Erigz Suggestion Thread, Open for Editing and more ideas!

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Erigzback
Overseer Erigzback
<font color=#FF3333>Overseer Erigzback</font>
Posts: 15
Joined: Fri May 27, 2016 9:47 pm

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Hopefully this thread is full of ideas and potentially useful to those who make this server possible. I will try to cover everything I can remember/think of and make edits as need be. This thread will be my personal opinions to start and what I think may be the best choice/easiest changes or suggestions to implement initially. I spend a lot more time in PVP than I do in PVE or Crafting so this will be a biased threat towards PVP Changes I would imagine. Keep that into consideration :) These will be in random order, sorry about that. Just typing as I think! Lets go!

I'll start with the more well-known combat builds and work my way down. Might as well start with the most popular few first:

Combat:

Jedi:
  • Robe Changes:
    I think removing jedi toughness and lightsaber toughness from robes is the start. I think you adjust master boxes to hold toughness that is lacking from the robes. I had some concern from people with this suggestion that everyone would play a dual-master build and for that I say.. that's fine. If the toughness is lowered to an amount that's large enough you notice it but small enough it doesn't break things, why not allow that to happen? An example of this could be adjust toughness based on which master box you choose. The way I personally look at things is Defender should have the most period. So maybe throw 18 toughness into the defender master box. Next I would assume Enhancer at maybe 10 along with msabers. Then Healer at 8 and Powers at 5. They all still receive protection, but it's all less than a normal knight robe provides currently even if you chose to stack 2 master boxes. You also lose 25 lightsaber toughness from the change which may adjust things for the better. And defender would still maintain it's place as the tankiest of the group. Potentially give defender a tad bit of lightsaber toughness also, depending on testing.
  • Force Run Changes:
    I feel like FR1 is fine how it is. I believe FR2 and FR3 are too powerful for escaping combat currently as there really isn't a counter to stop it without a massive gank squad. I enjoy the jedi having the ability to run away but the game itself can't handle the speed from FR3. I would suggest leaving FR1 as is, I would suggest making FR2 a 30sec buff with a 2minute cooldown(testing needed ofc) and I would suggest turning FR3 into a travel-only buff. I think if you are attacked or put into combat while you have FR3 up it is instantly turned into FR2 (at no cost and without putting it on cooldown) and every fr3 used while in combat works as a fr2 does, 30sec duration and 2min cd. That way you have to choose when to use the ability and it's not a guaranteed escape.
  • Powers:
    Master Box: Would like to see more damage from Force Choke. Would also like to see Jedi Mind trick successfully work on CH pets (not sure if it does currently or not)

    Lightning: I believe lightning is too strong currently. I believe the damage it's doing now is the dmg it should do as a max FRS rank dark jedi, so I would like to see damage scaling based on FRS tree for lightning. I would also like a small cooldown on lightning so it isn't spammable. It would be nice to mix in other abilities from the Powers tree to make up for a little bit weaker lightning(like choke doing damage). Also (i know it's a lot) I think 45m is a bit far, I like 30-35 more.. but that's my personal opinion.

    Subjugate Tree: Would love all of these to work a little better. A little more damage given to Mind Blasts and a working animal calm and attack ability.

    Diminish Tree: I would like to see a buff to intimidate 2. I believe it should cost the same amount of force as Intimidate 1 and maybe be buffed up to 25 yards instead of 16. I recall when I made a build going after intimidate I felt like intim 2 wasn't as useful as 1 due to range and force cost. I don't know much of anything about Force weaken or it's duration (I believe Packers would be better for this) But I wouldn't mind seeing a buff to the duration for Force Weaken 2.

    Psychokineses Tree: I would like to see a buff to the Force Throw and Force Throw 2 damage. I believe Force Knockdown is very powerful as is and doesn't need a change.

    As a list note to the Powers tree I would like to see the master box boost the accuracy for ALL force abilities (Drain for example) and not just lightning, intim, etc.
  • Defender:
    I would like to see the Force Defender stat properly increase the chance of resisting other force abilities. Including but not limited to Lightning, Choke, Drain(To be debated, defenders need a weakness), Mind Blast, Force intimidate, Force Throw, Force Knockdown, Force Weaken. I understand that may be a difficult change due to how the code works, but it would make the defender tree much more valuable if it gave an increased chance to dodge or resist those abilities.

