10-18-2002, 06:18 PM
* Jedi Defense. Finally, the issue of defensive ability needs to be addressed with respect to Jedi. Jedi in Star Wars Galaxies were originally intended to be a class with excellent offensive potential, both with and without equipment. This ability came at the expense of having only passable defensive abilities, partially in the form of an extremely small, restrictive selection of armor from which to choose.
This, of course, caused its own series of problems of how to adequately reward the person behind the character. It did not take long for universally equippable items (ALL/ALL items) to be considered by and large as "Jedi Loot," as far back as before the launch of SWG - Dark Planets.
Over time, Jedi defensive abilities had been tuned up to correct a perceived weakness. This, taken in combination with a few years of universally equippable, low-weight, high powered items entering the game, slowly transformed Jedi into what is arguably the strongest defensive class in the game. Jedi get hit less than any other class, and due to the tuning over time, no longer take appreciably more damage when they do get hit.
This imbalance between the classes does need to be addressed in order for the Powered Armor-wearing classes in the game to have their proper relative power. The Powered Armor-wearing classes in the game take a serious penalty to their offensive abilities in order to defend as well as they can, and we cannot fix this problem solely by inflating their defensive abilities to compensate for this. Again, that type of change would harm Star Wars Galaxies as a whole much more than altering the one class. Likewise, we have no desire to retroactively alter all of the equipment in the game that is contributing to this problem.
Jedi defense will be altered somewhat. It is no secret that in Star Wars Galaxies, a character's Armor Rating does not compare equally across different classes. (A Wookie with 1000 AR defends differently than a Stormtrooper with 1000 AR, for example.) It's not the most optimal system, for sure, but it is the one that many people have had much time to get used to. As such, Jedi defense will be altered such that they may continue wearing the same equipment, however, they will get a decreased benefit to their overall ability to take damage.
Again, we have no desire to make Jedi unable to take any type of punishment -- far from it. What we are primarily striving for is maintaining the defensive order of the Powered Armor classes being able to take the most punishment, followed by the Composite Armor classes and Jedi. The latter being technically a Composite Armor wearing class who will continue to make up the difference by being able to avoid more blows than the rest.
Heheh, was bored waiting for my wife to finish getting ready so we can go out to dinner.
Mal
Ex-55 monk
Bristlebane
</p>
This, of course, caused its own series of problems of how to adequately reward the person behind the character. It did not take long for universally equippable items (ALL/ALL items) to be considered by and large as "Jedi Loot," as far back as before the launch of SWG - Dark Planets.
Over time, Jedi defensive abilities had been tuned up to correct a perceived weakness. This, taken in combination with a few years of universally equippable, low-weight, high powered items entering the game, slowly transformed Jedi into what is arguably the strongest defensive class in the game. Jedi get hit less than any other class, and due to the tuning over time, no longer take appreciably more damage when they do get hit.
This imbalance between the classes does need to be addressed in order for the Powered Armor-wearing classes in the game to have their proper relative power. The Powered Armor-wearing classes in the game take a serious penalty to their offensive abilities in order to defend as well as they can, and we cannot fix this problem solely by inflating their defensive abilities to compensate for this. Again, that type of change would harm Star Wars Galaxies as a whole much more than altering the one class. Likewise, we have no desire to retroactively alter all of the equipment in the game that is contributing to this problem.
Jedi defense will be altered somewhat. It is no secret that in Star Wars Galaxies, a character's Armor Rating does not compare equally across different classes. (A Wookie with 1000 AR defends differently than a Stormtrooper with 1000 AR, for example.) It's not the most optimal system, for sure, but it is the one that many people have had much time to get used to. As such, Jedi defense will be altered such that they may continue wearing the same equipment, however, they will get a decreased benefit to their overall ability to take damage.
Again, we have no desire to make Jedi unable to take any type of punishment -- far from it. What we are primarily striving for is maintaining the defensive order of the Powered Armor classes being able to take the most punishment, followed by the Composite Armor classes and Jedi. The latter being technically a Composite Armor wearing class who will continue to make up the difference by being able to avoid more blows than the rest.
Heheh, was bored waiting for my wife to finish getting ready so we can go out to dinner.
Mal
Ex-55 monk
Bristlebane
</p>