Jun
New Member
It's not mountain biking if there is no mud.
Posts: 13
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Post by Jun on Jan 25, 2004 20:26:11 GMT -5
I was wondering if anyone had any thoughts of the revisions for jedi's. Seems to be one of the less talked about classes.
Just wondering.
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Post by Silverking on Jan 25, 2004 21:55:34 GMT -5
All classes, including Jedi, are being revised at the present time.
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 26, 2004 16:52:25 GMT -5
Actually.. I think revising Jedi will be one of the more fun classes to do. So far we have a chunk of jedi ideas but feel free to yap about ones you have on here. Just make sure you email any ideas you have as well. *really important if you want to see the idea bloom* Here.. I'll start the thread > Here's some stuff from the brainstorm bin. Thoughts? Force Lightning (area effect) Force Storm (massive area effect) Force Push (push a mob into the next room or to a resting position) Choking Claw ("I find your lack of faith disturbing") Orb (for good jedi and have something else for evil?) Searing Gaze (modifier to a target) Lightsaber Assembly Nerveshock Brain Implosion Telekinesis (throw objects on the ground at target - dam by obj weight) Sense Motive (no idea how this would work in the game) Sense Danger (detect aggys?) Force Run (decrease movement loss) Force Leap (Jump to the next room requiring fly to enter) Parry Deflect Object (blocking missile weapons) With respect to Lightsaber Assembly: Should different sabers have different stats? Should you just go find the crystal of your choice and make a saber according to that? (lightsabers' colors come from crystals. different ones have different characteristics. red, for example, is a lot stronger but a lot more unstable) Ok... have at it. If you get this undying revelation with respect to any of this or if someone posts a revelation you feel is incredibly important, pop open your email and mail it to me before you forget! -Tam
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Post by Silverking on Jan 26, 2004 17:05:22 GMT -5
Levitate - Similar to fly, but instead of paying the casting cost once, mana continues to drain the longer you use.
Would something like this be possible?
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 26, 2004 17:30:22 GMT -5
Very nice.. email me that:) And its definately possible. We've been talking about spells like that, that use mana the longer they go on (but you can turn them off).
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Post by RNBL Charis on Jan 26, 2004 18:05:36 GMT -5
Sense Motive... this could probably be something similar to a ranger's anticipate skill for aggro mobs.
That's my interpretation, at least, esp since jedi are supposed to be attuned to that sort of thang...
Ciao.
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Post by Burner on Jan 26, 2004 21:54:03 GMT -5
Maybe add some decay system to the lightsabers, like more unstable = more it decays each hit it does or something? Add abilities when u get lightsabers maybe... Lightsaber throw, throw 1 room ahead of you? then it comes back wielded as most jedis can pull:P maybe add some random mobs around the mud for lightsaber fights or something, considering we can't PK?
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Post by pixie on Jan 27, 2004 2:34:04 GMT -5
skill like mind slip, along the pfe lines on specific mob type, ie goblins when cast, also perma drain for the durration drains for each for mobs that would have hit you...
-these are not the droids you are looking for
maybe a skill to open doors along the lines of telekenetic lift, i mean if he can lift an x-wing, a jedi should be able to life a portcullus
A form of dodge would also be good, as jedi's have great agility combined with a danger sense, as explained when anakin is pod racing in one of the worst movies ever...
sorry for the bad spelling --Pix
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Post by Burner on Jan 27, 2004 7:23:41 GMT -5
sounds like u wanna make them invincible
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umi
New Member
Posts: 43
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Post by umi on Jan 27, 2004 8:09:37 GMT -5
I think it would be easier to come up with skills for these classes after mobs are changed. As it stands now, a group of level 16s can pretty much take down 95% of the mobs in the game. Maybe give some classes the ability to lower magic or phys resist for a very short period of time (1 tick i'm thinking). If most mobs are going to do absolutely nothing but 'tickle you with their slash', then every class besides cleric and mage are gonna use damage eq/skills and nothing else. The summon, gating and teleport spells are another huge problem in thinking up new skills because they make it very easy for 1 or 2 people to log chars in and out and take down anything in the game.