    Also just to emphasize Defender should remain the tankiest of all the Jedi builds.
  • Enhancer:
    I would love to see FRS scaling work with Enhancer due to how much more powerful they become with the scaling. That would be my main focus on Enhancer. I believe everything else works fairly well in this tree for what it's supposed to do.
  • Healer:
    I believe Total Heal Self is a little too powerful as it is right now (might change with robe changes(if those appear)). I would suggest potentially a .5 second longer cooldown on the heal, or something along those lines. Testing would be needed.

    I believe Total Heal Other is a little too weak right now. I believe it costs too much force for the lacking amount of healing it does. Currently it is a waste to use it unless you're using it on another Master healer who can top themselves with the .5 seconds a 1k heal will give them (shown in my pvp video https://www.youtube.com/watch?v=-uGhrBALP88&t=11s @8:15 - 8:25) :)
  • Random Adjustments/Thoughts:
    I believe Saber Block needs looked into as it feels like it blocks more than it should at master saber. However it feels very weak at xxx4 sabers. I believe it scales similar to other stats where at a certain point it becomes very noticeable vs the other. It would be nice to find the fine line between acceptable and too strong there. This is just a suggestion for testing with tweaking if possible on a test server with a CSR who's able to adjust stats as needed for testing on the server itself.

    Jedi Accuracy is mostly fine however I don't think a solo stacker should be able to be completely unhittable. I believe there can be stuff looked into for that, however I don't have a solution at this time that wouldn't make jedi too OP for non-jedi fighting. However I don't personally see the fun in being an unhittable melee toon standing in front of a laser sword that can't touch me. I don't want to see jedi running around with dot weapons to kill a stacker, and I hate seeing stackers forced to use dot weapons to kill tank jedi currently.

    I would also like to see Drain Force scaled in the FRS as well. I think everyone having a static base drain of 100 creates drain battles currently that never end. I think those higher in the FRS tree should have a drain advantage over those who just hit padawan or knight. Granted their force would be naturally higher but a small bonus of being higher rank also going into drain would be a great way for a higher rank dedicated jedi to turn the tides against a disadvantaged fight they may be put into.

    To Be Continued...
Bounty Hunter: (I believed this should come second due to the fact jedi changes will drastically change bh's as well)
  • Traps:
    I actually don't mind the use of traps by a bounty hunter, however I think they are used too often and relied on too heavily. I think there should be a longer cooldown on traps. Not a huge difference but with jedi taking more damage I would love to see more skill-based play from BH instead of *fastblast, fastblast, fastblast, trap, fastblast*.
  • That being said, I think Fastblast should be removed from LLC's. Lightning Single 2 hits plenty hard if you want to run a LLC build. Especially if robe toughness is changed up and saber block is adjusted at all. That would be scary in of itself.
  • I would like to see Pistols given a larger roll in Bounty Hunters arsenal. Right now LLC has the damage, Carbine has the control, but Pistol doesn't have a whole lot going for it aside from the weak fire dot it applies. Possibly a higher bypass through saberblock for using a pistol > carbs and LLC. Not 100% sure yet on a change to that, but I would like to see something.
  • Melee BH - I would like to see a few, but I would not like to see unhittable BH's who can tank jedi knights and masters in the face and not pay for it over time.
  • Mando Armor: Since this somewhat fits into the BH section, I would like to see a fix for this. I know it's been discussed and looked at, but I would have felt like I was cheating bh's if I didn't mention it in this thread.
Commando:
  • Grenades:
    I would really enjoy seeing grenades factored in to the game more than they currently are. I think of Commando I think of Grenades and Explosions in SWG. I believe with 90% armor they just don't do any damage. Possibly give them Medium or High Armor Pen and make adjustments as needed with testing
  • Mines:
    Would be cool to place mines in combat that actually do damage also, just a thought, potentially make them hidden to those who lack skill in scout tree? O.o
  • Accuracy
    Flamer accuracy could be a tad bit better, but I'm not too worried about it. Might be worth testing a small increase with potential SEA's however it could cause Commando to become very powerful very fast if they hit too often. Their flaw is the lack of special range they have vs say rifleman who can keep distance.
Carbineer:
  • Dizzy

    If my memory serves me correctly carbineer is really missing a way to apply Dizzy. I imagine you could supplement that in with a different build but dizzy is very important in any pvp scenario. Carb is vastly overlooked with its secondary stat of counterattack, and has decent control but no real or true way to take advantage of that control. I also believe it could use a bit more carbineer speed into it's build but I could be wrong, it's been a long time since I've studied the carbineer tree. I Believe giving them a little more carbine speed would be of help. I also believe adding either a chance to dizzy to one of their abilities or potentially the ability to add a short snare onto one of their leg shots would be a very big difference for this build.
Pistoleer:
  • Disarming Shot:

