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

Status
Not open for further replies.

{Δ} Achilles

Banned
Nerd
Posts
1,042
Likes
794
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
 
Last edited:
Posts
1,013
Likes
572
My impression of you, is that you and Eazue have the combined intellectual capacity of a dead rodent, and just as likable of a personality.

What fucking century is this?
Just call him an asshole.

Hey Chaos, you are an asshole. (no offense)
See was that so hard?
 

Subaru

Not a car!
Donator
Movie Battles II Team Retired
Posts
216
Likes
172
Locking. Not going to bother to hand out offenses, but another mod is free to do so.
 
Status
Not open for further replies.
Top