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SWG: Evolve Forums

avaerA

avaer

@avaer
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Recent Best Controversial

  • Obtaining Battlefield Tokens
    avaerA avaer

    hmmmmmmmm

    Suggestions

  • Devastation & Elemental Penetration Stat Adjustments
    avaerA avaer

    Cailener1234, post: 3445, member: 548 wrote:

    In this thread, I'll be discussing possible ideas/adjustments in order to bring Devastation & the 4 Elemental Penetration stats to an acceptable and worthy place in the current builds for Evolve.

    First, the suggestion for Devastation. This stat has been adjusted at least 2-3 times and just hasn't quite hit that sweet spot, the community has certainly had a lot of ideas and thoughts on to improve it. I would recommend removing it completely from the Commando tree, leaving the only ways to stack Devastation with the Juggernaut Set & the additional exotic from Junk Loot. Second, it would adjust the multiplier from .1 to .3 as explained in the description of the 5-Piece Set.

    [Unavailable historical attachment #1451]
    Devastation would turn into an automatic proc (similar to GA with Inspired Action that procs Inspiration on a 20% chance) of either Burn It Down (AoE Target DoT) or It Burns! (Single Target DoT). In addition, it would provide a damage increase % based on a multiplier of .5 for the stat, as listed below in an Excel Sheet.

    For the next section of the Elemental Penetration Mods, I recommend using this page as a reference to how the Elemental Criticals currently are:
    [URL unfurl="true"]https://swg.fandom.com/wiki/Elemental_damage[/URL]

    The first Elemental Stat we'll look at is Elemental Penetration: Cold, this stat would increase the multiplier of the increased damage debuff on the target, using elemental damage 100 as the example. Duration would last for 6 seconds.

    (CORRECTION: The Value added to Multiplier of .2 is multiplying the Possible Value by a multiplier of 0.15, which means the increase is 16.5% to the 20% to the example below)

    [Unavailable historical attachment #1452]

    Next, we'll focus on Elemental Penetration: Heat which will give an increased flat damage to the Heat DoT, using 750 as the basis of this example. Using the multiplier of 40, this can obviously readjusted as testing of this is explored but best to go big at first then scale back if needed. This tick would hit every 2 seconds, the duration lasting for 6 seconds.

    [Unavailable historical attachment #1453]

    Following this, we'll go to Elemental Penetration: Acid which currently gives a 75% Critical Hit Vulnerability. With how things are right now with the ease of Critical Chance to reach a hard max, reviewing possible divisors and providing a Critical Damage Vulnerability would make this debuff quite powerful, as shown below. Duration would be 3 seconds.

    [Unavailable historical attachment #1454]

    So when the debuff applies and the above stat is present, it will read as such:
    75% Critical Hit Vulnerability
    22% Critical Damage Vulnerability

    Finally, we look at Elemental Penetration: Electricity.

    This debuff was a bit hamstrung by SOE already. How it works right now is this, +75% Glancing Blow Hit Chance in which Glancing Blow'd attacks are attacks that do 60% less damage. It technically says on the buff box that it's 75% Trivial Hit Chance, which is incorrect. To be a bit creative, I suggest adding a new stat that is specific to this debuff called Miracle Armor. This stat would increase the chance that any damage output on a target would be fully absorbed by their armor. Duration would be 6 seconds.

    [Unavailable historical attachment #1455]

    The debuff would read as follows:
    +75% Glancing Blow Hit Increase
    +22% Miracle Armor Hit Increase

    Ultimately, Miracle Armor is a theoretical suggestion and can be toned down. Just thinking of additional ways to have the damage output of your target be further reduced for those 6 seconds completely stopped or significantly reduced in addition to the Glancing Blow which should be relooked at to work too.

    No additional adjustments would be made. Durations & recourses would stay the same. As always, this information can be subject to change but I feel these overall adjustments would give these stats a fresh coat of paint and have us rethink about.

    I completely agree with the points you’ve made here and really appreciate the time and effort you’ve put into laying this out. The suggestions for Devastation and Elemental Penetrations are well thought out and could definitely bring fresh value to build diversity.

    I’d love to be able to remove the shared GCD of burn down and it burns that way we can double apply the dot and apply it faster, this might be an easy change to give the heavy peeps some love and be able to combat the fast cleanse options available easily to everyone.