    This would be a cool ability to see actually "disarm" an opponent for a short time. Not truly disarm (because a lot of defenses come from the weapon you have equipped) but possibly make your player character unable to attack for a specified period of time. Other than that I'm fine with pistoleer how it is. It gives great secondary bonuses.
Rifelman
  • As far as I'm aware rifleman is a very strong ranged class right now and I'm not aware of any changes needed to it. If there are some suggestions please let me know. This is a class I have very little knowledge on in game and in testing.
Smuggler:
  • Feign Death:

    Would love to see this ability work on pve and pvp. I'm not sure how or if it currently works however it would be nice to see it force an enemy to if nothing else drop their target so they have to re-target you while in combat.
  • Panic Shot:

    Chance to Apply a dizzy. Cannot remember off the top of my head what states this may or may not apply but I believe a dizzy would be a good fit here.
  • Low Blow:

    Chance for a KD, so from what I recall no change needed here.
  • Last Ditch:

    No change needed.
  • Master Box:

    Potential Luck stat similar to TKM's Defense Acuity. Give them a chance to dodge, block, or counterattack with the master smuggler box. Consider it a "Combat Luck" stat.
Squad Leader:
  • Retreat:

    Potential cooldown time given to this ability. Currently you can abuse it to nonstop kite high-end mobs and solo them while dual logged. Other than that I don't believe there's a problem with this build, I enjoy SL quite a lot for a buffbot in battle. I wish I saw it more often.
Creature Handler:
  • Stronger Pets:

    I would really enjoy seeing a buff to all pets in general excluding the bull rancor and rancor. I believe buffing the accuracy of every single pet would make a large difference in itself to actually using them for pvp and pve.
  • Embolden and Enrage:

    I would love to see these work as "stances" similar to how a warrior in WoW had defensive stance and fury stance. I would like to see Embolden perma increase health AND armor of all pets by a % and potentially lower the accuracy a little which would all be agreed upon by the dev. team with some testing. It would like to see Enrage boost pet damage and accuracy a significant amount to somewhat be the opposite of Embolden, however keep the pet somewhat squishy (overall though I think all pets need to be tankier than they are to survive period.) Right now all pets die much to quick in pvp to the point 99% of them are useless, and even the bull rancor dies so fast most people just ignore it. It would be interesting to see a CH join a fight and not have to sit there without a pet for the entire fight due to it dying in the first 10 seconds.
  • Summoning New Pets

    I know at some point it was changed where you could summon a pet in combat. I quickly tested that when i was told it was put into the live server. However the more testing I did, I decided to bring my CH to a pvp tournament and see how well it worked. I quickly realized that while yes you could summon a pet while in combat, once that pet died it was stuck dead and you couldn't store the pet until combat was over. So any dead pet counted against your max pet lvl and prevented you from summoning out another pet as the fight continued which greatly limited the CH's ability to take advantage of using pets. So I'd like to see some form of change there either allow us to control more, higher level pets. Or allow us to store and summon more pets after a pet has died while in combat.
Slice of Life Changes for CH
  • More pets:

    Would be awesome to see a few more options of pets you can obtain and tame.
  • More room for pets

    As it is now my datapad is full and I cannot hold anymore pets. Would be awesome to have that limit doubled for those who like to collect :)
  • Ultra Pets:

    Potential of very rare spawn pets which are greater than all current pets. Baby Krayt, Kimo (non-BE kimo with better stats) or Acklay (Erigz really wants his Acklay Dirge <3)
Combat Medic:
  • No changes that I'm aware of. I believe combat medic is very powerful when paired with certain other builds, but also has a counter that can be build to play against it in group fights. It could be useless or the most devastating person in a fight depending on who's around, even more-so that jedi if there are no healers nearby.
Doctor:
  • No changes I can think of. Doctor does what it's needed to do as far as I'm concerned.
Fencer:
  • Damage/Stun Bats

    Last I remember people were under the impression that stun batons were bugged in some way and doing less damage than they should. I'm not aware of this but I think it is something worth being looked into. While Fencers are the best melee build for avoidance their damage is very low. I don't have a solution for this and I think they work very well when paired with the correct classes, I think giving them a tad bit more dmg maybe from tapes couldn't hurt (but should be monitored and/or tested)
Pikeman:
  • Polearm Hit 3 Posture:

