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  3. 5pc Dark Fury Cooldown Reduction & Action Drain Concerns

5pc Dark Fury Cooldown Reduction & Action Drain Concerns

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  • Cailener1234C Offline
    Cailener1234C Offline
    Cailener1234
    wrote on last edited by
    #5

    To not take away from the points here as Avaer did a great job in his initial outline with adjusting the cooldowns.

    I’ll be posting a separate outline that I need to clean up that gives a ton of ideas and concepts we can use to make Mystic into it’s own league that doesn’t make it overpowered but just gives it a lot of flexibility. Forms, Special Abilities, New Abilities, stances, etc.

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    • RightR Offline
      RightR Offline
      Right
      wrote on last edited by
      #6

      Can confirm the action drain is uniquely intense, especially for just a single player - Even with 73% general action cost reduction + stacking healing action cost reduction on exotics + sacrificing my own health for action with Reckless Stimulation gaining +1750 action every 3 seconds, I'm getting tapped out of action after about 45 seconds of dueling that menace!

      Big props to Avaer for advocating that his preferred playstyle may need some tuning down. Most people would happily call it balanced and blast away (sincerely or otherwise).

      I'll take this opportunity to plug my recommended approach which I've been trying to get traction on to tackle action drain volatility (action drains typically either feel like they do nothing at all, and other times completely prevent you from using even a single ability). Ideally action drains should stress your action resources, not eliminate them. I believe I know why its happening, but putting that paragraph aside, I think the solution is to switch action drains to action cost increase debuffs. This will limit the number abilities an action drained/debuffed target can use, rather than completely eliminating them from being able to use any ability.

      But if we do this, I would recommend we do it for all or most action drain abilities at the same time.

      Historical reactions: Like × 1

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      • RezecR Offline
        RezecR Offline
        Rezec
        wrote on last edited by
        #7

        That will never balance out either. Not everyone will have 73% ACR in their build and it's and even worse balancing nightmare to compensate between someone with 15% ACR vs 73%.

        It's a bug that the action drain applies to more than just the ability in the expertise tree and a couple weeks ago people were claiming that getting those extra points were worthless and that it was broken and didn't do anything

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        • IshnaI Offline
          IshnaI Offline
          Ishna
          wrote on last edited by
          #8

          Tdeadly, post: 3161, member: 364 wrote:

          Don’t Take anything away add the action drian everything is work as supposed be.

          I'm curious how you think it's working as intended when I can go out on a DPS build, tank 3 people at the same time, and kill them all very quickly. And then Avaer does it even better than I do.

          Historical reactions: Like × 1

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          • avaerA Offline
            avaerA Offline
            avaer
            wrote on last edited by
            #9

            Rezec, post: 3167, member: 1 wrote:

            That will never balance out either. Not everyone will have 73% ACR in their build and it's and even worse balancing nightmare to compensate between someone with 15% ACR vs 73%.

            It's a bug that the action drain applies to more than just the ability in the expertise tree and a couple weeks ago people were claiming that getting those extra points were worthless and that it was broken and didn't do anything

            I'll be the first to admit, I'm one of those players who calls it out when something feels off. When I first returned to Mystic, there was no action drain, no real damage output, and Fury procs were causing full resets. It felt broken. I never saw a single Jedi running Dark Fury.

            Fast forward six weeks? Now it’s everywhere.

            That said, the small adjustments that were made truly were game-changing. But I genuinely believe the current issue comes down to one thing: cooldown reduction is just too strong. Even without Fury procs, abilities are firing off at an unsustainable rate , especially for those of us stacking Luck. With a 14% chance to reset cooldowns and 9 abilities firing in under 6 seconds, I'm getting a ton of resets and simply nuking everything.

            I understand not everyone wants to run this specific glass-cannon version of Mystic, and that's totally fair. But a simple tweak like reducing the in-tree cooldown reduction by 25% would bring the top-end performance more in line without punishing newer players or those just starting to enjoy the dark side.

            Let the flavor and creativity stay, just slow it down a touch.

            Love,
            Avaer

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            • RezecR Offline
              RezecR Offline
              Rezec
              wrote on last edited by
              #10

              avaer, post: 3186, member: 896 wrote:

              I'll be the first to admit, I'm one of those players who calls it out when something feels off. When I first returned to Mystic, there was no action drain, no real damage output, and Fury procs were causing full resets. It felt broken. I never saw a single Jedi running Dark Fury.

              Fast forward six weeks? Now it’s everywhere.

              That said, the small adjustments that were made truly were game-changing. But I genuinely believe the current issue comes down to one thing: cooldown reduction is just too strong. Even without Fury procs, abilities are firing off at an unsustainable rate , especially for those of us stacking Luck. With a 14% chance to reset cooldowns and 9 abilities firing in under 6 seconds, I'm getting a ton of resets and simply nuking everything.