    From my perspective, one important distinction is how these mechanics perform in PvE vs. PvP. In PvE, they’re performing very well overall. I mean 4 heavy weapons commandos in any group content will clear faster than any group.

    However, in PvP the picture changes significantly due to the defensive stacking advantages available to melee focused specs.

    Melee builds benefit from substantial damage reduction, coming not only from melee focused enhancements but also from advantages in the Commando tree that happen to apply to melee as well. While a ranged user could technically go heavy and branch into TKM, most of the enhancements and benefits there are melee oriented, leaving ranged focused builds with wasted points. By contrast, a melee player going TKM and Commando minimizes waste and gets the best of both trees.

    On top of that, melee gets access to an extremely strong defensive and mobility toolkit including the ability to break roots with three separate abilities (Narrow Escape, Burst Run, and Sprint Stim) plus ranged “thrown” snares and roots. This means the supposed “distance advantage” for ranged isn’t really a practical benefit in actual PvP combat, apart from specific edge cases like running a Dire.

    Circling back, if your devestation changes, elemental changes are implemented along with perhaps an adjustment to it burns and burn down GCD that’d be an amazing place to start and build off of.

    Love the suggestion Cail, really great stuff.

    Historical reactions: Like × 1

    Suggestions

  • Beast Master QoL Improvements
    avaerA avaer

    Well said tank- QoL improvements may have a dramatic impact on overall performance so starting here is a great place and I agree with every point made.

    Focus on QoL and smoother beast gameplay and utilization.

    Suggestions

  • Proposal: Weapon Appearance Tab
    avaerA avaer

    Alongside the excellent weapon progression systems being explored, I’d love to see expanded variety in augments and enhancements as well.

    This would open the door for true customization, allowing Weaponsmiths to craft weapons that are purpose built to complement the high level of flexibility available on the build side.

    For example, if a player rolls a really strong “Heal Potency” core, but it’s on a lower-DPS weapon, that item could still be highly valuable for support builds rather than just being discarded. Right now, there’s a tendency to simply chase the highest DPS weapon, but once those are acquired and with no decay system there’s little incentive to purchase additional weapons.

    Introducing a broader range of augments would give more value and diversity to weapon selection. Some potential ideas for new augment types:

    • Heal Potency
    • DoT Amplification
    • Armor Break Chance
    • Free Shot Chance
    • Buff Duration Increase
    • Ability Cost Reduction
    • Cooldown Reduction
    • Damage vs. Specific Armor types or master classes aka Jedi. hint see BH suggestion 😉

    Combined with appearance weapons, this could lead to a unique and dynamic gear ecosystem where players not only care about stats but also aesthetics and synergy with their class setup.

    Would love to hear thoughts from the devs or other crafters on this! Keep up the great work this kind of system could really set the server apart.

    Historical reactions: Like × 2

    Suggestions

  • Proposal: Weapon Appearance Tab
    avaerA avaer

    Love it, push it.

    Suggestions

  • Squad Leader Proposed Updating/Adjustments
    avaerA avaer

    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.

    Suggestions

  • Unique Saber Needing updated, still missing stats.(Invasion)
    avaerA avaer

    Good find. We should honestly make any unique appearance Saber level 90 required and have the same stats as the other Gen 5 / Juyo.

    Suggestions

  • 5pc Dark Fury Cooldown Reduction & Action Drain Concerns
    avaerA avaer

    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!

    Suggestions

  • 5pc Dark Fury Cooldown Reduction & Action Drain Concerns
    avaerA avaer

    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

    Suggestions

  • 5pc Dark Fury Cooldown Reduction & Action Drain Concerns
    avaerA avaer

    I wanted to provide some QA-based feedback on Mystic’s current state, specifically regarding the synergy between the 5-piece Dark Fury set bonus and the rate of ability output. As someone who has played Mystic exclusively since launch, I believe the class currently skews toward being overtuned due to how rapidly and effortlessly damage is being applied. As someone who has been a DF Jedi for a lifetime, here are my concerns currently.

    [HR][/HR]

    Key Issues Identified:

    1. Action Drain on Core Abilities
    The following abilities currently drain action on use:

    • Lightning Burst
    • Force Hurricane
    • Telekinesis
    • Force Drain

    Given their short cooldowns and macro-style execution, this creates a compounding pressure on targets with very little counterplay.