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 27, 2004 9:12:10 GMT -5
Nobody said mobs wouldn't change as the classes change (see: paladins and turn undead). In addition, mobs aren't the only thing twisted into the concepts involved in class rev but game mechanics and eq are as well. It's a catch 22 and we need to start somewhere.
-Tam
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Ciara
Full Member
Posts: 173
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Post by Ciara on Jan 27, 2004 9:54:32 GMT -5
I think it would be easier to come up with skills for these classes after mobs are changed. As it stands now, a group of level 16s can pretty much take down 95% of the mobs in the game. Maybe give some classes the ability to lower magic or phys resist for a very short period of time (1 tick i'm thinking). If most mobs are going to do absolutely nothing but 'tickle you with their slash', then every class besides cleric and mage are gonna use damage eq/skills and nothing else. The summon, gating and teleport spells are another huge problem in thinking up new skills because they make it very easy for 1 or 2 people to log chars in and out and take down anything in the game. Actually, mobs have been getting modified here and there. I am unwilling to do a complete modification of the mobs until I see where class revs are heading. I do have plans to review all of the zones & mobs and see what needs tweaking after we've settled on just what's happening with class revisions. To that end, a database is being built, which will handle items first, but then will be modified to include all the mobs so I can get an idea of just what's out there. There are hundreds of mobs and a lot of them need beefing/tweaking to make the zones more interesting. This is a project I am taking on once class revs get more solidified. Trust me. mobs WILL NOT stay as they are.
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Post by Silverking on Jan 27, 2004 12:32:18 GMT -5
I'm looking forward to all the changes, but I have one question. Will new zones that are in production at the moment be tweaked once this "Mob Revision" project begins? Or will they be changed when they're in the playertesting stages?
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 28, 2004 17:32:46 GMT -5
Well.. lets see if we cant get this conversation mobile again. Any thoughts on the ideas mentioned? Any new thoughts (remember to email them too).
-Tam
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Post by Silverking on Jan 30, 2004 23:51:18 GMT -5
Would a dual lightsaber ever be allowed in the game. Of course it would have to be double hit, but couldn't it be an assembly quest like the current lightsaber, but just A LOT harder?
And on the subject of lightsabers, seeing that a Jedi gets the lsaber assembly skill at level 25, shouldn't they be able to solo the mobs that load the pieces to the saber? I mean, I l ook at them now, and they're pretty tough, for anyone, to solo, let alone a level 25 Jedi. And I know in the books, the whole "get your lsaber" thing is a bit of a coming of age to a Jedi and is usually completed alone...
Just some thoughts on a Jedi...
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Jun
New Member
It's not mountain biking if there is no mud.
Posts: 13
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Post by Jun on Feb 1, 2004 0:56:25 GMT -5
Maybe to add to the whole force pull/push idea... Jedi should be able to scan next room like rangers and be able to grab items from there. Can that be done?
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Tam
Full Member
Posts: 170
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Post by Tam on Feb 3, 2004 9:36:29 GMT -5
Unicorn can do anything! It's just a question as to whether the ideas break anything or not. > Ok.. Unicorn has apparently had issues with his conversion from mud gold to real gold but we're still optimistic! *waits to be smacked in the nose for saying "anything"* In all truth though, keep up out of the box ideas like that. Don't let the current game boundaries limit your ideas. We'll figure out what can be accomplished reasonably and what can't. ;D -Tam
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Post by pixie on Feb 3, 2004 14:09:44 GMT -5
My only rpoblem with a pull from other room jedi skill would be people using the skill to do dt recoveries, other than that, which i think could be fixed with some kind of room flag, i think sounds like a great skill!
-Pix
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Post by Arizhel on Feb 4, 2004 14:12:02 GMT -5
No they wouldn't.
DT's auto-purge when someone hits them.
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Post by Silverking on Feb 4, 2004 20:14:04 GMT -5
I didn't think a death trap purged right away. Doesn't someone actually have to go into the death trap for it to purge?
