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Emperor-Norton

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    My Computer.
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    What interests me.
  • Occupation
    Emperor of the United States
  1. I wouldn't put that much weight on who said they had interest, but on who actually went and played. Lots of people didn't go to the PvP servers, some went back, and others fell apart. It is more telling to see who continued to play after they got there and saw how they measured up vs the competition. On that note, what did you want Bioware to do in 2.4? Not release Arenas? Which was what everyone was expecting in the 'pvp patch' everyone was waiting for. Did you want them to release both, try and balance Warzone vs Arena awards, and watch the already fragile population get splintered between them both, bringing things closer to the old system of 1-2 teams become dominant and then farm everyone else? Sure hindsight is 20/20 and knowing the population keeping both would be better; but they took the option that, in theory, would be the best one for actually growing the PvP scene. Compared to keeping the same old RWZ system that was okay but was never going anywhere. Either way that was 3 years ago and all we can deal with is the now. Your point of 'there isn't a population for 8 man Warzones' is moot since there isn't a population for 4 man Arenas. Not even in Solo Ranked anymore (which was a horrible format anyway to determine skill at the game). The ranked 'community' has degenerated in the same way the NiM PvE community degenerated after Spring 2015, when Bioware announced they are never making a NiM Operation again, which was because the top 5 or so PvE guilds quit and they were the intended audience for NiM (fyi making NiM is pretty easy, they just slap on Mechanics taken away in beta versions due to being too hard). They should just do with ranked what they did with Ops later on in 4.0 and restore content to allow people to experience it as it was. Don't pretend SWTOR arenas are going anywhere worth investing as a serious format. So which one is it? Or is it Bioware's fault some players were better and the others couldn't or wouldn't improve. The only way Ranked may have been successful was having cross server queues back in 2012/2013. That however is in the past and the best use of Ranked now is to have fun playing some semi-serious SWTOR PvP, not to climb a ladder and prove your talent against the rest of the game's population. High end play in SWTOR is a curiosity, not the destination for players anymore. As such, it would be nice to have back that nice curiosity of 8 man ranked warzones, like we have the curiosity of EV, KP, EC, TfB, S&V at their designed difficulty.
  2. Well I can make a list of 100 people offhand that played over a period of 1 month on one server with SS and streams of them playing. So Bioware be lying. Not really a surprise though. Thanks for posting this. Edit: The real reason 8s went away is that the best way to make 4s succeed was not divide the population between ranked warzones and ranked arenas. That being said Arenas failed and no one plays them. Solo ranked barely happens (only advantage Arenas had on Warzones tbh) and group ranked is always set up beforehand. In the same way that Operations were all brought up to max level for people to experience them as intended because no new Ops are ever getting made, they should bring back 8s as an option to queue because Arenas are going nowhere and the few people playing for fun/old times sake may as well have a new thing to do.
  3. Tbh telling you go to greener pastures than somewhere less populated than even the pre-1.3 ghost servers is the most helpful thing said in the entire thread. The fact that you won't/didn't get off a dead server is the fault of your own stupidity and stubbornness. Considering your reaction to a helpful suggestion, it's easy to see who the ***** are here.
  4. Kills are based on being in combat with someone when they died, so they get shared among people, so no you didn't get 100 kills. Although lol at this thread and learn to play.
  5. You don't seem to get this, so let me bold this. I do not have to think about a single thing or make a conscious decision while playing Watchman in PvE as is. If I am playing on Watchman and something fails to proc then I need to decide whether to fish or not, but that depends on variables. How much resource do I have and what is the CD on my resource generators, is Master Strike available, when is OS going to show up and drop my resource down, do I want to fish since it will make me delay Merciless to realign it with the ICD of Mind Sear (I had actually forgotten the Mind Sear ICD existed, oh the memories). You see, I am actually having to think and make decisions and do so in the span of tenths of a second. Not repeating the same pattern of Merciless>Force Melt>Cauterize>Master Stike>TST/ZS for eternity. If the rotation gets messed up, that is also the priority system that will make the rotation correct itself back to normal. Once you know the pattern there is barely anything I need to think about, aside from minor judgments occasionally about where to use Zealous Strike. Oh, and Cauterize was the highest damage per GCD ability Watchman had, not proccing hurt your DPS and resource generation because of needing to use other spenders and the lack of resource procs. It hurt less in Execute phase since Dispatch and Merciless did all your proccing and both hit hard, and oh my god I just remembered 2.0 Watchman Execute phase. Best rotation of any spec, ever.
