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Jedi Power Updates, Additions, and Changes


Kaner

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Posted (edited)

Name:

Kaner | A'Sharad Hett

RP Rank:

Commander/High Council

Suggestion:

Updates, Additions, and Changes to the Branch specific powers.

Consular: Add an option at the end of the skill tree called “Force Share” as an alternative path to “Group Heal”. This ability would donate the casters full force bar to the targeted individual up to their max. For Example: if a Jedi is at 21% and their max is 100%, the caster would donate 79% of their current force power bar. The cooldown for this would be quite hefty to reflect and would stay single target only, if the targets bar would not be filled by the full use of the casters bar then it will simply go up by the maximum amount of the casters bar.

Sentinel: Modify “Energy Shell” to provide it's current damage reduction of 80%, and add a "link" that would connect to nearby allies in a 20 meter radius (5 clones either side of your shoulder). While this link is active, every connected member would receive a complete 100% damage mitigation with the caster taking all the damage to themselves instead. This would cost no force power as it currently does but would be a great risk as troopers/Jedi under heavy fire take a lot of damage.

Guardian: Replace “Head Splitter” with a new power named “Valor”. Valor will provide a 300 health overhealth to all nearby allies in a 20m radius, as well as a 20% damage reduction. The caster would also receive a brief 5 second window of invulnerability while the overall power lasts 15 seconds, using this power the caster will lose their entire forcepower (can only be cast from full forcepower).

Temple Guard: Add a new force power at the end of the tree as an alternative called "Force Silence", this ability would strip the target of their entire forcebar and halt their ability to regenerate force power for 5 seconds.

Sage: Replace “Force Blast” with “Battle Meditation”. This ability would act as a radius version of current Meditation, providing a 30 healing tick within a small radius around the caster. Additionally, it would grant a minor buff to fire rate, reload speed, and lightsaber attack speed (approximately 20%), making it comparable to powers like Adrenaline. The effect would refresh with each healing tick.
Shadow: Increase the damage of “Saber Strike” to 1500 (currently 500). This adjustment would better align with the Shadows’ niche as a single-target burst damage specialist, contrasting with the wave-clear abilities of other Jedi.

Meditate/Channel Hatred: Modify these abilities to provide a continuous heal-over-time effect, similar to a medic’s healing ability, while restoring Force Power at the same rate.

Implementation:

After development, add these powers to their respective skill trees: Guardian, Consular, Sentinel, Temple Guard, Sage, Shadow.

Lore:

The Jedi acted as a supporting force alongside the troops, often allowing the troops to succeed in many battles across the Clone Wars, and this is the purpose of the suggestion.

Workshop Content (if applicable):

Requires development.

Edited by Kaner
Fixed a typo
  • Winner 1

Yeah...

Posted

+1 PLEEASE 

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Posted

This has my approval...+1 

  • Agree 1

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Posted

+1 I think these changes would be awesome

 

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Posted

+1

 

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Posted (edited)

+1

Edited by Srama
Spoiler

 

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Posted
10 minutes ago, Srama said:

I think the abilities are good, but from talking to Kaner about this and removing group heal is dumb in my opinion, from Consular as of right now, for force abilities, they get attract ,Group push ,pull, force heal, and group heal. I have no idea why you want to get rid of a good ability on the consular tree and keep attract that is pretty much useless in 99.9 percent of situations. Also, from talking to you, it seemed like you didn't want to get group heal when I brought up my concern and did a 180 on it so I don't know.

This would not be removing group heal, it lists in the suggestion as an "alternative" similar to how other trees also possess multiple power paths

Yeah...

Posted
2 minutes ago, Kaner said:

This would not be removing group heal, it lists in the suggestion as an "alternative" similar to how other trees also possess multiple power paths

My bad then the way it was worded seemed like you wanted to get rid of it. 

Spoiler

 

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Posted

+1

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Posted

Seems like some pretty cool ideas for supportive Force powers. 

+1

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Posted

+1 

 

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Posted

+1 all very thorough and well described

Uhh Robert Pattinson 

 

Posted

+1 I love new things!

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Posted

+1

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Posted

Question for clarity. Would Energetic Shell be the Jedi taking the combined damage of 5 troopers, including whatever targets them? My concern is that even with the 80% damage reduction this may be too situational to use. Right now, I use the ability often on my Jedi and have been involved in almost every event in the last month or so. It definitely needs work and the concept here feels like a natural progression of the ability. I feel like most events are main server, where there are tons of droids in close proximity. Naturally, I'd imagine this would be used to front-line or tank blaster fire, but could a 900 HP + Armor sentinel survivor use the ability? 