    2. Cooldowns with 5pc Dark Fury:

    • Lightning Burst – 2s CD
    • Telekinesis – 2s CD
    • Force Lightning – 4s CD
    • Force Drain – 4s CD
    • Force Maelstrom – 5s CD
    • Force Shockwave – 5s CD

    With such low cooldowns, a Mystic can cycle burst AoEs and single-target pressure in quick succession, making it difficult for opponents to respond or defend effectively.

    3. Trade-Off for current Fury Proc Removal:
    Recent testing shows that removing free casts from Fury procs results in only a 4k DPS reduction over 5 minutes, which reinforces how strong the baseline rotation is with 5pc DF equipped.

    [HR][/HR]

    Suggested Solutions:

    **A. Increase the Force Power Cooldown by 30% (or just remove the 30% CD reduction from the 5pc DF bonus. **
    This would significantly reduce the ability to spam and force more deliberate pacing in Mystic’s rotation.

    B. Remove Action Drain from:

    • Lightning Burst
    • Force Lightning
    • Telekinesis

    This adjustment would reduce the pressure on player resources and allow for more strategic play rather than raw button-spamming.

    [HR][/HR]

    Test Data (5-Minute Target Dummy Runs):

    • 4pc Dark Fury: ~17k average DPS
    • 5pc Dark Fury: ~26k average DPS

    Both tests used the same talent point allocation, with the only variable being the 5th piece and its associated cooldown reduction. While I acknowledge that other set bonuses exist, this test was designed to isolate and measure the impact of the CD reduction. Keep in mind testing results will vary, but each time I test 4 vs 5, I'm within +/- 1.5k DPS.

    [HR][/HR]

    Final Thoughts:

    I believe these adjustments would help Mystic return to a more balanced state, encouraging thoughtful play without eliminating its identity as a high-tempo caster. Open to feedback or refinement from other players as well, but I hope this provides a helpful reference point.

    Thank you for your continued development work and support of class tuning.

    Historical reactions: Like × 1

    Suggestions

  • Bounty Hunter Overhaul Proposal-
    avaerA avaer

    mediocrebh, post: 3139, member: 284 wrote:

    Obviously a great framework, my only concern will be any outrageous power increasing stat increases that may entice some folks into finding ways to cheat...prestigious items and title rewards are cool to display and for reputation status. Slight increases to pvp only and bh stats/abilities would be more my cup of tea similiar to the FRS jedi system....they are great, but not worth cheating the system for. I definitely like this well thought out format, it would also be cool to incorporate this system format (if implemented) for a smuggler underworld system.

    Yes, I agree, for the underworld system as well!! It provides players who enjoy role-based, lore-driven gameplay with more depth to their chosen playstyle.

    That's brilliant, and I didn't think about that!

    Suggestions

  • Bounty Hunter Overhaul Proposal-
    avaerA avaer

    mediocrebh, post: 3139, member: 284 wrote:

    Obviously a great framework, my only concern will be any outrageous power increasing stat increases that may entice some folks into finding ways to cheat...prestigious items and title rewards are cool to display and for reputation status. Slight increases to pvp only and bh stats/abilities would be more my cup of tea similiar to the FRS jedi system....they are great, but not worth cheating the system for. I definitely like this well thought out format, it would also be cool to incorporate this system format (if implemented) for a smuggler underworld system.

    Agreed, that's why the system I proposed is not giving free stats at each rank. Just item unlocks, which would be in a horizontal way against matchups and bounties. Not vertical power creep, but think more of a power slide. Think like GCW ranks, allowing stronger weapons, armor, etc. This would be ideally the same.

    That way, Jedi remain strong via a decay-based FRS system, and the BHs have more Lore-based bounty tools to deploy.

    Ship parts could be added as well for the shipwright to recraft for in-space bounty hunting.

    (side note -make Jedi when FRS 6 and killed in combat become a force ghost for an hour, can only roam around handing out sagely wisdom. )

    Suggestions

  • Bounty Hunter Overhaul Proposal-
    avaerA avaer

    Tdeadly, post: 3131, member: 364 wrote:

    Also, I believe you’ll be targeting the less skilled players more frequently this time. This will turn off some player don’t really pvp. Also you can’t make it that only two classes are the only thing to play. I would say have a few style that can beat top tier with gear out first. To see how it runs. I was planning on trying whatever set at. But it’s only because I want to make the armor.

