Here are the questions and the answers:
1. XP loss will greatly affect the ability for a Jedi Knight to change their template. There should be a way to retrain skills at the Knight level so that:
A. You don't have to do the trials again just to change a skill
B. The immense amount of negative XP that will happen in PVP will not gate you from retraining.
Experience loss has been changed back and forth a bit. There has to be some death penalty associated with PvP deaths because of the inherent power level of Jedi and also to prevent Jedi from selling their deaths to Bounty Hunters. Without a penalty, it leaves the possibility of a "Death-credit" loop.
However, we are going to remove XP loss for Force Ranked Jedi when they fight each other because it is required to gain rank.
2. Accuracy with a lightsaber is below that of all other melee classes:
Master TKA: +205
Master Fencer: +150
Master Pikeman: +150
Master Swordsman: +120
Master Lightsaber: +100
We should have +100 accuracy at the fourth box of each saber line, with at least a +50 in the Master Box to make it desirable. This will allow Jedi that don't want to Master Saber to still have decent accuracy.
We should at least be on par with Fencers/Pikemen if not TKA as these classes can gain an additional +25 from tapes.
We are making some tweaks to the combat system to increase accuracy across the board. It should no longer be possible to never hit or always hit an opponent.
WE NEED YOUR FEEDBACK ON HOW PvP and PvE feels after this change.
3. Lots have not been addressed, it was specified by Keldarin that the main character/secondary will share 10 lots. Many Jedi have structures in their name by using the /transferstructure command which has not been labeled a punishment. Please check on what the conversion might do to existing structures.
Nothing will currently happen to Jedi who have used /transferstructure. Once the last details of the Jedi revamp go live, a Jedi will be able to have 10 lots per server. This will ultimately be addressed when we rebalance all characters lots, but that will not be happening in Publish 9.
4. When toughness was modified to not work vs. sabers, it is actually not working now at all if you equip a saber yourself vs. anything. If you unequip your lightsaber then it works properly.
This item is fixed.
5. The changes to the defense tree have made it very undesirable. There is literally nothing in the entire tree until Master when you get avoid incapacitation which is overall pretty useless.
Melee mitigation is going away for PvP for everyone very soon. We are evaluating alternate ways to make the Defense Tree more desirable.
6. Meditation is the core of being a Jedi. It is the first thing every Jedi does in canon. Meditation should be moved to the Enhancement Novice box, with +meditation mods up the Synergy Tree along with Power boost EXACTLY like the TKA meditation line.
This is extremely unbalancing and not a viable course of action. However, meditating is part of what it means to be a Jedi and we are looking into adding meditation emotes for Jedi after this publish goes out.
7. The voting terminal needs a timer so people don't have to sit around it all day clicking, very frustrating.
This fix is in progress as we speak.
8. If you initiate a force power while still, you are then locked in place
This is true for all animations across the board. Animations use a sequencing logic and this case is definitely possible with the level of animation detail in this game. This specific animation logic is something that cannot be changed.
9. Instead of "block" as the Jedi's only ranged defense, Jedi should have a small chance to "counterattack" exactly like Carbineers. This will let Jedi deal a small amount of damage back to ranged attackers and would easily fix the request for "reflection."
The animations and extra graphics for this are done, but the design and programming is going to push this feature out. We are looking into the balance implications of allowing the ability to actually reflect ranged weapon damage back on your opponents. This is something we are seriously considering, but it will not happen for this publish.
10. 2 hand saber has no blocking animations
This fix is being worked on.
11. XP loss should have a decay timer. Negative XP should decay some amount every week to help people get back on their feet.
The changes made to mitigate Force Ranked Jedi from losing XP for fighting each other will solve most of that problem. The rest of the problem should be solved by not throwing yourself into the meat-grinder
12. The skill points granted for the Apprentice box needs to be tweaked, its not giving anywhere near the amount of points it deserves. Additionally the 0444 boxes in Padawan are only giving +3 skill points each for 800k of xp, while Padawan gives +24, that doesn't equate.