              I understand not everyone wants to run this specific glass-cannon version of Mystic, and that's totally fair. But a simple tweak like reducing the in-tree cooldown reduction by 25% would bring the top-end performance more in line without punishing newer players or those just starting to enjoy the dark side.

              Let the flavor and creativity stay, just slow it down a touch.

              Love,
              Avaer

              Tweaks to Cooldowns were applied to TC yesterday and Force Drain should be the only ability with action drain. Give that a spin and we can go from there

              Historical reactions: Like × 1

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              • T Offline
                T Offline
                Tdeadly
                wrote on last edited by
                #11

                Ishna, post: 3169, member: 662 wrote:

                I'm curious how you think it's working as intended when I can go out on a DPS build, tank 3 people at the same time, and kill them all very quickly. And then Avaer does it even better than I do.

                The issue arose when they introduced the ability to earn more points by altering the forms of the Jedi. With these additional points, it becomes easier to add various features. That’s why I suggest adding this skill to the Combat Medic class, exclusively for Player versus Player (PVP) combat.

                The Serotonin Purge skill can reduce defense, regardless of the player’s Kinetic, Energy, or Elemental abilities. If the abilities are high, the defense drops to 8k all around. This necessitates the use of a medic heal or stim to stay alive. Additionally, the Action Drain skill requires precise timing to be effective.

                Furthermore, in combat, players are not permitted to change their skills freely. If a player fails a skill attempt, they either fail or never die if they don’t win.

                I don’t see the need to change many existing features that are effective in Player versus Environment (PVE) combat. Instead, additional features could be added to the Combat Medic class to enhance its effectiveness in PVP combat scenarios. Can other classes. But only change for PvP only.

                Since I know you and Avaer say you guys to much of a tank. Than this what I think. Since you want to change the wrong things that worked find until one other change happened.

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                • IshnaI Offline
                  IshnaI Offline
                  Ishna
                  wrote on last edited by
                  #12

                  Tdeadly, post: 3188, member: 364 wrote:

                  The issue arose when they introduced the ability to earn more points by altering the forms of the Jedi. With these additional points, it becomes easier to add various features. That’s why I suggest adding this skill to the Combat Medic class, exclusively for Player versus Player (PVP) combat.

                  The Serotonin Purge skill can reduce defense, regardless of the player’s Kinetic, Energy, or Elemental abilities. If the abilities are high, the defense drops to 8k all around. This necessitates the use of a medic heal or stim to stay alive. Additionally, the Action Drain skill requires precise timing to be effective.

                  Furthermore, in combat, players are not permitted to change their skills freely. If a player fails a skill attempt, they either fail or never die if they don’t win.

                  I don’t see the need to change many existing features that are effective in Player versus Environment (PVE) combat. Instead, additional features could be added to the Combat Medic class to enhance its effectiveness in PVP combat scenarios. Can other classes. But only change for PvP only.

                  Since I know you and Avaer say you guys to much of a tank. Than this what I think. Since you want to change the wrong things that worked find until one other change happened.

                  Were talking about Dark Fury Jedi specifically, where is combat medic coming into this?

                  The action drain absolutely does not need to be managed properly, hit that shit immediately on CD, there's no downside to it. Its so easy a troglodyte could do it.

                  To address the PVE side of things, it's not acceptable there either. We're doing 30k solid sustainable DPS. We melted the ping pongers and the unquenchable wrath in a 4 man group, with 2 dead and me and Avaer just on our DF Jedi. That's not intended. There's nothing balanced about that. When you are able to start skipping mechanics as a whole because you have enough DPS, regardless of which specific instance it is, something is off and needs to be looked at.

                  Historical reactions: Like × 1

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                  • avaerA Offline
                    avaerA Offline
                    avaer
                    wrote on last edited by
                    #13

                    Rezec, post: 3187, member: 1 wrote:

                    Tweaks to Cooldowns were applied to TC yesterday and Force Drain should be the only ability with action drain. Give that a spin and we can go from there

                    You’re the man, we’ll give it a run and see how it looks!! Thanks Rez!

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                    • ortonO Offline
                      ortonO Offline
                      orton
                      wrote on last edited by
                      #14

                      Avear, you’ve brought forward some excellent ideas thank you for taking the time to research and help the development team find creative solutions to bring balance to the Force (no pun intended).

                      With our latest patch, Chapter 5.6 https://www.swgevolve.com/index.php?threads/1393/, we’ve made some adjustments to the cooldowns of certain Jedi abilities based on feedback like yours.

                      On a personal note, I want to commend you for your ongoing dedication to the Evolve server and its community. Your contributions truly don’t go unnoticed. Thank you for everything you do!

                      Orton
                      Evolve Community Manager

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