper
Weapons:
- Clone Rifle 3 (Okay, this thing is insane, in the right hands, nigh unbeatable. Needs a nerf)
Reduce firing rates of all clone weapons by 40%, but increase damage by 6, and accuracy by 10%, unless taking the minigun which remains the same.
- Concussion Blasts (Also, ridiculous in the right hands, the ability to instantly knock down anything that steps infront of you, is insane. Especially on such a short cooldown. Potentially, if you can land 80%+ of your concussion blasts (Which I've seen some gloans capable of) you can kill literally anything you go up against with almost no risk.)

- Clones can now 'slap' with their rifles, using class special 2, knocking down targets up close, with a 4 second cooldown (This will replace blobs as a skillshot against Sith, and also give sprinting a usefulness to close the gap against regular gunners)

Skills:
- Clone Rifle, 5-10-20
- Ion Blasts, 15-5-5
- Minigun, 30

*** Arc Trooper
Mechanics:
- Convert Armor to shields
- Shields regenerate out of combat at a rate of 10 SP/s

Skills:
- Stamina 3 (With lightning buffed, it would need a stronger gunner-based counter, which the Arc Trooper would be happy to fill)
Allows the Arc Trooper to move faster through lightning, and even fire at a slower rate.
- Dexterity 3 (I believe the Arc Trooper is worthless compared to Hero, in many ways, and for many reasons. By buffing the roll slightly, you'd give Arc Trooper a slightly better position)
Roll cooldown decreased by 30%

*** Wookie
Mechanics:
- Can no longer be 1 hit killed by Red/Purp (This will alleviate some of the more annoying issues of using wookie, getting insta-gibbed by a red/purp user)
- Is staggered by saber swings (Will keep the Wookie from just trading blows with a Cyan/Blue Sith, and coming out ontop)
- runs 30% slower with melee (Without fear of being pushed/pull, Wook can run freely while firing which no other gunner can do. And with melee, a Wook can theoretically kite a Jedi/Sith forever, and even catch up to gunners with their melee)
- Health reduced by 25% (Wookiees are waaaaaay too durable against projectiles, and a skilled Wookiee can easily dominate most other gunner classes)

*** Super Battle Droid
Mechanics:
- Now moves at walking speed (Yes yes I know, 'but altroll it was slow already.' There is a point to this, go play Republic Commando, and you'll understand)
- Increase health by 100 (Make them more walking battle tanks with the slower speed.)
- Melee Slap cooldown increased to 5 seconds (Make it more of a skill shot, than a spammable swinging arm of doom)
- Gets 3 weapons, the regular SBD blaster as main fire, T-21 heavy shot as alternate fire, and a single launch rocket as a swap fire, that requires kneeling to launch. The rocket deals 150 damage on a direct hit, but deals minor damage in an area. (This will give the SBD some more options against classes like Wookiee)
- Cannot be knocked over by wookiees, and cannot be pushed back/pulled by Jedi. (Too easy to kill SBDs in melee with Wook, and too easy to push SBDs into pits)

*** Destroyer Droid
Skills:
- Shield Discharge (It is pretty spammable, I find, should be more of a skill shot)
Increase cooldown between discharges by 2 seconds

*** Mandalorian
Increase fuel consumption of Jetpack by 50% (Mandos have it easy due to this single item. Nerfing it would introduce more skill to the class. Also 90% of Mandos are quite bad, and exist specifically to jet pack in, and suicide bomb 10 teammates to get a single jedi kill.)
Increase rocket cost to 25

*** E-11 Blaster (Everyone uses the alt fire mode, and for good reason, the damage on primary fire doesn't outweigh the skill needed to land it)
Increase primary fire damage by 20%

*** Level 3 Pistol (Too strong, in an enormous amount of situations)
Nerf accuracy of full power shots by 50%

*** Clone Pistol (Far too weak to ever be used for anything other than the occasional bounce shot on P2, it fires way slower than normal P1)
Increase fire rate by 50%

*** Bowcaster (Bowcaster is really strong, but with the suggested changes, won't be strong enough to carry wookies against competent Sith, so it needs a sort of buff. By reducing the fire rate, it makes it significantly harder to use, but by increasing the damage, well worth it)
Slow fire rate by 25%, increase damage by 35%

*** T-21 (Alt fire on T-21 is absolutely amazing, and everyone that knows Commander spams it, but the primary fire requires an enormous amount of skill to land, and has substantially less reward. Landing 1 headshot and 1 body hit on a Wookiee with T-21 should kill it)
Buff primary damage by 30.
Nerf secondary damage by 4.
Increase moving fire accuracy on primary by 30% (Insane how easily you can get an unlucky miss at point blank with T-21 primary.)

