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Just to clarify, by 'Force User' I mean saberless Jedi/Sith here.
So everyone knows that the Force User subclass is really cool yet quite unviable. I like the idea of swapping a regenerating shield for better support abilities, and force repulse is a very good power for this role. However, it is not enough to make the class much more than a meme. The ability lets the user keep saber rushers at bay and lets you completely lock down a dueling saberist. The ability is only barely usable against gunners and will get you killed 99 percent of the time in that situation. Honestly, I am fine with how the ability functions and I do not think it needs changing. However, I do think that Force Users deserve a bit more bang for their buck, as giving up a saber is no small sacrifice. After reading several posts about this, including Tempest's 'Force Affinity system' I want to propose 3 smaller changes that could make force user a lot more viable. Also, I do not think that Force User with sabers should get any of these changes, as the saber offers different solutions to the problems my fixes will tackle. Repulse should be optional here, only giving up your saber would qualify you for these bonuses. Only 1 of these changes should be implemented, not all or even 2. By descending order of practicality...
Free Combo Pushes: The issue: When Force Users use pushes and repulses to support teammates, they cannot actively fight themselves. The Solution: We could give Force Users free pushes when used as a combo with another power. Pull-Push Superpush, Lightning Push, and Grip Push would cost less FP to pull off. Pull-Push would only cost 20 FP instead of ~40. Lightning push is probably the one most people would be worried about. My main intent here is giving lightning Sith the opportunity to pace his lightning and kite enemies along. You could use a bit of lightning then retreat into cover and repeat without draining all your FP with the wasted pushes. I often get more kills with vanilla lightning 3 than lightning push using this tactic. Grip push is less likely to kill where other super pushes do, mainly relying on fall damage kills. This would give the Force User Sith more time to damage the enemy with grip before pushing the opponent into the air for a more consistent fall damage kill. Overall, this idea would allow Force Users to use kill moves while keeping their role as powerful supports. If too powerful: We could halve the push cost instead of nulling it.
FP On Kill: The Issue: Force users are barely better than defense 1 saberists when it comes to destructive force potential. The Solution: When Force Users kill an enemy they regain FP based on 75% the target's maximum HP (Not Armor). This FP gain can Overcharge and go over the maximum limit of 100 to a cap of 200 and slowly drains back to 100 if not used. The main implications of this are threefold. First, Force Users will be able to stay in active combat for much longer if the player is securing kills. Second, soldiers will get bullied less often as taking on hard to kill arcs, wookies, mandos, and SBDs yield big rewards. Third, killing multiple enemies with repulse or superpush allow Jedi Force Users to become eternally invisible speed melee phantoms and Sith Force Users to become lightning or grip monsters. The lowest bonus FP amount you would get would be 38 FP from soldiers, and the highest should probably be 150 for wookie, sbd, and deka kills. Overall, this idea would allow force users to be more active and give them their own power fantasy. High risk-High Reward glass cannons that mostly just flail around before dying. If too powerful: Reduce the FP gain to 50% of max HP, remove the FP Overcharge, or make it so getting kills just resets the Force user to 100 FP.
Timed Force Deflect: The Issue: Force Users have no protection from blaster bolts for the tradeoff of a very situational force power. The Solution: You all saw this coming. Ever since EA Battlefront people have wanted to give force users some kind of block. My take on this would function sort of how the KOTOR games handled this. When you press block in melee a sound effect plays and the Force User reaches out his/her hands that have a team-colored aura. This takes 0.3 seconds to activate and lasts for 0.8 seconds. If shot within 0.3 seconds after activation you accurately deflect, if hit after that you inaccurately deflect to a random direction. You can deflect 2 bolts per activation (one for each hand) and cannot reflect sniper class Bolts (Get sense 3 if you want sniper protection). On a successful accurate deflection the team colored aura flashes brightly, the block goes on a 0.2 second cooldown, and the player loses no melee block points. On a late deflection or if nothing is deflected at all the block has a 1.2 second cooldown and player loses 1/3 of the melee block bar. If the player blocks a saber hit within 0.2 seconds by actively touching the saber hitbox with their hands the saberist gets hit by the punch block counter. If blocking a later hit from a saber, the saber just reflects off the Force user, dealing no damage (think training dummy hits). Successfully blocking a saber also drains 1/4 of the melee block bar but has no cooldown. Blocking a melee wookie punch or SBD slap would push back those classes a bit for no Block bar cost. One final important aspect of this: Blocking while standing only protects the head/torso, and blocking while crouching leaves your head vulnerable. I think my blocking system is a bit more complicated than other's but has less overlap with the default system. Everything here is parry based and failing will just end up with you taking major damage. At least with this you can use skill to get out of situations that current Force User cannot deal with. If too powerful: Make the perfect parry window the only window of protection that the Force User has.
That is all I have to say for the most part. I do not expect much of this to be feasible and I only intend this post to start discussion. Please tell me how wrong I am below.
