Not complaining at all, but I was noticing that Sith squads are fairly superior to Jedi squads of equal level/gear/mods/etc.
I was trying to think of a way to "balance the force" with this, and I remembered that a huge part of Jedi training is deflecting ranged attacks. Wouldn't it be cool if all, or most, Jedi got a new deflection skill?
This skill could deflect blaster shots and possibly even some force lightning attacks. The skill itself at maximum training could be something like an 80% chance to deflect an attack from a blaster with a 30% chance to deal the damage back to the attacking enemy. Something like that, maybe? I don't know the mechanics of the game engine itself, so I don't know if it would be possible, but it's just an idea of a way to balance the force between Jedi and Sith. Thanks for reading and your consideration.
2
Replies
GM Yoda could be even better against dooku and EP.
Maybe not as op as deflecting blaster shots but maybe something like in tune with the force or hightened force senses, and have them a %evasion bonus or something
Anyways...
Luke Skywalker's first training with a lightsaber was deflecting little blaster shots from training droids in Episode IV.
Quigon Jin and young Obiwan used deflection against the droids on the Trade Federation cruiser in Episode I.
We didn't get to see Anakin's initial training, but he was definitely using deflection in Episode II.
Also, hundreds of Jedi were using deflection in the arena on Geonosis in Episode II.
All the Jedi, if I remember correctly, used blaster deflection with their lightsabers in Star Wars: The Clone Wars.
Ezra Bridger's first training with a lightsaber was deflecting rocks thrown by Chopper.
The point is, deflection with a lightsaber is a BASIC skill all Jedi learn and use extensively. It shouldat least be considered to be added into this game for all Jedi.
-Bump his protection up from 21k to 35k at G12
- Change his expose chance from 45% to 100%
- Bump his TM gain on hitting an exposed enemy from 25% to 45%. Maybe make it only during his turn to prevent possible loop mechanics now or in the future.
- Reduce cooldown of Smite from 3 to 2 and increase base damage from 8.2k to 10.2k
- Change invincible assault to recover 100% of damage dealt as Protection if under 100% health. Increase base damage from 4.9k to 5.9k
There we go, I just spent 3 minutes and drastically improved Mace and made him into a character that might actually by playable under a Revan or Bastila lead. It shouldn’t take more than 30 minutes to play a few battles and confirm it’s not too much. It doesn’t change the meta or the end game that much, but it gives us another playable character for TB/TW or whatever that is actually useable.
Let’s scale some of these guys up to compensate for power creep.
Add stagger to his primary attack if the target is not buffed.
Remove potential for self detrimental effect on his special ability.& add a Zeta: If Ashoka or General Kenobi are present they are called to assist on the primary target. Grant Ashoka, Anakin, and General Kenobi protection up 5% per critical hit for 2 rounds.
The self expose on Anakin needs to be taken away entirely. If it needs a negative result for balance, have him self-inflicted cc/cd/offense down for a turn
Jedi Master/Apprentice duos need synergies as well