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Post by Arizhel on Feb 4, 2004 22:48:52 GMT -5
No, this was fixed awhile ago. DT's auto-purge when hit now.
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Post by pixie on Feb 5, 2004 23:24:26 GMT -5
Sorry been a while since i hit one *knock on wood* wasn't up on that...
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Post by Silverking on Mar 3, 2004 14:23:43 GMT -5
After watching Starwars Episode I on television a few nights ago, I have a bit of an idea. I remember seeing Qai-Gon trying to force a character to do something and was unsuccessful. So this means that they have the ability to suggest things by the Lucas definition... Could the suggestion skill possibly be added to the class?
I was also thinking that since Jedi's have the ability to use the force to hurl objects at their opponents, why not do this on the mud? Let's say a rock was laying on the ground in the same room you, a jedi, was having an altercation in. Wouldn't it be nice to be able to use the force, fling the rock at your opponent and cause some damage? Or maybe you could use the force to lift something out of a mob's inventory (steal).
Just my two cents...
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Pioneer
New Member
Part of the few, the proud, the warrior poets
Posts: 42
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Post by Pioneer on Mar 7, 2004 10:19:19 GMT -5
I'm all for giving Jedis suggestion, just raise their exp from 40 to 60m. Then they'll find out just how F'ing worthless suggestion is. Hope it's worth it Jedis.
cast 'suggestion' imperial These are not the droids you're looking for. An Imperial Stormtrooper ATOMIZES you with his ultimate ignore!
Pio.
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Post by DaHart85 on Mar 31, 2004 19:04:29 GMT -5
I have never played an evil Jedi so I won't bother to comment on evil Jedi. I think if you want the movie sense of a jedi then they might as well just get 10000d10000 weapons and have it over with. If you want a realistic balance, these moves can be used.
Force Lightning - Cool idea but pass for the more powerful one
Force Storm - a weak earthquake style attack, very cool (J18 recommended)
Force Push - Would be so limited it would be basically pointless
Choking Claw - Evil jedi, no idea
Orb - Excellent for jedi, must remain (balanced by their HP gains as far as tanking is concerned) should be orb for both aligns for simplicity's sake
Meditation - All attributes +1 for say 4 tics
Searing Gaze - Evil jedi, no idea
Lightsaber assembly - the need for this alone makes it pointless for newb jedis. Highly unlikely to obtain a lightsaber without having been around for awhile.
Nerveshock - Modify to do 75% of damage of a regular perfect dieroll for a normal hit and has a 2 round delay instead of 3
Brain Implosion - Evil jedi, no idea
Heal - Should remain, balanced by limited HPs per level and mana limits.
Telekinesis - Cool idea, carry 5 rocks, throw them on the ground before a fight and chuck them at the mob with a 1 round delay (1 round delay due to limited number of objects to throw)
Sense Motive or Sixth Sense - Anticipate basically, this belongs on jedi, very cool idea
Sense Danger - Could detect aggy's, but would be nothing more than annoying unless exploring a new zone. Perhaps make this a 60% chance to have an aggy NOT attack you if you are both the same alignment
Force Run - Decrease movement points required, belongs on a jedi, very cool and quality idea, cut requirements in half
Force Leap - Doesn't seem worthwhile to me
Leap - A 2 tic non-stackable fly, temporary empowerment so to speak
Parry - Dodge-like, cool idea but cost 20 mana & 20 move with at least a 3 round delay
Deflect Object - Toggleable, can also block grouped members from attacks from another room
Suggestion - So worthless that you shouldn't waste the time and effort.
Sleep - Should be maintained but perhaps obtained at level 21. (i think it is J23 atm)
Block - Good where it is (J15)
Equipment modifications - Give them some really cool rings or neckwear that are like jedi-only or something, because those are boring slots that you can't really upgrade from level 1 unless you use gerards
Those are my opinions on those class ideas, if you have any other suggestions, come up with a spell idea and I am willing to analyze it, but the creative aspect of my mind must have died off.
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