Alternative suggestion 2
*** Mechanics Changes

- Swingblocking will prevent additional attacks (This will negate swing-block spamming which is prevalent amongst styles like Yellow, Purple, and Red. Which grants a huge advantage against anyone that cannot swingblock full combos, and forces fights into parry-fests)

- Slap has a 10 second cooldown (This will force players to think about when they slap more often, and with the nerf to swingblock, will cause players to retain their slaps more often)

- Counter swings can be used from any direction

- Damage from swings are reduced the closer you are to the opponent. At max saber range, you deal full damage, but at facehug range, you deal 40% (In real sword fighting, you tend to want to hit your opponent with the tip of your sword, for the most force and potential slashing capability. At point blank, you won't get enough momentum to do much with your sword, even if you could hit them. This would also apply to sabering, since it does require force to pierce an opponent's defenses. This would also reduce point blank spam, but introduce a new problem of shadow swing spam)

- Running will cause you to lose 3x BP from swinging and getting hit (This will reduce shadow swinging spam as well)

- AP stacks beyond full, hitting 2 enemy Jedi will build your AC against both of them, and grants you substantially higher damage (This will allow 2v1s to be significantly easier to win, if you are skilled enough to manage ACM)

- Killing an enemy saber wielder will fully replenish your BP, like duel mode (Allowing 2v1s to be more winnable as well.

*** Styles

- Cyan

Cyan will be staggered at point blank range from swinging against an opponent's block, but not from parrying (This is to emphasize its role as a fencing style)

Damage increased by 40% at max distance

BP multiplier of x0.5

Perk Change:
- Remove old perk
- Deals 4 BP damage per parry (So theoretically if you parry an opponent 6 times, you deal 24 damage)
- Parrying an enemy's swing with the opposite swing, (For instance WA will be parried by SD) will stagger the opponent momentarily, allowing for a single swing)
- Acrobatics and backflips cost 0 BP, but force jumps remain the same

Animation Changes:
- W Swing is changed to a swift one handed thrust, that can be combo'd in and out of (This emphasizes the fencing Makashi style, so that you can keep your opponent at saber tip length)
- Block stance changed to a one handed stance, similar to Dooku, or Malak (to further distinguish the style from others, so that it is easily seen, even from a distance)
- Reduce the length of the animation after the mid point of the swing (Fencing is all about footwork, and energy management, the animations for Cyan cause the swing to weirdly over-extend, and would leave the user in a vulnerable position, and would be quite ineffective for parrying. A good fencer must always keep his weapon facing the opponent, and having his swings wildly slash in one direction does not bode well)

My feeling is that this would make Cyan difficult to use, but also effective once mastered, and considerably more fun.

- Blue

Nerf base BP damage by 30% (Blue is a style of building up your offense. It should thus be very weak in the beginning)

Perk Change:
- Remove Old Perk
- Acrobatic attacks no longer cost BP, but force jump drains BP (To grant blue a mobility advantage over some other styles.)
- Interrupts deal 25% more damage to both the blue user, and the opponent. (This would reward usage of timing)


- Yellow

Base Damage reduced by 25% (Nerf to Yellow's offense)

New Perk:
- Counter Swings deal 35% more damage (Buff to Yellow's defense)


- Red
Damage increased by 70% (To support the following changes)

Red combo size limited to 1 swing (To make it more skill based, rather than combo spammy)

Perk Change:
- Remove old perk completely
- Deals 50% damage through pblock (So that the single swing is actually viable)
- Staggers parries (So that the single swing is actually viable)

Animation Changes:
- Increase speed of first swing by 25% (This allows that first hard swing to be landed easier)


- Purple
Change to a 4 hit combo (With the damage reduction, would give it more flexibility against a style like yellow)

Damage reduced by 40% (Because purple's damage is ridiculous)

Perk Change:
- Remove old perk
- Pblocking an opponent regens your BP by 7 (This would grant it staying power, the ability to win a long grind out fight)

Animation Changes:
- SA A WD swings are replaced with Blue animation swings (Visual diversity, so that it isn 't just a slow version of cyan)


- Staff
The unused class special 1 (saber throw) is replaced with a 'Hilt Smack', similar to Maul's hit on Qui Gon from Episode 1. It will cause a stagger if the opponent is not blocking.