We will adjust this in the player's favor a bit.
12b. When the conversion rates are tweaked, we want to see the chart. We are going to find out anyway as soon as we convert our skills so it makes no sense to withhold this.
We will be adding descriptions and final skill point costs to the conversion guide. As it stands, we are still tweaking the conversion rates and may continue to tweak them in the future. We know you are going to evaluate and post them. If we were to post them, it would become canon and we could never change them without massive protest.
13. Robes of all levels should have *some* sort of armor resists. Padawan who are just starting out in the world could use a Robe with some resists. Higher level Jedi Robes should have +resists to certain things like poison/fire/etc.
The Jedi Development team is against balancing these combat features with the robes. We will work to balance resists to poisons/fire/etc. in a different manner and report back to you.
14. Master Healing should be able to cure a firedot.
Done.
15. Sabers made with exceptional pearls (-9 FC) for example are not returning exceptional components.
Pearls are returned based on the stats of the Lightsaber as a whole. So if you have one amazing pearl and three lame crystals in a lightsaber, you will not have an amazing pearl come out. Additionally, when lightsabers are deconstructed, the pearls are un-tuned. The process of tuning a crystal or pearl does have a random element so the final stats are not guaranteed, though they will be within the correct general range.
16. Move Forcerun1 to Novice Enhancer, it really only adds some terrain negotiation and its silly that Jedi have none to begin with.
No. Jedi have a 50% run increase which helps with this and Jedi can choose terrain negotiation skills along the way if they choose.
17. Move healbattlefatigueself1 to Novice Healing Box
No. This is considered a powerful, earned power and not a novice level skill.
18. Master Healing/Force Power need mods to +speed for their respective skills. Why would anyone use force lighting if the delay is 3 seconds when they can saberthrow at 1/second. Additionall Master Healing has no benefits other than Total Heal which is no longer even a total heal.
The +speed benefits exist within the Force Ranking System. Total Heal has benefits in the Fire Cure addition along with the Force costs being adjusted for how much damage it heals. So there may be times where it is cheaper and times where it is more expensive based on how much damage it heals.
19. Force Sensitive skills are useless for Jedi.
Example: melee accuracy, melee speed, Healing skills, assembly, healing speed....none of these affect Jedi skills at all yet we are forced to learn them.
Yes, they are. Basically, this is 20/20 hindsight and a by-product of the conversion. As a character moves through the Jedi process on a normal progression, Force Sensitivity skills are basic enhancements for "regular" characters to simulate Force Sensitivity. At that point, they are great to have. Once a character becomes a Jedi, they have already moved past those skills and in effect developed their Force powers from sensitivities into full blown powers. In essence, you have all moved past this point but everyone will have to go through this phase in the future.
20. The bonus damage against lower level mobs needs to work with the default auto-attack as well. Low level Jedi can hardly do specials, so this is a catch-22 if only specials get the bonus.
With the addition of Force Pool and Force Regen to the Padwan Robe along with increased Force in the skill tree we have already significantly boosted the lower end game. No longer is a lower end Jedi limited to 600 Force and 5 regen. Coupling this with the addition of higher end saber specials sooner, we have in fact greatly enhanced the leveling potential of the lower end Jedi.
21. Jedi cannot block melee attacks....at all. This is unacceptable.
Jedi are not being designed to be the perfect solo character that can defend against all other classes. Jedi are not "scrappers" and by definition, Teras Kasi was developed specifically to fight Jedi at close range. This will be especially true when Jedi are given the ability to block ranged attacks back at their opponents. Melee attacks are something the Jedi should be wary of.
22. Polearm saber is superior to the other 2 sabers in everyway given the +100 speed rating at master. This means that every Jedi will be using one for the most part. Please bring the other 2 sabers up to par.
