- Posts
- 11
- Likes
- 14
Hi there people,
Id like to discuss the current state of jedi vs gunner and see what you guys think about it.
First off, to avoid misunderstandings and drama I don´t mean to bash on devs. I started playing more than 10 years ago and the fact that im still here probes I really love the game and appreciate devs work, thank you.
To have some perspective on how strong jedi/sith is vs gunner, I´m going to list some of the buff and nerfs they have received since RC1.
Why compare it to RC1? Because it was a pretty popular patch, most of the community really liked it and in my opinion jedi/sith were already the strongest class back them (needless to say they are even stronger now)
Please keep in mind, I haven't studied through all the patch notes since RC1 until now. These are the changes I notice while playing the game everyday and therefore some of the facts I mention here may not be 100% accurate so please let me know if there's something wrong.
Why is jedi/sith the strongest class in the game? Its called VERSATILITY. It has a huge skill ceiling which is a great thing so pro jedi feel rewarded.
The class offers so many different tools and allows for several different gameplay styles.
They have some unique abilities like a wallhack, imo any build you play in open should have at least sense 1. Most op skill in the game period.
Sabers are the only weapon that can kill through walls, floors.
Jedi vertical mobility is a great advantage, they can scape sticky situations or ambush enemies using heights.
Did you really heared Hexo, Thera, M00, Zerobot, Shocker, 0000000, Ephont or whoever was considered pro jedi in rc1 complaining their class was too weak? No, because it was already strong back them.
In the current patch, a noob Jedi can rush like a damn Berserker looking to enter the Valhalla, they tank several shoots and keep swinging that glowstick until eventually they hit. Here is where we need some mechanic that punishes Jedi for their mistakes (knockback wasn't perfect, but it was the best we had)
And what's the point for new players to pick a gunner as their main class? A new gunner can't kill an experienced Jedi but a new Jedi for sure has a chance vs experienced gunner.
Jedi Sith Buffs since RC1:
After the Jedi gets knocked back his losses HP and FP as a punish for their mistake, but he has the possibility to flee or engage again, knockback doesn't instantly win duels, it resets the duel punishing the Jedi for their mistake which is fair.
- Faster switch between mele/saber: Another minor buff but they keep stacking.
- Jedi/sith Damage reduction feels higher than it used to be in RC1 (I could be wrong, it is just my personal impression)
- E-11 force drain per shot feels lower than it used to be in RC1 (I could be wrong, it is just my personal impression)
- Poison nerf: Not much to say here, solid nerf to an anti-jedi mechanic.
- Godcaster nerf: I dont see ppl playing bowcaster anymore. Wookie was consider a sith counter class but after this nerf is rarely even played. Actually rage wook gets more played than bowcaster and both builds are weak vs sith atm.
- Grenades drain half the force: Similar case to poison darts. Not a small adjust but a huge 50% fp nerf.
- jump kick + crouch kick: You see an enemy backing off while walking? jump kick him. You see you an anemy crouch at the corner? crouch kick him.
More situational tools that give jedi more versatility.
- Max FP drain per shot capped at 80: Another buff for glowsticks, they keep adding up.
- Blob nerf: Another indirect sith buff.
- Dual sabers give an unfair protection from behind, blocking shoots they shouldn´t.
- Mind trick: In earlier patches, the sound that tells the gunner he has been mind tricked was much more consistent. Nowadays jedi can abuse certain spots on maps where MT doesn no sound at all.
- Grip 3: Locks faster and also while being shoot. Pretty op in 1v1 situations.
- Cg_jumpsounds removed: Another minor advantage to jedi, even tho its a pretty small change, they keep adding up. 20 smalls buffs become a huge one on the bigger picture.
Jedi Sith Nerfs since RC1:
-Pull: Range decreased. A solid nerf indeed.
- Push: After using push theres a bigger window where you cant block.
-Lighting nerf: Big nerf that was necesary imo. Jump + lightning tap + swing was a cheap mechanic.
- Grip nerf: levels 1 and 2 are useless while lvl 3 is too strong.
In the last years the buffs have been way superior than the nerfs.
I would like to keep jedi skill ceiling high to reward pro and bring some mechanic that punishes careless play.
If you cant come up with something new just bring the old kockback please.