Reduce combo speed by 20% (So it is less spammy looking)

Increase combo damage by 30%

Spinning swings will stagger an opponent for a short time unless Pblocked (Gives usefulness to the l33t spins)

Perk Change:
- Remove old perk
- Pblocks build ACM (Because if you think about it, swinging at a weapon with two sides that can instantly kill you with a light touch, is considerably difficult)
- Has a much wider area of defense around the wielder, to avoid sidewhacks (So that Staff, which atm just absorbs hits from a 10 mile radius, has a stronger grounding as an anti-group weapon)

If you have ideas for how to improve 1.3, post 'em :D


inb4
darth-vader-didnt-read.gif
 
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T r i s t a n

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You're a troll Chaos.
One of the main things I disagreed with was:
- Parrying now deals 8 BP damage to BOTH players. (This will reduce parry spam significantly, and instead force players to be more cautious)
- Force focus completely removed. Instead, hovering your cursor over an opponent that has their back turned towards you, will allow you to move forward faster, and catch up to them. (A chase mechanic, other than having force powers and a lot of patience, is badly needed in this game. Running and timewasting is extraordinarily prevalent. However, this will still allow for quick back-stepping movement in a saber duel, as long as you face your opponent, they won't move faster)
The other areas are a bit out of my reach, but otherwise I like some of the suggestions, such as meditating as a Jedi/Sith to regain pesky lost health.
 
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Some things are just so ridiculous that you can't dignify them with anything other than what they are:)

And considering you're not even here and the op goes by the in-game name of troll...durr:)

So many ideas, so many changes to gameplay, yeah, serious suggestion.:)
 

T r i s t a n

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I am not dignifying all of his suggestions, I am simply stating that you are a troll, and also I like and disagree with a specific few of his suggestions that caught my eye.
 
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'scuse me, need to make my goodbye thread. Just found out I'm a troll:)

I find it hard to take anything at face-value when it comes to these suggestions.
Medics - not gonna happen.
Changes to encourage spam and certain types of player behavior - zzzzzzzzzzzzzzzzzzzz.

Tbh, you're better off playing a different game or actually joining the team and coding it yourself because all these changes/suggestions - not realistically gonna happen.

I could see a few here and there...but this word salad?

I find your accusations both hypocritical and insulting. Now excuse me. Once I'm done and gone with my goodbye thread I have to work on my Hello, Again thread.
 

StarWarsGeek

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- Getting hit by a saber (With the exception of SBDs) will stagger momentarily. (This will make blue/cyan more useful against gunner classes, so you can't just stare down a cyan/blue user and empty a clip on them while they slice your face off)

- Meditating as a Jedi/Sith will regenerate 3 HP/S, unless poisoned. (Regeneration, of some sort, is badly needed in many cases. Imagine, if you will, you get shot by your teammate, for a stupid reason, and you now have 2 HP. If a Jedi/Sith slaps you, you die. So a slow regen, that cannot be used in combat, would be quite welcome)

- Healing, 10-6-12, Granted to Jedi (Healing can be done just fine, and would be a useful support ability)
Level 1: The Jedi kneels, and regenerates 10 HP/s
Level 2: The Jedi kneels, and regenerates 15 HP/s, and can focus on a teammate (similar to grip focus) and heal teammate for 5 HP/s
Level 3: The Jedi slowly regenerates HP passively, 1 HP/s, can kneel and regenerate 15 HP/s, and can focus on a teammate and heal for 10 HP/s

- Physical Conditioning, 6-4-12, granted to Jedi/Sith (Adds more build diversity, and interesting combinations)
Level 1: Blaster/melee/explosion damage reduced by 20%
Level 2: Blaster/Melee/Explosion damage reduced by 30%, the Jedi/Sith deal 30% more melee damage, and can recover faster from knockdowns
Level 3: Blaster/Melee/Explosion damage reduced by 40%, the Jedi/Sith deal 40% more melee damage, will roll-recover from knockdowns (similar to Arc Troopers), and automatically dodge sniper fire

- Force Speed (There is no reason for not being able to use a saber during speed, they should be able to balance it just fine. I look foward to seeing Cin Drallig styles :D)

*** Soldier
- Medkit, 6 (Gunner classes should have a way of recovering health as well)
Takes 4 seconds to use, heals 40 HP, only get one, can be used on other soldiers.

