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Class Balance (Proposal 3 Page 10, Updated 288.22)
- Ruluk
- Lost One
- Posts: 438
- Joined: Wed Jan 06, 2010 1:04 am
- Location: NOT the Jedi Enclave of Alzoc III, clearly ¬¬
So, I read your second proposal, and I was thinking, "this is good as well... will be hard to decide on one".
Although it will be hard for me to choose, I can see that regardless, people that have posted so far seem to agree more to the second one than the first (or the complainers simply gave up. But I hope it's the earlier). So far, so good.
I personally don't mind the cool names, . After all, the goal of this is to make better gameplay classes, not better names.
Jokes aside, I find its core interesting, and although numbers and stuff might need adjustments (good you kept hp and fp bordering the max 255 and not over it), I like it.
Whatever change comes out of this thread, if it does, I think it will be worth it. Keep proposal suggestions up, Tomoran.
Although it will be hard for me to choose, I can see that regardless, people that have posted so far seem to agree more to the second one than the first (or the complainers simply gave up. But I hope it's the earlier). So far, so good.
I personally don't mind the cool names, . After all, the goal of this is to make better gameplay classes, not better names.
Jokes aside, I find its core interesting, and although numbers and stuff might need adjustments (good you kept hp and fp bordering the max 255 and not over it), I like it.
Whatever change comes out of this thread, if it does, I think it will be worth it. Keep proposal suggestions up, Tomoran.
Jedi Padawan | Birth 275.08 | Initiation 280.31 | Master Fane Ornn'ila
Only thing i'd do for the Sentinel-Consular branch is replace access to storm 5 with mind trick 5, a powerful force ability like storm i feel should be left to consulars focused to that use and them only, while cloaking more fits with the sentinel mindset of using everything one has at their disposal intelligently, by providing openings for attacks and the use of other powers in follow up.
RP Age: 126 Next Birthday: 371.1
Stupid is a disease spreading at an alarming rate. - Kenta
Stupid is a disease spreading at an alarming rate. - Kenta
- Liezl Myrin
- Posts: 90
- Joined: Thu Nov 04, 2010 7:08 pm
- Location: Can't be determined, Always On The Move
- Contact:
Perhaps later a poll on the different class names once the difficult part has been overcame.
[Lee-zul My-rin][age 20][275.25]So come close, check me out! I'm so hot, bright, & so ready!..You can't let me down, 'Cause I don't have time to be wasting! Let's stick to me, & I'll be alright baby.
Skin 3/6/11All do nothin. You're going to be waitin a century or more.
Skin 3/6/11All do nothin. You're going to be waitin a century or more.
Current Force Template: 2600 to max
Revised Force Template: 3420 to max
Yeah, it's an eyesore.
Basically, everything is more expensive. In addition, all three classes have all powers unlocked up to level 3.
Level 4 abilities will be limited to one upon reaching each of the following levels: 17, 19, 21, 22, 23, 24, 25 (Any of the powers you get to 4 you are cleared to get to 5). These are granted with a PM to the Council and a template alteration, including information about the usage/mastery of the power.
In addition:
-Speed scaled to give its 'speed' bonus over the first 3 levels, as it is right now, more than one point is about useless
-Heal 4 toned down from healing 50 to 25, since the animation-less healing is so vital, as it stands, heal 4 to 5 is about ponitless minus for Guardians.
-Storm 4-5 drains less force to block with one hand, doesn't knock down unless using 2 hands
-Jump 5 needs more incentive, the difference in height from jump 3 to jump 5 is less than one model in height. Jump 4 is great, no fall damage, jump 5 is useless.
-Fury shouldn't cost health to maintain at levels 4-5
More to come.
Code: Select all
Jump: [5] [15] [20] [30] [40] 110
Push: [5] [15] [20] [30] [40] 110
Pull: [5] [15] [20] [30] [40] 110
Speed: [5] [10] [20] [35] [50] 120
Seeing: [10] [15] [25] [40] [55] 145
Absorb: [10] [15] [25] [40] [60] 150
Heal: [10] [15] [25] [40] [60] 150
Protect: [10] [15] [25] [40] [60] 150
Mind trick: [10] [15] [25] [40] [60] 150
Heal others[15] [20] [30] [45] [65] 175
Hold: [10] [15] [25] [40] [60] 150
Slow: [10] [15] [25] [40] [60] 150
Storm: [10] [15] [25] [40] [60] 150
Fury: [10] [15] [25] [40] [60] 150
Force Meld [15] [20] [30] [45] [65] 175
Saber Offense: [5] [15] [20] [30] [40] 110
Saber Defense: [10] [15] [25] [45] [60] 155
Saber Throw: [10] [20] [30] [50] [80] 190
Revised Force Template: 3420 to max
Code: Select all
Jump: [10] [20] [30] [40] [40] 140
Push: [10] [20] [30] [40] [40] 140
Pull: [10] [20] [30] [40] [40] 140
Speed: [25] [25] [25] [25] [25] 125
Seeing: [10] [25] [35] [45] [60] 175
Absorb: [25] [25] [25] [75] [100] 250
Heal: [25] [25] [25] [50] [75] 200
Protect: [25] [25] [25] [50] [75] 200
Mind trick: [25] [25] [25] [50] [75] 200
Heal others[25] [25] [25] [50] [75] 200
Hold: [25] [25] [50] [75] [100] 225
Slow: [25] [25] [25] [50] [75] 200
Storm: [50] [25] [25] [75] [75] 250
Fury: [25] [25] [25] [50] [75] 200
Force Meld [25] [25] [25] [50] [75] 200
Saber Offense: [5] [25] [30] [40] [50] 150
Saber Defense: [10] [20] [30] [60] [80] 200
Saber Throw: [25] [50] [50] [50] [50] 225
Basically, everything is more expensive. In addition, all three classes have all powers unlocked up to level 3.