    You’ll also need to figure out a new type of layer since resistance is set differently. So, you might need to experiment with that.

    Adding new armor is find figure out the right stuff to add for it.

    I think the system need to have work place into it. Since you should have separate skill tree like Jedi.

    Like the idea just need some adjustment.

    I don't think it would target the less skilled, or less PvP interested players at all, I mean, bounties today are mostly on the people who engage in consistent PvP, not just the guy who wants to play his own game. So it should be going after the same people you already can, right?

    Additionally, the PVE BH terminal missions, will offer a smaller, more manageable progression experience, allowing players to earn them that way as well.

    Lastly, the in-place rez from being bountied leaves the target with nothing lost. Not even a trip to the cloner, so what is it that is making people upset with being bounty hunted?

    Always appreciate your feedback brotha! Keep it coming.

    Suggestions

  • Bounty Hunter Overhaul Proposal-
    avaerA avaer

    orton, post: 3126, member: 2006 wrote:

    How would the bounty hunter progress through the rankings?

    BH missions offer higher XP rewards for player bounties, and NPC bounties provide smaller but consistent rewards, allowing you to progress as an RP/PVE BH.

    Suggestions

  • Bounty Hunter Overhaul Proposal-
    avaerA avaer

    Tdeadly, post: 3120, member: 364 wrote:

    What I don't get is you want them to add more FRS ranks(6-9)?

    for the High Threat That should be if Jedi wins over a attacking BH? If you include GCW or PVP events, You will need to add to regular combat Characters.

    I mistyped - fixed that! Thanks, And yes GCW would include regular toons at higher ranks (usually meaning more experienced players)

    Suggestions

  • Bounty Hunter Overhaul Proposal-
    avaerA avaer

    Bounty Hunter Overhaul Proposal: Tiered Power Progression & Target Rewards System

    If you like listening to me ramble on in voice about BH and Jedi, try this out. We introduce a tiered progression system that allows Bounty Hunters (BHs) to scale in power and rewards as they complete missions, gain ranks, and take on more dangerous targets. Power, prestige, and payout are tied to the **difficulty of the target, **whether they're a high-ranking Jedi, a Sith, or a decorated officer in the GCW.

    Tier 1: Initiate Hunter

    • Access to basic bounties (unranked players, low-level GCW officers, novice Force users).
    • Limited token rewards.
    • Basic access to vendor gear (e.g., tracking tools, basic armor components, low-tier cosmetic items).
    • Requirements: Default upon unlocking the BH terminal.

    Tier 2: Veteran Hunter

    • Targets now include mid-tier GCW officers and FRS Rank 2-5 Force users.
    • Rewards increased.
    • Unlock access to exclusive armor layers (see: Lightsaber resistance, Force-electrical damage resistance).
    • Requirements: Complete 25 Tier 1 missions + 10 successful PvP bounty completions.

    Tier 3: Elite Hunter

    • High-profile targets: FRS Rank 4-6 and GCW Command ranks.
    • Bounties now show dynamic risk and reward based on target prestige.
    • Unlock unique vendor cosmetics (e.g., Mandalorian-style jetpack variants, upgraded helmet visuals).
    • BH-only passive perks become available (e.g., +5% resist Force stuns or Force accuracy debuff aura).
    • Requirements: 35 Tier 2 missions + GCW Rank 4+.

    Tier 4: Apex Hunter (Prestige Track)

    • Access to Legendary Contracts: Track Jedi Masters/Sith Lords or Grand Moffs/Generals.
    • Bounties are rare and high-stakes (target gets a system-wide alert).
    • Rewards: Massive token payouts, unique titles ("Shadow Fang", "Jedi Executioner"), or even rare schematics.
    • Requirements: Faction-aligned prestige, GCW Rank 7+, FRS Rank 5 (if also Force-sensitive), etc.