*** Commander/Elite
- Medkit, 2-6
Takes 3 seconds to use, heals 40 HP, up to two, can be used on other soldiers.

*** Wookie
Mechanics:
- runs 30% slower with melee (Without fear of being pushed/pull, Wook can run freely while firing which no other gunner can do. And with melee, a Wook can theoretically kite a Jedi/Sith forever, and even catch up to gunners with their melee)
- Health reduced by 25% (Wookiees are waaaaaay too durable against projectiles, and a skilled Wookiee can easily dominate most other gunner classes)

*** Super Battle Droid
Mechanics:
- Now moves at walking speed (Yes yes I know, 'but altroll it was slow already.' There is a point to this, go play Republic Commando, and you'll understand)
- Increase health by 100 (Make them more walking battle tanks with the slower speed.)

2O8vjfv.gif


tl;dr: Add lots of healing options, make jedi as OP as possible, make wook useless, and make the tankiest class in the game even more tanky.
I honestly can't tell if most of this list is supposed to be serious or not.
 
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You put in the effort so I'll give some thoughts.

- Slap is now a 6 second cooldown, and will no longer knockdown an opponent, but rather stagger if they are not blocking. It will only knock down a running/jumping opponent. However, slapping on staves/duals (kicking) will still knock down, but now have a 12 second cooldown. (This is to completely remove the ridiculously slap-centric system that currently exists. The 3 second slap fights got incredibly stale. Instead, it has a longer cooldown, and will simply give you the ability to go on the offensive in a saber fight)
Slap does need a longer cooldown, I agree, but 12 seconds seems arbitrary (and too long).

- Sweep kick is on a 12 second cooldown, and will knockdown an opponent not blocking (like it already does) (This will be an option for players to use, in lieu of the old slap mechanics)
If you mean a separate cooldown timer then I suppose this could work. It could allow a slap + sweepkick combo.

- Parrying now deals 8 BP damage to BOTH players. (This will reduce parry spam significantly, and instead force players to be more cautious)
This won't reduce parry spam at all. People will still spam 4 hit combos only their bp will drop faster. Then once both parties reach low bp the player with the better combos/fundamentals will win.

- Jedi/Sith have a significantly reduced deflection radius, depending upon deflect level. (Nerf/Buff to deflection, and gives a purpose to having skill in deflection, and if you don't put points into deflection, you had better be really good)
I'm ok with this. As it stands right now deflection 1 is cheap, effective, and easy.

- Meditating as a Jedi/Sith will regenerate 3 HP/S, unless poisoned. (Regeneration, of some sort, is badly needed in many cases. Imagine, if you will, you get shot by your teammate, for a stupid reason, and you now have 2 HP. If a Jedi/Sith slaps you, you die. So a slow regen, that cannot be used in combat, would be quite welcome)
The devs are already adamant they don't want to move in this direction. This change would never happen unless a new team took over, or a complete overhaul which seems unlikely at this stage of MB2's life.

- Mblocking will stagger a swingblocking opponent (but not for as long as Staff, just enough to get in a good swing). (Mblocking is not easy to do, and this mechanic would allow good players to dispatch bad/average players (who know how to swingblock) far easier. Not to mention a good player is almost impossible to swingblock)
Mblocking is too easy. This would devolve into a rock-paper-scissors of: I stagger you, combo. you stagger me, combo. You've dueled JohnFromSteam so you know exactly what I'm talking about.

- Swap Mblocking movement keys to the *actual* opposite direction of swings. If an opponent is using a upper right swing, the movement to mblock it should be *away* from the swing, but you end up moving side-to-side towards it. (This would help new players get used to mblocking, and be significantly more useful in defensive footwork, especially against multiple opponents)
Probably a smart change.

- Killing an enemy Jedi/Sith will fully refill your BP (This is to allow for fighting multiple opponents and succeeding, similar to duel mode)
Absolutely terrible idea, it should be obvious as to why.

- Purple
Kata no longer builds AC, but will automatically deflect all blaster shots in a 360 degree radius, deals 60% less damage on all swings except the final, which deals 40% more.
I like this idea, and I think it's the right direction for saber perks vs gunners. Less of the "reduced fp drain, reduced body damage" nonsense. More active perks. Although I think 360 is a bit overkill, maybe a 180 degree arc along the kata-side.

