Squad Leader Proposed Updating/Adjustments
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Before I start, apologies for the weird formatting as my original typed up suggestion was over 10,000 characters so I'm having to release this in picture form lol. I'll leave specific indications for each image.
Introduction:

**Overview:

Tier 1:

Tier 2:

Tier 2 Part 2:

Tier 3:

Tier 4:

Tier 5:

Tier 6/Final Thoughts on Class:

New 5-Piece Bonus Suggestion:
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As a final, final note: I am doing this to make sure feedback is given by everyone before a change like this is made as our journey with revamping Jedi had some bumps in the road. So, all about transparency to folks!Historical reactions: Like × 1
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Well basically minor differences I thinking about your post.
Now, if you actually use the buff from here instead of the buff bot, consider boosting that. That will make SL more playable. Other than that, it’s good until we test and fix the issues.
However, if you won’t make the SL buff if you’re speccing into something better, that just adds a stat increase with a new icon. Now, if you actually use the buff from here, not the buff bot. If you don’t boost that, you should. That will make SL more playable. Other than that, it’s good until we test and fix the issues.
But if you won’t make the officer buff if you’re speccing into something better, that just adds a stat increase with a new icon.
Secondly, you can add additional boxes to strengthen certain things after you pick the master box. We have a few boxes to choose from. You can only select one of three options. Since you have procured for action, if you proc an amount in a 5-in-15-second interval, you’ll receive a shield that provides reactive healing. Another option is to decrease the damage dealt to your opponent in PvP. Lastly, you’ll have the ability to have carbine or rifle fire rates similar to pistols if you’re able.
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Tdeadly, post: 3090, member: 364 wrote:
Well basically minor differences I thinking about your post.
Now, if you actually use the buff from here instead of the buff bot, consider boosting that. That will make SL more playable. Other than that, it’s good until we test and fix the issues.
However, if you won’t make the SL buff if you’re speccing into something better, that just adds a stat increase with a new icon. Now, if you actually use the buff from here, not the buff bot. If you don’t boost that, you should. That will make SL more playable. Other than that, it’s good until we test and fix the issues.
But if you won’t make the officer buff if you’re speccing into something better, that just adds a stat increase with a new icon.
Secondly, you can add additional boxes to strengthen certain things after you pick the master box. We have a few boxes to choose from. You can only select one of three options. Since you have procured for action, if you proc an amount in a 5-in-15-second interval, you’ll receive a shield that provides reactive healing. Another option is to decrease the damage dealt to your opponent in PvP. Lastly, you’ll have the ability to have carbine or rifle fire rates similar to pistols if you’re able.
Just to confirm the buffs you’re referring to, they are the Advanced Tactics, Focus Fire, Drillmaster & Experienced Leadership right? I think they’re fine as they are, they get a duration increase if given by a Squad Leader for a max of 4 hours compared to the buff bot which is 2 hours.
Experienced Leadership is the only one that is currently not getting that duration increase which is a small adjustment. In addition, I did recommend having those 4 buffs tied to a single 1 point box like we did for the doctor buffs. And like those buffs, the duration of them is higher if given by a full doctor specced into it.
For master boxes, I did add quite a bit. A severely buffed Reinforcements, duration/cooldown of Emergency Shields and a lowering of effectiveness due to that change, an adjusted but much more frequent single target revive and duration increase/cooldown decrease of the 1-reworked/2 new debuff abilities that SL gets.
Specifically regarding speed increases with pistol, carbine & rifle, I’m not against it but we’d have to do the same with the melee weapons as well as I was originally a melee squad leader before becoming Jedi.
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Hey Cail,
Great work - I agree with the ideas and the setup, well done.
I do want to push that the tree itself needs to flow for support, as the doctor tree flows for healing. Lighter, more accessible group buffs above, access to lowered group healing bonuses and damage increases, and flow to increase potency and strength going down.
1st - the 4 SL buffs that are on the buff bot- Need to be one 1-point box at the top. There is no reason to make them their independent boxes now that the buff bot is here, especially with having shields locked behind the free buff that's given on the bot. You've addressed the last part, and I'm just reiterating.
