Jedi getting heals from friendlies.

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SiFu
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Drakathos wrote:
SiFu wrote:Outside healing for Jedi, traps and LLC Fast blast, an observation. This is an observation of a finished temp Jedi who is in the knight trails with 3 full rows of defender and MLS and 4004 healer vs 2 MBH with traps and good LLC's.

I witnessed 2 BH's chain trapping a finished template Jedi yesterday. The jedi had no chance. The 2 LLC's shredded the Jedi who never had an opportunity to move, fight, heal, or run. Game Breaking. I also witnessed a 1v1 where the jedi had no heals and traps were used. It was a good fight, a fair fight and it could have quickly gone either way. Heals on the jedi in the first fight might have saved the day but even still I think they would have only pro longed the inevitable as the 2 BH's timed the traps well and as soon as 1 trap broke another one landed the entire time. They could have fast blasted from a kneeling position with out any fear of taking damage as the Jedi was effectively 100% locked out of the very short fight. Traps on the single BH fight seemed to add balance in the 1v1. Outside healing for the Jedi in the 1v1 would have slanted it for the Jedi where as outside heals on the 2v1 would not have been enough to save the Jedi.

My observation. Traps are a great equalizer for a BH vs a finished temp jedi without outside heals in a 1v1 fight and they do bring balance to that. Traps were nerfed after their introduction so that they do not have 100% up time on a Jedi giving the Jedi a chance to fight, heal, or run. That is being circumvented and 100% trap up time is being maintained when more than 1 BH is fighting a jedi. Outside heals and an over abundance of them (all hands on deck) should be applied to every jedi vs 2+ BH fight every time. This might be the only recourse available when traps are being used to maintain 100% up time on a Jedi by more than 1 BH on a single Jedi. However, I am not a fan of outside healing in 1v1 conflicts as I feel the Jedi has ample opportunity between traps to fight back.

I recommend that the trap up time and down time be changed so that it is based on the target only being effected by 1 trap up time and down time timer. So that as many as 5 BH's can throw all the traps they want but the jedi is only effected by the intended up and down time desired by the Devs. Chain trapping to maintain 100% up time should be rendered imposable. I would also like to look at some sort of mitigation for the jedi vs LLC as a good LLC can 3-4 shot a jedi during the first trap. That does not seem too unreasonable until you consider that as many as 5 BH's can fire that shot once per second turning it into a guaranteed 1 shot kill while the Jedi is completely immobile and unable to fight, heal, or run. In turn, I think outside heals can be used in excess to almost assure the finished temp jedi a victory so something has to be done to make sure that is not abused like traps are as well.

What I would like to see is a good even fight between a finished template Jedi and 3 MBH's is there any way to make that happen?
To my understanding Jedi has an invulnerability to a trap for a brief time after the trap expires no matter who is throwing the second trap.
That is what it is supposed to be but that's not how it went down. I think the trap cool down is on the BH's side not the Jedi's because when one trap from 1 BH was expiring the other trap from the other BH landed for a new frozen duration. The trap cool down on the BH's side for the trap needs to be removed and it should be replaced with an invulnerability to traps period on the Jedi so that if a second trap lands right when the first was wearing off there would be no effect for the desired time period. In the case I witnessed one BH was trapping the other BHs cool down and the Jedi had all ability to do anything removed until death. The Jedi was spamming heal and there was never enough break in the traps to get even 1 heal off. In no way was it a fight.
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SiFu
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SiFu wrote:
Drakathos wrote:
SiFu wrote:Outside healing for Jedi, traps and LLC Fast blast, an observation. This is an observation of a finished temp Jedi who is in the knight trails with 3 full rows of defender and MLS and 4004 healer vs 2 MBH with traps and good LLC's.