- Saber Throw, 4-8-12, granted to Jedi/Sith (Disabled on Staff) (To make saber throwing not-useless, but also not-overpowered)
Level 1: The Jedi can pull the saber back mid flight after 2 seconds of flight time. Deals 38 damage.
Level 2: The saber throw is slower, more accurate, and swings horizontally during flight. Can immediately be pulled back after being thrown. Deals 55 damage.
Level 3: The Saber throw is extremely accurate, and swings horizontally, but also vertically upon hitting a target, and will stay thrown as long as the button is held. Releasing the button pulls the saber back. Deals 75 damage per hit.
*Note: An opposing Jedi/Sith can disarm the thrown saber by using push/pull
Saber throw needs to be built upon. The hitboxes also need fixing badly.


Overall, I think you have some good ideas that deserve considering, but half of these changes are too drastic. The devs will never go on a musical quest to shape mb2 into the way you see it. It would be better to give small changes based on the framework they've already established.
 

Gargos

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We don't need any more healing powers or medkits as there already are in this game (hero heal). The rounds are long enough without them and giving heal would simply make ppl camp to gain full hp and make every round last 5 min. (justifying meditate heal for accidental teamkill dmg made me burst out in laughter)

Also lolling at the wookiee changes, I suppose this guy has no idea how the class even works. For example one pistol 3 headshot takes over 150 hp from a wookiee, 1 ee3 sniper headshot takes around 300. Besides wook is slow as hell, in melee mode it is just SLIGHTLY faster than sith, and very slow while using a a gun. This also means that wookiee always has to buy strength 3 which limits the build options. I could only argue that rage build is situationally op.

Couldn't even arse myself to read all the way and can already say it is full of bad ideas.
 
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tbh some of these suggestions are cool and dandy, but i like the idea of bp regenerating on jedi/sith kill the most. It doesn't have to be full bp, might as well be half, just make it so you can't mindlessly 5v1 a skilled jedi by just holding lmb and running forwards, this could reward actually skilled players for adapting to their situation and stuff.
I also think that removing the knockdown on normal slap may be a little too much, but a longer cd is a great idea.
 

Eazy E

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Didn't read it all but the slap cooldowns and not knocking down on slap are retarded, learn to swingblock.
1.1 broke this saber system for me and no matter what the devs did there is nothing they could do to fix this saber system, Pblocking became ez as fuck anyone could do it and coupled with red or purple was op, cyan's perk is just... frustrating, and above all of that some styles were extremely overpowered (cyan, purple, staff). The 1.1-1.3 era was a plague and should be left to die ALL HAIL 1.4.

Edit: Fixed a few typos.

Another edit: Well I read through it all and you sound like your just buffing jedi needlessly and making them op vs other classes, you haven't been in this community long so I will tell you about lightning and grip, Grip can already disarm enemies as long as you pull them before they hit the ground after grip, as for lightning well 1.3 causes a bug that broke lightning in the past it froze enemy jedi mid-swing if they weren't swingblocking they could recover from this by blocking but they would be frozen for a minimum of 1 seconds I think where you could easily deal around 20 hp damage. The damage on parry is ridiculous 8 bp per parry? haha 1 or 2 damage like it was in v0 or like it will be in 1.4 is fine but I don't think you notice that parry is a defence mechanism made for players to defend vs spam, chances are a spammer doesn't want to parry you he wants to hit you, it is the person on the defence doing the parry and losing heavy amounts of bp for defending yourself is stupid and encourages even more spam (and if you dont want to get parried do a shadowswing then hit them when they are in rebound animation with a halfswing). Giving blue a rebound animation for single hits and adding nudge back really increased the amount of skill needed to parry with blue in 1.4 your suggestion which talks about increasing damage as the combo goes on encourages a spam friendly play style (and being spam friendly got the 1.1 update a lot of hate). Yellow does not need a speed nerf it is perfect as it is.
Staff, now this is what I really dislike about this thread you propose on buffing staffs damage? It's damage is already around the same as yellows (maybe slightly lower) but coupled with its speed it probably has one of the highest bp damage per second in the game (sorry for the MMO terminology couldn't think of a better way to put it). Removing the perk I agree with maybe keep the no need to pblock to mblock perk but remove the stagger perk, more damage on spin attacks? well if your gonna do it for staff why not do it for all styles (especially blue which spins the most out of all styles), you know why the devs never added this? because spins happen when you fuck up a combo all styles have fixed combos doing sd d or wa a is gonna cause a spin with most styles, this has been around since base jka and probably was made to stop mindless spammers from winning duels, rewarding people for using this is stupid if someone can tactically use this such such as with red sd hits or with staff's sd d backstab "combo" then well done for figuring out such tricks and learning to use them then fine you turned a bad thing into a good thing but giving spin attacks buffs just for doing them not using them to setup a backstab or cause a stagger or to trick an opponent is stupid.
Stagger on mblock for all styles is another stupid thing, any half decent player mblocks at a minimum the first hit of their opponents combo if the opponent is using any style yellow or slower, giving this to all styles not just staff (which shouldn't have it in the first place) is stupid and makes the game into a counter spam match (and certain players: Exodus, agentoo8 etc who can mblock whole combos not just the first hits would become practically untouchable).
In conclusion I disagree with 90% of what you have written but I do agree with speed for both sides as for saber with speed 3 why not but double fp cost and 3x damage on hit instead of 2x also no jumping and no bp regen in exchange you get a small damage buff and a 2x speed buff but are completely vunerable to force powers except when blocking.
 