Thx for reading my wall of text,
DeLFoZ
Id like to discuss the current state of jedi vs gunner and see what you guys think about it.
First off, to avoid misunderstandings and drama I don´t mean to bash on devs. I started playing more than 10 years ago and the fact that im still here probes I really love the game and appreciate devs work, thank you.
To have some perspective on how strong jedi/sith is vs gunner, I´m going to list some of the buff and nerfs they have received since RC1.
Why compare it to RC1? Because it was a pretty popular patch, most of the community really liked it and in my opinion jedi/sith were already the strongest class back them (needless to say they are even stronger now)
Please keep in mind, I haven't studied through all the patch notes since RC1 until now. These are the changes I notice while playing the game everyday and therefore some of the facts I mention here may not be 100% accurate so please let me know if there's something wrong.
Why is jedi/sith the strongest class in the game? Its called VERSATILITY. It has a huge skill ceiling which is a great thing so pro jedi feel rewarded.
The class offers so many different tools and allows for several different gameplay styles.
They have some unique abilities like a wallhack, imo any build you play in open should have at least sense 1. Most op skill in the game period.
Sabers are the only weapon that can kill through walls, floors.
Jedi vertical mobility is a great advantage, they can scape sticky situations or ambush enemies using heights.
Did you really heared Hexo, Thera, M00, Zerobot, Shocker, 0000000, Ephont or whoever was considered pro jedi in rc1 complaining their class was too weak? No, because it was already strong back them.
In the current patch, a noob Jedi can rush like a damn Berserker looking to enter the Valhalla, they tank several shoots and keep swinging that glowstick until eventually they hit. Here is where we need some mechanic that punishes Jedi for their mistakes (knockback wasn't perfect, but it was the best we had)
And what's the point for new players to pick a gunner as their main class? A new gunner can't kill an experienced Jedi but a new Jedi for sure has a chance vs experienced gunner.
Jedi Sith Buffs since RC1:
- Knockback removed (mother of all buffs):After the Jedi gets knocked back his losses HP and FP as a punish for their mistake, but he has the possibility to flee or engage again, knockback doesn't instantly win duels, it resets the duel punishing the Jedi for their mistake which is fair.
- Faster switch between mele/saber: Another minor buff but they keep stacking.
- Jedi/sith Damage reduction feels higher than it used to be in RC1 (I could be wrong, it is just my personal impression)
- E-11 force drain per shot feels lower than it used to be in RC1 (I could be wrong, it is just my personal impression)
- Poison nerf: Not much to say here, solid nerf to an anti-jedi mechanic.
- Godcaster nerf: I dont see ppl playing bowcaster anymore. Wookie was consider a sith counter class but after this nerf is rarely even played. Actually rage wook gets more played than bowcaster and both builds are weak vs sith atm.
- Grenades drain half the force: Similar case to poison darts. Not a small adjust but a huge 50% fp nerf.
- jump kick + crouch kick: You see an enemy backing off while walking? jump kick him. You see you an anemy crouch at the corner? crouch kick him.
More situational tools that give jedi more versatility.
- Max FP drain per shot capped at 80: Another buff for glowsticks, they keep adding up.
- Blob nerf: Another indirect sith buff.
- Dual sabers give an unfair protection from behind, blocking shoots they shouldn´t.
- Mind trick: In earlier patches, the sound that tells the gunner he has been mind tricked was much more consistent. Nowadays jedi can abuse certain spots on maps where MT doesn no sound at all.
- Grip 3: Locks faster and also while being shoot. Pretty op in 1v1 situations.
- Cg_jumpsounds removed: Another minor advantage to jedi, even tho its a pretty small change, they keep adding up. 20 smalls buffs become a huge one on the bigger picture.
Jedi Sith Nerfs since RC1:
-Pull: Range decreased. A solid nerf indeed.
- Push: After using push theres a bigger window where you cant block.
-Lighting nerf: Big nerf that was necesary imo. Jump + lightning tap + swing was a cheap mechanic.
- Grip nerf: levels 1 and 2 are useless while lvl 3 is too strong.
In the last years the buffs have been way superior than the nerfs.
I would like to keep jedi skill ceiling high to reward pro and bring some mechanic that punishes careless play.
If you cant come up with something new just bring the old kockback please.
Thx for reading my wall of text,
DeLFoZ