GoodOl'Ben said: Lightsaber

Passive deflects should never fly behind the deflecter

Increase Flinch range to match Close IDR for better consistency

Staff/Duals cost to 0

Staff/Duals defense arc to match regular stances Click to expand...

GoodOl'Ben said: The Force:

Pull vulnerability frames changed to match Push

Push costs changed from 2-2-8 to 2-4-8. Single target knockdown added for Push 2.



Lightning only stuns for the frames that it hits

FP drains are no longer capped when not blocking Click to expand...

I like many of these changes, push really is the biggest issue when it comes to jedi/sith being OP, so it definitely needs these changes. Its also good to see that some gunner classes are actually getting nerfed, however imo not in the right places. The Mando seems quite balanced to me, same with the disruptor. the most OP gunner classes still seem to be untouched (hero P3, SBD, wookie) although clones blob got nerfed so thank god for that.Please, please, dont reduce the defense arc of staff/duals. 1.4 already made BWs so much more common, honestly defense arcs need a big increase in general, just against sabers if thats possible. 1.4 has brought on a BW kind of meta, I atleast have never seen such a large number of BW hunters as i do now. Its quite the problem, especially in 1vX situations in Open. Fighting a pack of BW hunting Jedi/Sith is one of the most frustrating things iv encountered in MB2, because of the changes made in 1.4. BWs are no fun, I think we can all agree. If the enemy is any decent (which you dont even need to be to BW hunt) its basically impossible to defend against with single saber styles regardless of how good you are. You will either get BWed (most likely) or lose all your bp to running constantly to protect your back. Duals/Staff are really the only way to counter gangs of sith/jedi...Personally I dont think flinch needed a buff, considering it was already a buff to every gunner class... making weapons like the CR2/3 or SBD stupidly strong with their fire rate.... honestly atleast with clone, flinch is quite unfair, and it or CR2/CR3 should be adjusted.So this means FP drains are getting increased while not blocking right? Really not necessary imo. FP drains feel quite balanced to me, if your going to make this change you should atleast reduce the drains while blocking like it was in a previous version. Personally, I cant remember what version it was, but besides the super slow FP regen, I REALLY enjoyed when blocking blaster fire had a big effect on FP drains. While the high FP drains when not blocking made me really think about how I wanted to attack, the low FP drains while blocking allowed me to stand my ground against the gunner gang-bangs that like to roam around.1.4 changed many things, and one of the biggest results of these changes (imo) is that it became alot more difficult to survive when you're outnumbered. The change to parrying, reduced BP damage on combos and reduced BP damage of swings while running, combined with flinch and reduced defensive arcs, really screws over the "lonewolf" type players out there, or just the people who find themselves heavily outnumbered. Reduced BP drains while blocking really felt good because it was FINALLY a tool I could use against hordes of enemies. We need more tools like this - In other fast paced combat games similar to MB2, if you're good enough, you can deal with hordes of enemies by killing them quickly, using aggression, speed and misdirection. This doesnt work in MB2 because of of the BP system - when you are 1v2 other saberist you automatically have to chew through twice the amount of BP points, a huge disadvantage that doesnt take skill into account, made worst by the fact that the saber system punishes you for running. I know this isnt the place for saber vs saber discussion but I only mention this because if you add one or two gunners to those two sith/jedi who are ganging you, well.... the game doesnt give you many tools to defend yourself. Increasing FP drains while not blocking would make these kind of situations so much worst. So personally id like to see us go back to the system where there are very high FP drains while not blocking, and very low FP drains while blocking, if there must be a change.Lightning really does not need a nerf - I mean yes, Lightning can be VERY powerful, to the point of being OP, but at the same time Sith need this ability to counter other OP classes. For example the Hero - a good Hero is basically unkillable to a Sith because of their move speed and dash... lightning is the one reliable counter to Heros that Sith have (even then its a LONG war of attrition....). Pull can work too, but good Heros will never let you pull them and will just 1 shot you with P3. Clones as well, lightning is one of the few counters sith have to packs of clones, which have become incredibly OP due to flinch and their insane fire rate... however the nerf to blobs may fix this so...I apologize for so much text, but I love MB2, I think its one of the greatest games around, however i have been INCREDIBLY frustrated by 1.4, to the point where iv stopped playing. Id like to do whatever I can to help improve it, so I hope my input is of use....- I like that some gunner classes are finally getting a nerf, however I feel they are in the wrong place. Good that push/knockdown is getting a nerf, same with clone blobs, thank god for that. Please dont nerf defensive arcs, on anything. Defensive arcs, against sabers, need a buff, there are too many BWs in 1.4. Lightning doesnt need a nerf, its a necessary evil to deal with things like Hero dash. If you must change FP drains, increase FP drains while not blocking, decrease FP drains while blocking. The power of outnumbering your opponent needs a nerf. Skill should be rewarded more in 1vX situations, considering the mechanics of this game already favor the many over the few.