    🏆

    The Bounty Hunter Token Vendor evolves alongside the hunter. New tiers unlock:

    • Tiered Armor Mods: Resistance to Lightsaber, Force Lightning, Mind Trick, etc.
    • Bounty Hunter Cloaks & Mandalorian Themed Cosmetics.
    • Weapon Customizations: Unique blaster skins, disruptors, or carbonite-themed effects.
    • Utility Gear: Droid-scramblers, enhanced trackers, jetpack fuel cells.
    • Hunter Legacy Trees: Optional skill upgrades outside the standard expertise trees (pure PvP perks).

    💀

    Tie bounty targets to real-time metrics:

    • If a Jedi/Sith player has killed 3+ players in the last 48 hours, they become a "High Threat" target.
    • BHs see “bounty bonuses” listed dynamically.
    • BHs can pool tokens for high-profile targets and trigger cooperative hunts (new PvP content loop).

    🧠

    This overhaul introduces power creep through progression, but regulates it by:

    • Tying benefits to PvP success.
    • Keeping top-tier rewards gated by achievements or rank.
    • Providing counters (e.g., Jedi can purchase anti-tracking buffs or use decoys).

    💡

    This system creates:

    • A BH career path with actual progression.
    • More reason for Jedi/Sith to hide, defend, or play strategically.
    • Deeper GCW integration, making BHs more relevant in faction warfare.
    • A use for tokens beyond cosmetics, promoting real PvP gameplay loops.

    Star Wars Is Jedi, Sith, and Bounty Hunters... Name me a famous Star Wars Doctor....besides Cris-om.

    Suggestions

  • BH Vendor armor enhancements
    avaerA avaer

    Rezec, post: 3113, member: 1 wrote:

    Right now the game does NOT actually have Lightsaber Damage in those terms. This existed PreNGE as a separate damage type from Kinetic/Energy and only Mandalorian Armor had protections against it. Something like this coming back would severely overpower Lightsaber Damage in the current system since current Armor without this attachment would be useless against Lightsabers.

    I wasn't advocating for LS damage to come in -

    Also, what do these do then if not LS damage?

    Cloak.PNGJuyo.PNGNovice.PNGShi.PNGMASTERY.PNG

    Suggestions

  • BH Vendor armor enhancements
    avaerA avaer

    Tdeadly, post: 3111, member: 364 wrote:

    That’s a good idea. However, have to improve Jedi too. (They are weak)
    -Give the an ability to outplay the BH called I’m no jedi. So Jedi can attack the BH who as the mission. To stop the long wait for them to attack.
    -Layer should ingnore defenses on armor since Lightsabers should hurt.

    • Layer to add heal potency. Great for healing Jedi
      -Layer for improve saber block.
      -Put the JEDI layer on the Jedi vender.

    Than add a special way for Mandarolians crafting to happen like at special forage you need group to defend well it’s crafting in the tool.

    Tdeadly, I love you man, but Jedi are not weak - I was fighting 5 v 1 in a BF just the other day and winning.

    Suggestions

  • BH Vendor armor enhancements
    avaerA avaer

    I’d like to propose a new layer material that adds both lore-friendly and gameplay-enhancing depth to the crafting system and profession synergy between Bounty Hunters and Armorsmiths.

    Concept:

    Introduce a layer material available exclusively from the Bounty Hunter (BH) vendor ( have to be master BH to use) that can be used by Armorsmiths to craft Mandalorian armor pieces with added resistances against:

    • Lightsaber damage
    • Force electrical damage (e.g. Force Lightning)

    Details:

    • The material would function similarly to existing crafting layers, providing a unique resistance stat when included in armor crafting.
    • Only usable in Mandalorian armor schematics, preserving its thematic tie to anti-Jedi warfare and BH lore.
    • Can be traded or sold, creating economic value and cross-profession interaction.
    • Could be named something immersive like Beskar-Weave Conductive Layer or Ionic Pulse Baffler.

    Why this makes sense:

    • It enhances the fantasy of Bounty Hunters preparing to hunt Force-users.
    • It gives Armorsmiths more flexibility and incentive to craft for PvP scenarios involving Jedi/Sith.
    • It ties into Star Wars canon (Mandalorians and their tech are historically anti-Jedi).
    • It adds horizontal progression instead of just power creep.

    Would love to hear the devs’ and community’s thoughts on this idea. I think this would be a great way to deepen profession interplay and open up more build diversity for Mandalorian armor users.

    Suggestions
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