Forum Discussion

Re: Stances

I was thinking exactly the same. It's just arbitrarily nettlesome (yes, I used thesaurus for that, how did you know?). I can change the appearance while in combat, but not the stances that are definitely on the lightsaber? C'mon!

Though here's my suggestion to retain the flow and use controls that already exist in the game, while retaining the meditation/workbench switching mechanic somehow:

You keep the two main stances in their slots, that remains, but where do you assign the other three? There's the Focus button that you use with the buttons on the right side of the controller—square/triangle/X/O, or X/Y/O/A, or whatever some nutter not using a controller may be using—right? Then let's use the D-Pad buttons for the other three (obviously configurable as is the rest, but that would be the default, and let's be honest, probably the only sensible option).

Say you have the Dual Wield in left slot and Double-Bladed in the right slot. If you want, say the Crossguard, you hold focus and press right D-Pad. Blaster? Focus+bottom D-Pad (deliberately left the heal button unaffected by that combo). Single? Focus+left D-pad.

Now what to do with the meditation/workbench switching... That's where we assign where goes what—which ones go to the primary two slots, and which go to the secondary Focus+D-Pad slots and their order.

Alternatively, having it in the Character menu is an option too, and although it would be a little more clumsy to use, it is probably easiest to implement since there is a page for stances already, it would just need controls added to allow the stance selection.

Anyone yelling "But this will remove the strategic part!", they probably liked the 8-slot limit in DA:I and are wrong (I still haven't forgiven that one). If it's there and you don't want to use it, that's fine; but if it isn't there and you want to use it, tough. Doing the latter is just silly. You still have to chose the right tool for the right situation, but taking just two tools and leaving the rest of the toolbox at home is not smart, nor strategic.

6 Replies

  • I like that as a solution for keeping the workbenches, but honestly I want the full immersive experience of having Cal Kestis's Swiss Army Saber. I was also thinking you just have the focus button with the dpad buttons just cycle through the stances. And the workbenches to me are still useful for trying out new parts for your saber and BD-1 and they could keep the blaster modifications to the workbench; while it makes no sense that he can't just use all of the lightsaber's configurations, I completely buy that he needs a workbench to modify his blaster.

  • @N7Rev I don't know what DA:I is but even when you compare to other Soulslike games are there any that limit you to only two weapons? I know you can carry like six in Elden Ring
  • N7Rev's avatar
    N7Rev
    3 years ago

    @GunpeiYaBoi, Dragon Age Inquisition. It was the first Dragon Age game that severely limited the number of skills you could have in your skill bar and use at any given time. It's a good game in its own right, but that was, and still is, really galling.

    • The first game, Origins, didn't have a limit—if you reached the limit in your skill bar (expandable to the limits of the screen), you could still open the skill page and cast from there. But even then, I remember having like over 30 spells or so as a mage.

    • The second one, didn't have that many actives or sustained abilities, but the new thing were enhancements to the skills. Then again, the slot bar comfortably accommodated it all with space to spare.

    • Inquisition, the third one... had 8 skill slots. That's right, EIGHT (and that included the ultimate—yes, the ultimate didn't have its own slot). And you couldn't change or cast the ones that were not in your skill bar during combat, as if your character had temporary selective amnesia. There it was even worse though, since some enemies had high resistances to some elements, so if you specialised in that element, tough luck (it wasn't impossible, but really annoying) and that never got adjusted. There were some really sweet skills/spells that would've worked nicely in combos, but you had to forgo them because you had to slot stuff that was more direct and affected everything. So if you were a mage, you were basically f*ed not by the enemies, but by how the game was built. The fan(boy|girl) shills were calling it strategic (or that it was changed to accommodate controllers), I called it demented (and the controller part wasn't really true since the two prequels worked just fine with all of it).
  • @N7Rev I see, I played Inquisition so long after 1 and skipped 2, but I do remember having to make my character as specific as possible to balance out with the others and feeling more boxed into a class. Which even if you'd argue that might be ok for a game where you have a party to fill in the gaps, Jedi Survivor doesn't have that, so it just feels like I have to choose to be a rogue or a warrior each time I reach a meditation point for no reason. And even if that concept might be cool for its own game it doesn't make sense in the context of having an all-in-one lightsaber
  • GunpeiYaBoi's avatar
    GunpeiYaBoi
    3 years ago

    someone suggested that for people still concerned with balance, they could make additional stances take up perk slots, like two to three per slot. that way there's still strategy to choosing whether you want more stances or potentially many more perks

About STAR WARS Jedi: Survivor™

Join the community forums and talk with us about your experiences in STAR WARS Jedi: Survivor™.2,518 PostsLatest Activity: 4 hours ago