Force Powers Balancing: Slight Increase to Force Damage for Jedi Knight

Force Powers Balancing: Slight Increase to Force Damage for Jedi Knight
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Proposal
In addition to a jedi knight unlocking the 5th generation lightsaber, a jedi knight's maximum force damage should be increased from 100 to 110.
Justification
Without this additional balancing act, a jedi knight who is a master lightsabers jedi or who otherwise significantly invests points in the lightsabers tree will have a windfall in additional damage compared to a jedi knight who is a master powers jedi or otherwise only uses force powers. The 10% increase is minimal and potentially will be lower damage compared to a lightsabers jedi who uses a well-crafted lightsaber and has high-quality crystals. Moreover, a lightsaber jedi already has a significant edge over a powers jedi. A lightsabers jedi consumes less force, has more accuracy, and does not need to be a master lightsabers template to be effective. In contrast, the powers tree remains inflexible (usually only master powers is the practical template), and without this further balancing act, will only make the powers tree more inflexible and possibly obsolete. Although master powers has a ranged advantage, a lightsabers jedi has saber throw and may get force wave or force suppression to close the ranged gap very quickly. Lastly, to clarify this proposal to non-jedi players, this change does not further enhance a jedi knight overall. This change only grants a powers jedi knight the enhancement that a powers jedi knight is due just as the lightsabers jedi knight gets an enhancement by using a 5th generation lightsaber. The force damage mod is usually only useful when a jedi is a master powers jedi or invests in more than half of the powers tree, which means it is impractical to be an effective lightsaber jedi at the same time (there are not enough skill points). Hence, the skill mod is mutually exclusive and does not enhance a jedi knight overall to the point of being further overpowered.
Motivation
To ensure that master powers or the powers tree remains balanced in comparison to the lightsabers tree and does not become an obsolete template as it was in pre-cu and live. Without some minimal enhancement in the powers tree for a jedi knight, the template will become impractical.
Force Powers Balancing: Slight Increase to Force Damage for Jedi Knight
 
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Wouldn't a 110 cap be a nerf because now you need 441 trees instead of 44 trees? (8 more skll point investment)

Wouldn't the better ask for some skills to deal more damage?
 
Wouldn't a 110 cap be a nerf because now you need 441 trees instead of 44 trees? (8 more skll point investment)

Wouldn't the better ask for some skills to deal more damage?
To clarify, this proposal entails the jedi knight box in the "force progression" tree including the force powers damage mod and automatically increasing the cap. Hence, no additional investment in points is required for a jedi with two lines of force powers. Moreover, on a separate note, even with these new changes to force damage capping with two lines of powers, I still have not tested or encountered a successful template with such a combination. Further, even though there is an increase in damage, the force accuracy is still lacking and does not provide enough of an incentive of just going two lines of powers. This furthers the point above in the original post that lightsaber jedi have more flexibility. It has been proven that 2 lines of lightsaber is sufficient to have a solid pve and pvp template. Not so with force powers. Lastly, adding new abilities to force powers is a good idea, but goes beyond the scope of this post, and may actually be too favorable to force powers and not pass muster with staff and the community, unless substantial testing is done.
 
I don't know if I can call this approved since this was always part of the plan, but yes the plan is currently to increase Force Powers damage by about 10-15% with Jedi Knight (alongside other things like extra max force, 5th gen sabers, etc).
 
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