Proposed Battle Meditation Changes

Proposed Battle Meditation Changes
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Add a debuff to enemies that attack an active battle meditation user, scaling based off of number of enemies attacking.
Justification
Increase build diversity, incentivize more force sensitives to include this as part of their build instead of the status quo cookie-cutter build most use.
Motivation
Survivability is not strong enough nor is it competitive enough compared to other templates. Not many choose this profession/path, and the shortfall will become more obvious when the new and revised Force Ranking System is released.
Going forward, using and playing Jedi should continue to be a challenging, but rewarding experience. To encourage build diversity and not lock in the same mandatory trees and boxes for survival, I’m proposing an interesting and lore friendly change to the Battle Meditation ability within the Master Healer box:

Currently, BM provides 250 attack and defense bonus, as well as increased attack speed and mind regeneration in 30 second intervals for as long as the ability is active. However, BM is currently used at a detriment to the user, cutting their force regeneration by 75% of what it normally is, and providing no direct benefit to themselves.

The proposed change would be as follows. In lore, BM not only empowers an ally, but demoralizes an opponent. While BM is active, 1/2 the effects of the buff could debuff the NPC/Player attacking the user, and scale based how many targets are attacking. If less than 3, 1/2 the effect, if more than 2, the full effect, and if more than 4 or 5, then double or 1.5x the effect, all within the normal 30 second interval it currently is at.

This would be an interesting mechanic to see played out in PVE/PVP scenarios. It would stand to increase survivability of the user in situations where they are likely to draw aggression through their healing or be the most obvious target to dispatch.

All constructive feedback is welcome, please let me know what you think.
 
Full disclosure: I have not played Jedi.

However, have you checked out the changes and proposed changes on the Test Center? I know they are really looking at each and every facet of Jedi.
I doubt you will see much change from a PV before they have rolled those changes out to production.
 
Full disclosure: I have not played Jedi.

However, have you checked out the changes and proposed changes on the Test Center? I know they are really looking at each and every facet of Jedi.
I doubt you will see much change from a PV before they have rolled those changes out to production.
My apologies, I just now got a chance to reply.

I got on the TC, and didn't really see any major changes regarding Master Healer. Were the some stats within the profession boxes that got moved around that I did not notice?

I understand them not wanting to implement new changes at the moment. Even if this isn't looked at seriously before then, I want this page to serve as a point of reference to come back to. As I stated before, I do not think this facet of Jedi is a very competitive choice and will probably need to be buffed or changed in a future update or patch. However, I would like to see more traction and discussion on this page regarding the validity of my claim.
 
I have always played a healer and am now Master Healer. Master Healer is the only Jedi profession that does not have a buff that is beneficial to themself. The Master Healer not only does not get a benefit from Battle Med, but gets a detriment, slower regeneration. Master Healer needs something to help with survival. It is interesting that generally speaking, very few want to play the healer, but they always want one or need one in the group. Master Healer also needs the ability to rez other players the same as doctor and CM. They should also have an area heal. The only thing I see that Master Healer has over the docs and CMs is their heal timer is much shorter, and the distance of the heal is much longer. I would think a Jedi Master Healer would have the same or better skills than the other medical professions. But all of them need something added to help them survive. All are squishy. Finally, the medic "drag incapacitated player" does not work right. It only lets you drag dead players, not the incapacitated ones. The doctor should be able to drag the incapped players so the doc can heal them and get them back in the game. Master Healer should have this skill too.
 
My apologies, I just now got a chance to reply.

I got on the TC, and didn't really see any major changes regarding Master Healer. Were the some stats within the profession boxes that got moved around that I did not notice?

I understand them not wanting to implement new changes at the moment. Even if this isn't looked at seriously before then, I want this page to serve as a point of reference to come back to. As I stated before, I do not think this facet of Jedi is a very competitive choice and will probably need to be buffed or changed in a future update or patch. However, I would like to see more traction and discussion on this page regarding the validity of my claim.
Your claim is very valid. Master healer is very squishy. Something to help survive is needed. Master healer isn't any good to a group when he is dead. The master healer also needs to stay alive like anyone else when wandering through wild uncivilized areas alone hiding from anything and everyone.