(Why doesn't repulse work on Wookies and rolling Dekas btw? Plz)
So everyone knows that the Force User subclass is really cool yet quite unviable. I like the idea of swapping a regenerating shield for better support abilities, and force repulse is a very good power for this role. However, it is not enough to make the class much more than a meme. The ability lets the user keep saber rushers at bay and lets you completely lock down a dueling saberist. The ability is only barely usable against gunners and will get you killed 99 percent of the time in that situation. Honestly, I am fine with how the ability functions and I do not think it needs changing. However, I do think that Force Users deserve a bit more bang for their buck, as giving up a saber is no small sacrifice. After reading several posts about this, including Tempest's 'Force Affinity system' I want to propose 3 smaller changes that could make force user a lot more viable. Also, I do not think that Force User with sabers should get any of these changes, as the saber offers different solutions to the problems my fixes will tackle. Repulse should be optional here, only giving up your saber would qualify you for these bonuses. Only 1 of these changes should be implemented, not all or even 2. By descending order of practicality...
Free Combo Pushes: The issue: When Force Users use pushes and repulses to support teammates, they cannot actively fight themselves. The Solution: We could give Force Users free pushes when used as a combo with another power. Pull-Push Superpush, Lightning Push, and Grip Push would cost less FP to pull off. Pull-Push would only cost 20 FP instead of ~40. Lightning push is probably the one most people would be worried about. My main intent here is giving lightning Sith the opportunity to pace his lightning and kite enemies along. You could use a bit of lightning then retreat into cover and repeat without draining all your FP with the wasted pushes. I often get more kills with vanilla lightning 3 than lightning push using this tactic. Grip push is less likely to kill where other super pushes do, mainly relying on fall damage kills. This would give the Force User Sith more time to damage the enemy with grip before pushing the opponent into the air for a more consistent fall damage kill. Overall, this idea would allow Force Users to use kill moves while keeping their role as powerful supports. If too powerful: We could halve the push cost instead of nulling it.
FP On Kill: The Issue: Force users are barely better than defense 1 saberists when it comes to destructive force potential. The Solution: When Force Users kill an enemy they regain FP based on 75% the target's maximum HP (Not Armor). This FP gain can Overcharge and go over the maximum limit of 100 to a cap of 200 and slowly drains back to 100 if not used. The main implications of this are threefold. First, Force Users will be able to stay in active combat for much longer if the player is securing kills. Second, soldiers will get bullied less often as taking on hard to kill arcs, wookies, mandos, and SBDs yield big rewards. Third, killing multiple enemies with repulse or superpush allow Jedi Force Users to become eternally invisible speed melee phantoms and Sith Force Users to become lightning or grip monsters. The lowest bonus FP amount you would get would be 38 FP from soldiers, and the highest should probably be 150 for wookie, sbd, and deka kills. Overall, this idea would allow force users to be more active and give them their own power fantasy. High risk-High Reward glass cannons that mostly just flail around before dying. If too powerful: Reduce the FP gain to 50% of max HP, remove the FP Overcharge, or make it so getting kills just resets the Force user to 100 FP.
Timed Force Deflect: The Issue: Force Users have no protection from blaster bolts for the tradeoff of a very situational force power. The Solution: You all saw this coming. Ever since EA Battlefront people have wanted to give force users some kind of block. My take on this would function sort of how the KOTOR games handled this. When you press block in melee a sound effect plays and the Force User reaches out his/her hands that have a team-colored aura. This takes 0.3 seconds to activate and lasts for 0.8 seconds. If shot within 0.3 seconds after activation you accurately deflect, if hit after that you inaccurately deflect to a random direction. You can deflect 2 bolts per activation (one for each hand) and cannot reflect sniper class Bolts (Get sense 3 if you want sniper protection). On a successful accurate deflection the team colored aura flashes brightly, the block goes on a 0.2 second cooldown, and the player loses no melee block points. On a late deflection or if nothing is deflected at all the block has a 1.2 second cooldown and player loses 1/3 of the melee block bar. If the player blocks a saber hit within 0.2 seconds by actively touching the saber hitbox with their hands the saberist gets hit by the punch block counter. If blocking a later hit from a saber, the saber just reflects off the Force user, dealing no damage (think training dummy hits). Successfully blocking a saber also drains 1/4 of the melee block bar but has no cooldown. Blocking a melee wookie punch or SBD slap would push back those classes a bit for no Block bar cost. One final important aspect of this: Blocking while standing only protects the head/torso, and blocking while crouching leaves your head vulnerable. I think my blocking system is a bit more complicated than other's but has less overlap with the default system. Everything here is parry based and failing will just end up with you taking major damage. At least with this you can use skill to get out of situations that current Force User cannot deal with. If too powerful: Make the perfect parry window the only window of protection that the Force User has.
That is all I have to say for the most part. I do not expect much of this to be feasible and I only intend this post to start discussion. Please tell me how wrong I am below.
(Why doesn't repulse work on Wookies and rolling Dekas btw? Plz)
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