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I made an account just now after my years of playing (since b16) to tell you that these are the worst suggestions for saber combat I've ever seen. It really just reads like you want to buff your own playstyle as a way to 'balance' the game.

Healing is stupid. We had it and it was awful. Passive healing 1hp per second? You've got to be kidding.
 
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Lol i was tagged and i do agree with the slap cooldown at least, it just doesn't feel right having to swingblock and it makes no sense and doesn't contribute to the duel at all i mean its not even humanly possible to block and swing at the same time and it doesn't make sense to slap somebody in the middle of a fight with lightsabers seems like something that would get multiple limbs chopped off if attempted
 

Eazy E

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I made an account just now after my years of playing (since b16) to tell you that these are the worst suggestions for saber combat I've ever seen. It really just reads like you want to buff your own playstyle as a way to 'balance' the game.

Healing is stupid. We had it and it was awful. Passive healing 1hp per second? You've got to be kidding.
When a veteran makes an account just to tell you how stupid your suggestions are I think that means something.
 

{Δ} Achilles

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tl;dr: Add lots of healing options, make jedi as OP as possible, make wook useless, and make the tankiest class in the game even more tanky.
I honestly can't tell if most of this list is supposed to be serious or not.

3 forms of healing: A single use medkit that only heals 40 HP, meditation regen, and the ability to heal. All of which would only work outside of combat.

Explain to me how I'm making Jedi OP to anything other than other Jedi?

If you removed Wookiee's ability to knockdown, charge, fury, and even removed bowcaster 3 from the game, I could still kill gunners with general ease with bowcaster 2, let alone hiding around corners with melee out.

Well, if SBD is at walking speed, then it'd be pretty easy to hit with just about everything in the universe, and CR3 can tear through an SBD rather quickly.

Didn't read it all but the slap cooldowns and not knocking down on slap are retarded, learn to swingblock.
1.1 broke this saber system for me and no matter what the devs did there is nothing they could do to fix this saber system, Pblocking became ez as fuck anyone could do it and coupled with red or purple was op, cyan's perk is just... frustrating, and above all of that some styles were extremely overpowered (cyan, purple, staff). The 1.1-1.3 era was a plague and should be left to die ALL HAIL 1.4.

Oh yes, because I forgot, if you learn how to swingblock, you can spam endless combos with no threat to being slapped, and two masters of swingblock, turn into a parry spam fest. I adore how much you think 1.3 Cyan is OP, just wait until you see my 1.4 Cyan. I think your frustration stems from your inability to use the saber.