  6. I was summoned? The heart of what people complained about with Veng and Arsenal wasn't RNG. The problem was that the specs did ****** damage. The fact that rotational RNG combined with Crit RNG made your DPS vary by ~300 (when 3k DPS was top tier) was blamed for the fact that even if things went perfect, you would do as much damage as what Maras and Snipers did normally. After they got changed and the RNG got fixed to make damage more consistent... people still didn't really play them because they did ****** damage compared to Maras, Operatives, or Snipers (later Maras, Sins, Sorcs, and PTs) and/or they had other problems (mobility in the case for Veng which ironically got worse due to the changes). Currently Vengeance is one of the most braindead and boring specs to play in the game. Veng and Aresenal RNG did have the problem of there was little you could do about things not proccing besides casting another Tracer or waiting for Impale, versus Watchman and Carnage which would make the player make on the fly rotation changes to react to RNG, whether by fishing for new procs or cutting your losses. --------------- Now to Mara things (you have generally restated the same points so many times I am not going to bother quoting any particular thing). Current Annihilation is a strict rotation system vs old Annihilation having a rough rotation structure that you needed to adapt procs and what cooldown abilities you had available to form an actual rotation. Current was something you have to learn the (easy) pattern, once you had that you knew how to play it as well as the top player in the game. Old Watchman by contrast had simple building blocks to learn, yet a highly experienced and skilled player could constantly think of new theories and priorities for how to shift the rotation based on the random variables. Thus the spec always gave constant new gameplay to veterans while being easy for beginners to pick up; the definition of easy to learn, hard to master. A month or two ago I explained the priority, timings, and building blocks current Anni to a friend just by showing them this spreadsheet. Fully explaining old Watchman required this thread. P.S. I never cared about Watchman being the top DPS spec. I played it when Combat was objectively better. I was cautious about it getting overbuffed in 2.8 (where it actually ended up being behind Pyro PT and Madness Sin and tied with Madness Sorc). I stopped playing PvE in any serious manner because they took away the old dynamic rotation and added in something that you skill capped in within an hour or two.
  7. Hi I find 4.0 Watchman to be okay in a PvE rotation sense. The rotation is very simplictic, not even in a dummy sense but in an actual fight sense with downtime. Merciless on cooldown, Melt right before or right after Merciless, Cauterize goes either before or after Rend, and Ravage will find it's spot in the beginning or end of the rotation depending on where Cauterize is. For PvE single target, not really better or worse than 3.0, but the removal of Close Quarters was a nice QoL change. The thing I do dislike about 4.0 is the changes to dot durations and how AOE works in general. You only have Force Rend available to spread for 5/8 GCDs and with Rupture reapply if you have an opportunity to AOE, you will only be able to get both dots off half the time. Compare that uptime for spreading to specs that keep Dots up for a while like Hatred, Madness, Lethality, Virulence, 3.0 Watchman etc. Short uptime dots don't work with 2 dots since you have so little time to spread them before they have to be reapplied. You need your opponents to almost continually stack to get good cleave off (since your Dots don't do that much damage and don't stay very long), where Hatred only needs you to stack once to get good damage off for the next 20 seconds. In PvP to make Watchman be effective I can't try and cleave with it like 3.0, you have to basically play it single target and train/shutdown one person. If that playstyle is intended, then imo the spec should lose the dot on Rend and make a lot of players happy by bringing back the 2.10 proc system and Annihilate/Rupture CDs, since it seemed like the main reason for the proc removal was to make way for the spread/cleave style of 3.0 that demanded a long, hard hitting Dot (old Force Rend). Regardless, I still find it fun to hit stuff on my Mara or Sent. Just wish it was as fun as it used to be.
  8. Hi Etern/Regalities. Why don't you guys actually log in and queue up and put your guide to the test?
  9. Mara CDs are excellent and the tankiest DPS class in the game. And just about all CDs are mitigated by CC. Learn to use cooldowns correctly. Mara in general and especially their CDs are excellent in group play aka Group Ranked. Cycle through mitigation CDs and it is really hard to tunnel them. While Anni can hit upwards of 1k HPS in pressure games. While Carnage works really well for Hardswap and Anni is excellent at shutting down and killing Healers and just in general killing people who try to kite away from their group.
  10. I think we have a mutual agreement to be euthanize any of us who want to bring that Guild name back.
  11. Severity's progression Hateful kill was done with 5 Healers, 10 DPS, 1 Tank. When we had the gear from DF and DP HM we did 4 heal it though. On a general note, I really would avoid comparing guilds from different eras. If 3.0 Zorz/Hates You or 4.0 Hates You/Phantoms groups got sent back to progression EC NiM I don't doubt they would have cleared them first, even if they had no knowledge of NiM and only knew HM EC. Now that isn't to say they had better players than everyone back then, merely that their players were better at a game they had been playing for 3-4 years compared to people who had been playing for 1 year. Alternatively, a lot of people in the EC days had prior MMO experience, where a lot of the people who became prominent later had no experience raiding in an MMO and developed from scratch. Then you have players who get casual over time, and players who don't play seriously for the first year or two. So you really can't say Zorz was better than Archetype because there is no direct comparison to go off of.
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