In Development: Profession Specialization - Jedi Enhancements
Here is a first look at the proposed changes that are intended to make Jedi a powerful melee class and give them some additional abilities that grow the profession to meet their namesake as a Jedi.The focus is to strengthen the effectiveness of Jedi in combat by increasing their defenses versus damage and offering them more abilities to augment their melee focus.
Here are the new groups of abilities:
Strikes and Sweeps
Strikes needed more variety so we are changing some of the strikes to be sweeps. Sweeps work exactly like strikes, but they will be 360 degree attacks. Strikes and Sweeps will require a Lightsaber or melee weapon to launch these attacks (any Lightsaber or melee weapon can be used).
Focus Buffs
Jedi will be getting 3 new offensive buffs added to this group of abilities to complete the power progression through level 90. This will give Jedi increased damage (including melee) up through mid and high levels.
Force Throw
Force Throw will be changed so that it is now a single ability that can be used with any Lightsaber or melee weapon.
Jedi Stances
The Jedi stances are all being unified into one group of abilities that will all deliver strong defensive buffs. For example at level 22, Jedi will get an ability that will give them an immunity to Poison effects for the duration of the stance and cure any poisons that the character may have been suffering from. Another stance comes at level 54 which adds an additional chance to block or dodge incoming attacks.
The important thing to keep in mind is that highest level stances have all the previous benefits of the low and mid level stances. There are additional stance surprises up through level 90!
Force Lightning
We have reduced the activation and cool-down timers to this group of abilities.
Force Run
Terrain Negotiation will be added as a bonus to this ability.
Self Heals
We have added another self-heal at level 14 so Jedi will have a complete ability progression.
Force Chokes
Force Choke will be changed so that it uses the range of the special ability and doesn't rely on the range of an equipped weapon.
Special Abilities: Tool Tips that Matter
A lot of Jedi abilities have different sorts of restrictions. One of the recurring things we saw on the boards is that players weren't always clear in understanding which abilities used a weapon, which didn't, and other sorts of ability-specific details.
We will be including all of these details in the tool tip for each of the Jedi abilities, the effects and the restrictions are clear and easy to understand.
Jedi Mind Tricks
Rounding out this list of changes to Jedi Abilities is the addition of Jedi Mind Tricks! This exciting and iconic new ability can be used to reduce the Strength and Precision of NPCs, Creatures and Players by making them less effective in combat.
By using the Jedi Mind trick, a Jedi will be able to escape NPC's and Creatures with a wave of their hand. NPC's and Creatures will lose all interest in attacking the Jedi so he can "move along". At higher levels, this ability will affect all NPC's and Creatures in an area!
We hope you like these changes and I look forwarding to reading your feedback!
Happy Holidays!
EJDev
Senior Game Designer
Star Wars Galaxies
Jedi mind trick klinkt goed 🙂
Moet ff cl90 halen met de double exp 🙂