Another edit: Well I read through it all and you sound like your just buffing jedi needlessly and making them op vs other classes, you haven't been in this community long so I will tell you about lightning and grip, Grip can already disarm enemies as long as you pull them before they hit the ground after grip, as for lightning well 1.3 causes a bug that broke lightning in the past it froze enemy jedi mid-swing if they weren't swingblocking they could recover from this by blocking but they would be frozen for a minimum of 1 seconds I think where you could easily deal around 20 hp damage. The damage on parry is ridiculous 8 bp per parry? haha 1 or 2 damage like it was in v0 or like it will be in 1.4 is fine but I don't think you notice that parry is a defence mechanism made for players to defend vs spam, chances are a spammer doesn't want to parry you he wants to hit you, it is the person on the defence doing the parry and losing heavy amounts of bp for defending yourself is stupid and encourages even more spam (and if you dont want to get parried do a shadowswing then hit them when they are in rebound animation with a halfswing). Giving blue a rebound animation for single hits and adding nudge back really increased the amount of skill needed to parry with blue in 1.4 your suggestion which talks about increasing damage as the combo goes on encourages a spam friendly play style (and being spam friendly got the 1.1 update a lot of hate). Yellow does not need a speed nerf it is perfect as it is.
Staff, now this is what I really dislike about this thread you propose on buffing staffs damage? It's damage is already around the same as yellows (maybe slightly lower) but coupled with its speed it probably has one of the highest bp damage per second in the game (sorry for the MMO terminology couldn't think of a better way to put it). Removing the perk I agree with maybe keep the no need to pblock to mblock perk but remove the stagger perk, more damage on spin attacks? well if your gonna do it for staff why not do it for all styles (especially blue which spins the most out of all styles), you know why the devs never added this? because spins happen when you fuck up a combo all styles have fixed combos doing sd d or wa a is gonna cause a spin with most styles, this has been around since base jka and probably was made to stop mindless spammers from winning duels, rewarding people for using this is stupid if someone can tactically use this such such as with red sd hits or with staff's sd d backstab "combo" then well done for figuring out such tricks and learning to use them then fine you turned a bad thing into a good thing but giving spin attacks buffs just for doing them not using them to setup a backstab or cause a stagger or to trick an opponent is stupid.
Stagger on mblock for all styles is another stupid thing, any half decent player mblocks at a minimum the first hit of their opponents combo if the opponent is using any style yellow or slower, giving this to all styles not just staff (which shouldn't have it in the first place) is stupid and makes the game into a counter spam match (and certain players: Exodus, agentoo8 etc who can mblock whole combos not just the first hits would become practically untouchable).
In conclusion I disagree with 90% of what you have written but I do agree with speed for both sides as for saber with speed 3 why not but double fp cost and 3x damage on hit instead of 2x also no jumping and no bp regen in exchange you small damage buff and a 2x speed buff but completely vunerable to force powers except when blocking.

I'm referring to disarming Jedi during Grip, and if you think that is overpowered, then you didn't pay attention to my suggestion about how to land force powers on Jedi.

In every single one of my matches against high level players who use yellow, it turns into a spam fest of parries. I get them down to 0 BP, they get me down to 0 BP, and we either back off and try again, or one of us dies from not parrying correctly. That is pretty much how it goes every single time. By adding damage to parrying, 8 damage isn't all that much, actually, for the heavier styles. (Here is a tip for those that aren't math inclined, multiple 8 by the maximum number of swings you can have in a combo, and realize that it is highly unlikely you will land full parries with every swing. On yellow, that would be a maximum of 32 BP damage for a full parried combo, for both players. Obviously, if you continue spamming combos, you'll die fairly quickly. Or, you could not spam combos, regen your BP from the parry fest, and pblock more often)

Well, you see, the thing is, if you intend to buff every style but Staff, you'll find that Staff becomes underpowered. Which is why I thought that buffing staff slightly, would be a good idea. You know, removing Mblock staggers is like... a huge deal?

Yellow is perfectly spammy as it is. Facehugging yellow spam can almost be as hard to deal with as face hugging cyan spam everyone seems to whine about. You may not realize this, but combos all have the same speed, across all styles. The only difference, is the first swing, and the fact that Yellow deals enormous damage and has moderately decent speed (If you know how to speed up your initial swings), it makes it a weeee bit overpowered, especially when giving it such a strong perk.

Because spinning with staff, is different from spinning with blue. Blue's spins actually function well. Cyan's spins can even prevent one from getting side/backwhacked. Staff, however, has no function to spins except to be flashy, and useless.

Spinning should be a calculated risk. When I'm being 2v1'd with Cyan, and someone gets behind me, I take the risk of using the D spin swing to try and buy myself time from behind backwhacked, in order to use acrobatics to escape. I lose significant BP from the spin, but I *don't* die. The problem is that the devs, and some of the players, are so concerned about their imbecilic idea of what is skillful, that they forget to add choices which inspire skillful decisions.