We have been testing this internally. All three sabers will have similar appeal and functionality and we will see even more balance to this issue in the Combat balance. Once the speed formula is altered in the Combat Balance, a Jedi will have the choice of a slower, heavier hitting saber or a quicker lower damage lightsaber. Another factor is special choice, while different Jedi may prefer a body hit while others may prefer the mind hits.
23. Saber block will block a hit but the state effect will still stick on you. Long standing bug that also effects other professions defense modifiers.
We are investigating this bug.
24. Jedi should be able to wear a backpack. Losing the 50 item carrying capacity because the art might not mesh perfectly simply isn't fair.
This may be, but it's a reality of the engine. We are currently investigating giving the robes themselves backpack functionality because Jedi are always pulling neat stuff out of their robes, but it will not happen with this publish.
25. The force power tree overall is weak, especially Force Choke. Right now there is no reason to use these skills other than possibly Force Cone 2 which still has worse DPS then a ForceSaberThrow3 attack. The delay coupled with mediocre damage and high force cost makes this tree undesirable.
Balance tweaks are still constantly being made to all the Force Disciplines. Force Powers are intended to be a viable alternative to sabers. This doesn't mean equal, but still viable. They should both have their uses and places.
26. Hooded Cloaks. Yes its not going to kill anyone if we can't have a hooded cloak, but they are intrinsic to the look and feel of Jedi, and we've been teased with pictures of Jedi in them since pre-release. Can you just give tailors the ability to craft these darn things? 1 per species model if needed... There's no reason only a Jedi should be able to wear a simple cloak with a hood, and more people running around in them will help us hide ourselves.
The desire for hooded cloaks will never go away.
Hooded cloaks (as with all wearables in the game) are far more work intensive and very time consuming to produce than they appear to be. Huge actually. It's not 1 cloak or 2 cloaks, but somewhere around 120 cloaks would have to be produced internally for all Jedi robes to have hoods in the game. Here's how it breaks down: There are currently 31 unique Jedi Robe Models. For each of those to be hooded, there needs to be a special version for Wookiees, Twilek and Mon Cal's because of their heads and a version for the rest of the species, except for Trandos which get a special version because of their feet. The time and manpower to create 120 cloaks isn't available at this time. We want and will do this in the future, but it is just not possible right now.
27. Overall skill point requirements need to either be reduced or one tree collapsed.
Having to spend 24 skill points in force sensitive skills that do NOTHING for Jedi and having all skill boxes RAISED in skill cost is a very bad combo.
8,6,4,2 is simply too restrictive. We have jedi coming from a system where you can have all powers, to a system where you can not possibly have even the most basic powers and be viable.
That's just not "fun." This revamp is about what is fun, as much as what is good for the game as a whole.
We aren't looking for overpowered here, but we would like to be able to have viable templates and still have enough points to learn some of the necessities such as Meditate and Force run.
Please lower the skill requirements to 7,5,3,1 which will let Jedi master 2 trees and achieve 4444 in another. This is hardly overpowered, will still allow for great diversification between Jedi, and will discourage dabblers. Please do us this one favor, it is not asking too much.
Absolutely the revamp is about fun. It's also about adding depth and choice to the experience of being a Jedi. Adding additional skill points or reducing the skill costs just further homogenizes Jedi making them all have the same basic abilities. That is completely counter to one of the major goals of this rebalance.
28. Please change Culsion Inert Gas to any Inert Gas. Some servers have not seen culsion spawn for 100+ days and many Jedi will not be able to craft sabers indefinately
There are a couple of points to consider. There are community resources to help find and identify these resources and also to purchase them on the open market. The other concern to consider is that Culsion is only required in 3rd and 4th generation. As far as the challenge of crafting the saber goes, this is the nature of the crafting system. More advanced components require the rare specific resources. We can see that all servers have had a spawn of this material within a reasonable time frame.
Kurt "Thunderheart" Stangl
Assistant Community Manager