Level 4 abilities will be limited to one upon reaching each of the following levels: 17, 19, 21, 22, 23, 24, 25 (Any of the powers you get to 4 you are cleared to get to 5). These are granted with a PM to the Council and a template alteration, including information about the usage/mastery of the power.
In addition:
-Speed scaled to give its 'speed' bonus over the first 3 levels, as it is right now, more than one point is about useless
-Heal 4 toned down from healing 50 to 25, since the animation-less healing is so vital, as it stands, heal 4 to 5 is about ponitless minus for Guardians.
-Storm 4-5 drains less force to block with one hand, doesn't knock down unless using 2 hands
-Jump 5 needs more incentive, the difference in height from jump 3 to jump 5 is less than one model in height. Jump 4 is great, no fall damage, jump 5 is useless.
-Fury shouldn't cost health to maintain at levels 4-5
More to come.
Last edited by Tomoran on Tue Mar 22, 2011 8:13 pm, edited 1 time in total.
If you never want to spar, just get Storm 4-5, keeps all the crazies away.
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- Lost One
- Posts: 2539
- Joined: Thu May 08, 2008 12:07 am
- Location: One with the Force
- Baelin Raddyx
- Lost One
- Posts: 766
- Joined: Mon Dec 28, 2009 11:39 pm
- Location: Alzoc III
- Amoné Fayden
- Lost One
- Posts: 1159
- Joined: Sat Jan 08, 2011 1:55 am
- Location: Rori
Agreed though it could be controlled more by Knights not teaching so early.Tomoran wrote:None of this early yellow stuff.
I'll have to conform to whatever is changed though I daresay I am in disagreement with Level 1 Speed at 25 points. It's an augmented physical skill much like jump. I suggest it shares Jump's initial 10 points.
You do realize though that this works like inflation.
When the cost of living goes up, the minimum wage usually follows.
I agree that high-level skills need more incentive as right now they are pointless, very true!
However, I think increasing the XP cost of Force skills to such a degree is a drastic step simply to cover for people wrongfully power-levelling and Knights/Masters not acting on it as they should.
Isn't there another way?
PS. Again, I do like the suggestions put forward about giving more meaning to high-level skills. I'm just not a fan of the costs.
- Illrian Damaris
- Lost One
- Posts: 1425
- Joined: Thu Apr 15, 2010 3:15 pm
- Location: Enclave on Alzoc III
- Contact:
Some parts of that look pretty good...
However, in doing this you would seriously screw with what people currently have to a severe level. The changes of what each Force power does (like say jump, storm, fury, heal, etc..) is nice. But having the XP cost be that much more is... stupid. In my opinion. Doing so would mess most everyone's template up. Amoné stated it absolutely perfectly.
However, in doing this you would seriously screw with what people currently have to a severe level. The changes of what each Force power does (like say jump, storm, fury, heal, etc..) is nice. But having the XP cost be that much more is... stupid. In my opinion. Doing so would mess most everyone's template up. Amoné stated it absolutely perfectly.
As for the whole yellow stance issue. It's simple. Don't allow people to get it until they are actually taught it. I know a few Initiates/Padawans that self-taught themselves the Balances stance and got it all because they couldn't deal with the Blue. While others waited until their own master taught them. (Eugen, Baelin, myself included if I remember correctly). So with that "issue" simply have it where they actually need to be taught, and if they grab it without being taught.. then the balances style needs to be removed from their template as accessible until a Master actually does teach them.Amoné Fayden wrote:I agree that high-level skills need more incentive as right now they are pointless, very true!
However, I think increasing the XP cost of Force skills to such a degree is a drastic step simply to cover for people wrongfully power-levelling and Knights/Masters not acting on it as they should.
| species_zabrak | age_55 | defender |
| initiated_280.17 | mentor_aayla vigil |
| knighted_298.25 | padawan_sawyer snow.rui vuusen |
| initiated_280.17 | mentor_aayla vigil |
| knighted_298.25 | padawan_sawyer snow.rui vuusen |