Funny you say that, because as far as I'm concerned, yawing exists to counter mblocking. I think you failed, again, to read the fine print "Not nearly as long of a stagger as Staff, just enough to land a single swing". If you end up with a back and forth of Mblock swing mblock swing, then both players spent way too much time learning defense, and no time learning offense. I fight JohnFromSteam all the time, and he's made his entire playstyle around staff mblock staggers, and I can still find ways around it.

Learn to use different combos? It is pretty much impossible to track combo swings at point blank, of any style, and mblock on reaction. If they are mblocking your 2nd, 3rd, or final swings, then you're just being predictable.

I made an account just now after my years of playing (since b16) to tell you that these are the worst suggestions for saber combat I've ever seen. It really just reads like you want to buff your own playstyle as a way to 'balance' the game.

Healing is stupid. We had it and it was awful. Passive healing 1hp per second? You've got to be kidding.

Actually this would be nerfing my playstyle a bit. 1.4 already buffed my playstyle to the point to where I only lost 3 duels, out of the 200 I played.

Oh no, people can recover from damage now. How will I ever kill a saber user if they can heal from damage. Gasp.

More proposed jedi buffs from the player who only uses jedi lel

Mmm, carefully missing the nerfs, I see. Which reminds me, have I ever told you about the time where I mained Arc Trooper, and T-21 Commander? Funnily enough, I don't even bother to use Sith or Jedi in large servers. Getting shot in 200 directions ain't my bag, baby. I just pick a gunner class and be a team player, even though I hate being a team player.

We don't need any more healing powers or medkits as there already are in this game (hero heal). The rounds are long enough without them and giving heal would simply make ppl camp to gain full hp and make every round last 5 min. (justifying meditate heal for accidental teamkill dmg made me burst out in laughter)

Also lolling at the wookiee changes, I suppose this guy has no idea how the class even works. For example one pistol 3 headshot takes over 150 hp from a wookiee, 1 ee3 sniper headshot takes around 300. Besides wook is slow as hell, in melee mode it is just SLIGHTLY faster than sith, and very slow while using a a gun. This also means that wookiee always has to buy strength 3 which limits the build options. I could only argue that rage build is situationally op.

Couldn't even arse myself to read all the way and can already say it is full of bad ideas.

Mm, but you see hero heal, is retarded. 1 HP/S =/= Hero Heal. You see, you're adamantly opposed to the idea, because you have no understanding of severity. Because people don't camp already. I don't think meditating for 20 seconds, or using a medkit for 4 seconds, constitutes 5 minutes. Unless you're thinking of a scenario in which Jedi runs away from getting shot multiple times to heal. Fun fact: People run from fights they're losing anyway. Being terrified of properly implemented healing 'cuz time wasting' is beyond stupid.

Wookiee is not slow as hell. They can strafe just fine, and they don't have to worry about being pushed/pulled which means they can always run with no worries. That makes them fast, by comparison, friendo. Yes, melee mode is slightly faster than Sith. Know what that means? Infinite melee kiting. You want to talk about time wasting? I've fought dozens of matches where the final Wookiee player on the enemy team just runs around, taking pot shots, for 5 minutes, and the Sith either can't catch him, or are too afraid of melee to finish him. Also, ever see a furied bowcaster? I have.
 
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Eazy E

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how u making them op? unlimited healing ability, it is stupid I would hate to battle a jedi for a whole minute as a gunner drop them down to 10 hp then for them to* speed away heal up completely and come back 10 seconds later it wouldn't be fair to gunners.
 
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Healing makes rounds too long and aren't fitting for open even the hero heal has been a cause of massive timewasting(final melee battle with a hero who just won't die) passive abilities aren't really where mb2 shines, its the active abilities that brings color to the game(thats why they're removing saber perks)
 

Eazy E

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Coul knows what i'm talking about (glad to see the guys at GAR still teaching their new members) Rounds are too long op healing is op and yh open saber perks are retarded (when they added saber perks in 1.1 I knew there would be problems).
 
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I certainly would like commanders to be able to give items to soldiers to help buff them in some way, but giving them med kits is not one of them.

EDIT: It's not really needed considering soldiers already get an additional 30 hp and speed from rally, but it would be interesting gameplay wise.
 
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