@lessen do a review of these ideas.
ok
I would like to live to see more interactions being allowed with force speed (more rewards for creativity) so for instance you could wallgrab before you land but as animation ends not instantly. Currently you can not change direction so you are pretty much dead if you miscalculate something. There is a pesty bug that makes you stuck in landing animation making the sequence of landing 3 times longer.
Is this talking specifically about force speed
lunge? If so, I think speed lunge is basically fine right now as a super cool-looking and legitimately strong tool that requires a lot of skill. The endlag is an appropriate balance to the sheer speed/range of the attack. I've personally never quite understood the hitbox tho, so if I requested a change it would probably be "make the hitbox larger" lol. But I'm more of a gunner than a saberist.
Pesky bugs (like being stuck in an anim) oughta be fixed tho
Wrist laser is purely fun now. I have seen among very little people like Gargos killing somebody with it. What I suggest be done about it is a slight cost increase (by 4 points?) and increased clip size (twice as big) so you can practically use it without worrying that much. It should be a viable weapon and it will still break if you get carried away.
I've talked about Wrist Laser several times before. In brief, my fixes for it are:
1. Have a little warning "beepbeepbeep" sound right after you fire your second-to-last shot. And have a little warm "boop" sound when a shot is reloaded. (edit: with a higher-pitched boop when ammo is full) To make ammo easy to keep track of, while still maintaining the "overload your weapon to fire an extra shot, but blow up the weapon" mechanic.
2. Redo and simplify the aiming logic of it so it's just a mirrored P3. Also make it so the crosshair in Melee lines up with "mirrored p3" if you have the Wrist Laser equipped.
(Currently the "aim logic" of wrist laser is convoluted and very quirky/random in fast-paced situations.)
3. Wouldn't mind clip size being larger, but adding the audio ammo indicators would go a long way towards making ammo management easier.
I would nerf Hero's dash so it's only usable in melee.
There are a number of ways to potentially nerf or slow down hero, and I can't say I like this one that much. While I do want hero slowed down in some way, I also really like the Dash element of jumping away from incoming saber slashes. (see the "two tweaks to movement" link in my sig for a more extreme idea about solving the Hero Is So Damn Fast problem.)
Drains need to be increased on everything but especialy for saber v saber interactions so terrible runners stop tanking hits forever and regenerating on the run with defense 3. I dare to say block points regeneration speed is too big for defenses level 2 and 3. Level 1 has bizarre penalty from jumping it's non existent on other two levels.
All drains are being tweaked in that big next balance patch, and the overall effect as I understand it (in both saber v saber and gunner v saber) is "higher drains," although certain cases (including Running Jedi vs Blasters) will be lower drains.