2nd - Roll up paint target into a single 4-point box, and then introduce your other buffs below that's great, Bacta Jab is awesome. Remove reinforcements from the game; they're ineffective and do nothing. I agree with dropping the CD on the defibrillator and the SL advanced buff line. Please remove the secondary third-tier buffs being tied to the free buff bot-covered SL buffs.
I get for simplicity to just increase the duration of the 4 SL buffs, but in reality, when I'm stretched thin for points on a costly tree, I'll sooner use my buff bot than waste points doing that, making me not play SL.
3rd - HEALTH PROC 5 pc, just take the increased bacta infusion hot and apply that on a chance to proc at inspiration rate. Done and Done.
Love the work, guys, as you know. Looking forward to seeing what's next.
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avaer, post: 3092, member: 896 wrote:
Hey Cail,
Great work - I agree with the ideas and the setup, well done.
I do want to push that the tree itself needs to flow for support, as the doctor tree flows for healing. Lighter, more accessible group buffs above, access to lowered group healing bonuses and damage increases, and flow to increase potency and strength going down.
1st - the 4 SL buffs that are on the buff bot- Need to be one 1-point box at the top. There is no reason to make them their independent boxes now that the buff bot is here, especially with having shields locked behind the free buff that's given on the bot. You've addressed the last part, and I'm just reiterating.
2nd - Roll up paint target into a single 4-point box, and then introduce your other buffs below that's great, Bacta Jab is awesome. Remove reinforcements from the game; they're ineffective and do nothing. I agree with dropping the CD on the defibrillator and the SL advanced buff line. Please remove the secondary third-tier buffs being tied to the free buff bot-covered SL buffs.
I get for simplicity to just increase the duration of the 4 SL buffs, but in reality, when I'm stretched thin for points on a costly tree, I'll sooner use my buff bot than waste points doing that, making me not play SL.
3rd - HEALTH PROC 5 pc, just take the increased bacta infusion hot and apply that on a chance to proc at inspiration rate. Done and Done.
Love the work, guys, as you know. Looking forward to seeing what's next.
Just to document from our chat this recent evening, make existing and buffs/debuffs/situationals more powerful and to work down from there if needed, proposed to start at 30% to give more incentive and need to go into Squad Leader. Possibility to even increase other areas not mentioned in original suggestion due to Squad Leader's role outside of the typical Tank/DPS/Healing.
Historical reactions: Like × 1
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Great write up sir, thanks for all your brainstorming on this! I agree with it. My additional suggestions would be:
- Regarding Blitz - I think all action drains are going to be much better served as action cost increases over direct action hits. (Hopefully we can convert Nerve Gas, Arterial Strike, Lethal Beam, Traumatize, etc... eventually too)
- Remove the basic 3 officer buffs from officer, leave them on the Evolve buff bot. Remove Experienced Leadership from Evolve buff bot, add it to squad leader stance, make it a constant buff available to people in range of the squad leader.
- Give an ability to cloak the group for 5 seconds, 5m CD
- Ditch Adrenaline in favor of a more meaningful choice since action cost is not an issue for GA. Suggestion: Testudo Formation - Incoming damage to group members is distributed to the all the group members for 10 seconds.
- Environmental Purge - 4 points upgrade to group effect to reduce DoT stack by 1, and 30% DoT resistance (30% up time if used on CD)
- Kinetic defense - Change to Energy Defense +750 per point for max of +3000 energy armor (4 pts)
- Skirmish Tactic - -40% healing output, -10% action cost, +Rheumatic Calamity clone (This makes it a bit more distinct and niche from the other two paint target options)
- Defib - 90 second CD I think would be a fair start, don't want to make rezing too crazy
- Emergency shields - 5 point investment and make it like BH Shields but reversed. However start it at 50% damage increase, 49% damage reduction (with max of 90% damage reduction)
Historical reactions: Like × 1
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Possible buffing to Charge since damage increase from it is 10%, same as Experienced Leadership. 15% could be a good to match with High Yield. Also, making the duration of the Tier 5 buffs match Charge/Scatter's duration of 40 seconds.
Historical reactions: Like × 1
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I just revisited this and wanted to commend you on the excellent work. I hope this level of thoughtfulness continues with future tree optimizations and adjustments. The way you’ve positioned offy to feel both impactful and strategic is a prime example of why I enjoy this server, and I look forward to seeing more of your ideas and contributions.
I hope to be testing this one day soon. You're a killer Cail, I appreciate it.
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