    From what I hear one of the main attacks from a pikeman also causes a posture. I would be okay removing this and I think it would be good for the build. Tie the posture into either a lower rank of the ability or something else entirely so Pikeman doesn't miss out on damage due to the fact they are trying not to spam postures.
Swordsman:
  • Hammer Damage to Turrets:

    I think hammers make turret killing too easy currently as no turrets have a resistance to hammers. This allows 1 person to sneak in and destroy all base turrets before people have time to show up and defend the base. I feel this should be a turret change which I will elaborate more on later in this post.
  • Overall I believe Swordsman is in a really solid place. The only potential gameplay change I could see is giving them an aoe on sweep 2 since 2h aoe3 also postures however that would reduce the originality of Pikeman's tree so I am not really for that change.
Teras Kasi Master:
  • No changes I can think of currently. TKM are very powerful in their own way. Very tanky but susceptible to states.

Non-Combat

Entertainer:
  • Everyone can use novice entertainer. Would be a nice change to make it 0 skill tree cost and adjust the 15 points into other portions of the tree so everyone can have a basic dance.
Armorsmith
  • Armor Balances:

    I believe armor how it is currently is too strong. I'm not sure if there is a way to scale down armor from 90% everything. But I would like to see that.

    I would also enjoy seeing all armor viable. Even all the stats out and give people the customization option. Either that or adjust each armor to protect better against different things so you decide what to wear based on what you need to fight. However I think just evening all stats out would be the easier option.
Game-World Changes/Random Thoughts and Ideas

Turrets / Bases
  • I would like to see fewer bases allowed on each planet per faction. Right now I think there are too many bases spread out around each planet and not enough people to truly keep the bases in check. I think 3 total bases per faction per planet would be fine, and the potential of a permanent base for buffing in designated towns on certain planets. That or remove the base buff bonus completely. I worry if you limit bases certain people will swap sides and place the limit of 3 bases in their territory so the enemy has no true way to get to those bases for buffing. I have no true solution for that issue, however I would like to see less bases in general I believe it would benefit the means to get out and away from them as 90% of battle happen around bases right now.
  • Turrets hit too hard currently to fight around. If we are going to have to fight inside of bases or around turrets their damage should be scaled to support that.

    That being said they are also too easy to kill for a swordsman or commando and blaster pistol. I'd like to see them balanced out.. harder to kill but also do less damage so you know they are there, but they aren't a 2shot kill to the point whoever is in the base or using the turrets isn't completely safe like they somewhat are now.
Jedi Enclave:
  • Would be interesting to see something that enables playtime in these locations. They are very interesting and very lore-heavy locations in the swg universe and they are almost untouched in the game. Not sure how to change it but some ideas revolving around them could be cool. Potential dueling in the sith to rank up. Not sure about Light side though haven't figured anything out for them. Could always allow them to duel also for rank up not really to the lore but sure why not, something fun.
New Boss Mobs:
  • Potential for new loot tables and boss mobs. I know a Krayt Boss has been discussed and I saw an early version of it. It would be cool to see random boss mobs appearing in certain important to lore locations or even some randomly scattered through planets that have to be discovered to continue part of the mystery of the game for a while.
Dot Weapons:
  • Make them only drop from high end mobs, and extremely rare. I am very biased against dot weapons because I think they really change pvp, however in saying that I understand many people enjoy them. I would like to see them on a similar drop chance scale as exceptional weapons. They have the potential to turn any fight into your favor, and right now they can be farmed quite easily if you know how/where to look. I do believe these should be high end items and the loot table for them should be adjusted as well as the drop chance.

List is TO BE CONTINUED... Please feel free to leave your ideas or thoughts in the thread as a reply, and I will try to edit this as needed.

PS... Please understand this is a post of MY PERSONAL ideas currently in the game. Some that I think could be easier to implement than others that I may have had. I understand that posting this does not mean I will see any of these changes in game. The purpose of this is just to spread ideas of what I may like to see, and what others may like to see. Please keep your replies to this post strictly about suggestions to this game or potential changes to my personal ideas with a reason why you believe my idea could be adjusted or changed, or why you believe you have a better solution for a problem or something currently in the game you would like to see changed. If your favorite class/profession wasn't listed it is probably because I have a very large lack of knowledge on that profession. Please post what you would like to see changed or suggested for that profession and I will happily edit that into my post for it to be read easier.

Thank you for reading!...(Erigz really wants his Acklay Dirge ;)) lol
Erigzback - Bad Jedi
Jamesmb - Mando
Erigzthahunter - TKM/CH