To be clear I'm 
 +1ing this because overall I think these are all great suggestions! If the Energetic Shell ability has been tested or the numbers look good enough, then I'm for it. If not, then I'd like to see the ability be 80% damage reduction and also shield more than just the Jedi, but also a small wall of a few meters next to them. 

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Posted
20 hours ago, Quillhan said:

Question for clarity. Would Energetic Shell be the Jedi taking the combined damage of 5 troopers, including whatever targets them? My concern is that even with the 80% damage reduction this may be too situational to use. Right now, I use the ability often on my Jedi and have been involved in almost every event in the last month or so. It definitely needs work and the concept here feels like a natural progression of the ability. I feel like most events are main server, where there are tons of droids in close proximity. Naturally, I'd imagine this would be used to front-line or tank blaster fire, but could a 900 HP + Armor sentinel survivor use the ability? 

To be clear I'm 
 +1ing this because overall I think these are all great suggestions! If the Energetic Shell ability has been tested or the numbers look good enough, then I'm for it. If not, then I'd like to see the ability be 80% damage reduction and also shield more than just the Jedi, but also a small wall of a few meters next to them. 

Yes the energetic would be absorbing ALL the damage from the troopers in a radius not just 5, I used 5 troopers as a reference point for the 20m range. The main thing to note is that currently energetic causes you to take 2 damage a shot regardless of the weapon, the only spike to this is the christmas sniper which makes you take 8 damage. NPCs rarely have perfect accuracy and don't have unlimited ammo as a whole, they can fire about 35 bullets before reloading and do about 100 damage each if all of those bullets were to hit. Taking that down, the Sentinel would be dragging most of the aggro anyways so realistically the ability would still be AS effective as it is now, it's just about taking the damage off those stray bullets that sometimes kill off a low HP trooper that is seconds from healing while also not making the entire situation straight up OP. 

Also, don't think of the powers as independent things, if you have a Guardian walk in, cast valor, a Sage battle meditating and a Sentinel using energetic shell. The troopers can push even heavy fire because of the combination of powers with very little casualties. It just means that a GM can pace the events by throwing absolute armies at us without us just dying on repeat. Plus it means we can handle harder skirmishes, so long as you can organise the troopers around the Jedi.

  • Informative 1

Yeah...

Banned
Posted

+1 these are some cool ideas

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Posted
38 minutes ago, Kaner said:

Yes the energetic would be absorbing ALL the damage from the troopers in a radius not just 5, I used 5 troopers as a reference point for the 20m range. The main thing to note is that currently energetic causes you to take 2 damage a shot regardless of the weapon, the only spike to this is the christmas sniper which makes you take 8 damage. NPCs rarely have perfect accuracy and don't have unlimited ammo as a whole, they can fire about 35 bullets before reloading and do about 100 damage each if all of those bullets were to hit. Taking that down, the Sentinel would be dragging most of the aggro anyways so realistically the ability would still be AS effective as it is now, it's just about taking the damage off those stray bullets that sometimes kill off a low HP trooper that is seconds from healing while also not making the entire situation straight up OP. 

Also, don't think of the powers as independent things, if you have a Guardian walk in, cast valor, a Sage battle meditating and a Sentinel using energetic shell. The troopers can push even heavy fire because of the combination of powers with very little casualties. It just means that a GM can pace the events by throwing absolute armies at us without us just dying on repeat. Plus it means we can handle harder skirmishes, so long as you can organise the troopers around the Jedi.

Thank you for the informed response! I appreciate it! Sounds like it'll be fun!

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Posted

This suggestion has been moved to REVIEW PHASE.
(Suggestions that have been accepted by the community vote or through Founder approval and a concept is being created by the development team)

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  • 5 months later...
Posted (edited)

Unfortunately, this suggestion has been DENIED.

If the same suggestion is submitted again within 60 DAYS of this post it will be automatically denied.

// LOCKED
// MOVED TO [CW] SERVER SUGGESTIONS - DENIED
 

Quote

Denial reasons:
This is something we may do; however, not promising any timeline or such so it will be denied for now.

 

Edited by BUB

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