I witnessed 2 BH's chain trapping a finished template Jedi yesterday. The jedi had no chance. The 2 LLC's shredded the Jedi who never had an opportunity to move, fight, heal, or run. Game Breaking. I also witnessed a 1v1 where the jedi had no heals and traps were used. It was a good fight, a fair fight and it could have quickly gone either way. Heals on the jedi in the first fight might have saved the day but even still I think they would have only pro longed the inevitable as the 2 BH's timed the traps well and as soon as 1 trap broke another one landed the entire time. They could have fast blasted from a kneeling position with out any fear of taking damage as the Jedi was effectively 100% locked out of the very short fight. Traps on the single BH fight seemed to add balance in the 1v1. Outside healing for the Jedi in the 1v1 would have slanted it for the Jedi where as outside heals on the 2v1 would not have been enough to save the Jedi.

My observation. Traps are a great equalizer for a BH vs a finished temp jedi without outside heals in a 1v1 fight and they do bring balance to that. Traps were nerfed after their introduction so that they do not have 100% up time on a Jedi giving the Jedi a chance to fight, heal, or run. That is being circumvented and 100% trap up time is being maintained when more than 1 BH is fighting a jedi. Outside heals and an over abundance of them (all hands on deck) should be applied to every jedi vs 2+ BH fight every time. This might be the only recourse available when traps are being used to maintain 100% up time on a Jedi by more than 1 BH on a single Jedi. However, I am not a fan of outside healing in 1v1 conflicts as I feel the Jedi has ample opportunity between traps to fight back.

I recommend that the trap up time and down time be changed so that it is based on the target only being effected by 1 trap up time and down time timer. So that as many as 5 BH's can throw all the traps they want but the jedi is only effected by the intended up and down time desired by the Devs. Chain trapping to maintain 100% up time should be rendered imposable. I would also like to look at some sort of mitigation for the jedi vs LLC as a good LLC can 3-4 shot a jedi during the first trap. That does not seem too unreasonable until you consider that as many as 5 BH's can fire that shot once per second turning it into a guaranteed 1 shot kill while the Jedi is completely immobile and unable to fight, heal, or run. In turn, I think outside heals can be used in excess to almost assure the finished temp jedi a victory so something has to be done to make sure that is not abused like traps are as well.

What I would like to see is a good even fight between a finished template Jedi and 3 MBH's is there any way to make that happen?
To my understanding Jedi has an invulnerability to a trap for a brief time after the trap expires no matter who is throwing the second trap.
That is what it is supposed to be but that's not how it went down. I think the trap cool down is on the BH's side not the Jedi's because when one trap from 1 BH was expiring the other trap from the other BH landed for a new frozen duration. The trap cool down on the BH's side for the trap needs to be removed and it should be replaced with an invulnerability to traps period on the Jedi so that if a second trap lands right when the first was wearing off there would be no effect for the desired time period. In the case I witnessed one BH was trapping the other BHs cool down and the Jedi had all ability to do anything removed until death. The Jedi was spamming heal and there was never enough break in the traps to get even 1 heal off. In no way was it a fight. The second BH never sustained a hit and the first BH never sustained a hit after the second arived. It was in the bag from the moment the second BH arrived.
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Then you need to submit a bug report, not change the way Bounty Hunters think.
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davej30
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And really im sure there is a traps thread,traps dont have much to do with outside heals.submit bug report if your really in doubt,but its a client/server thing.What you see and what actually happens are two different things.
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SiFu wrote:I recommend that the trap up time and down time be changed so that it is based on the target only being effected by 1 trap up time and down time timer.
The current mechanic is just this. The timer relates to an invulnerability to traps on the jedi. I can't explain what you witnessed, but if you can recreate the scenario (test server would be an ideal place to explore with a willing participant) please post steps to recreate in a ticket so that we can investigate.
SiFu wrote:What I would like to see is a good even fight between a finished template Jedi and 3 MBH's is there any way to make that happen?
Yes and no. Right now the mechanic is designed for 2-2.5 BHs v 1 jedi knight to be, on average, an even fight. Obviously templates, understanding of PvP mechanics, availability of heals, and timing can turn this to favor one side or the other. That said, there are certainly plenty of examples in which a BH can solo a knight as well as examples in which a jedi can defeat three or more BHs. I've personally been a fly on the wall and watched several examples of both.

Locking this as present participants have expressed respective opinions regarding jedi heals under BH TEF. Please feel free to start a trap-centered thread as desired.
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