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chrisforester

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  1. It does all seem like yet another player-blind move by an MMO developer.
  2. I presume you mean why do people who WANT TO PLAY pvp hate what's going on, rather than why do people who don't play it hate it. Because the ones that don't play it or don't want to obviously don't complain about it. The previous poster is right, its partly a resources thing (more people PvE) and partly an "ego" thing - getting beaten by a player is not the same as wiping to a boss. Wiping to a boss is solvable. Get better gear; learn the tactics, try something different. Losing to a player may not be or feel solvable (it may be that your whatever class/spec just cannot beat their whatever class/spec in this iteration because of class balance issues.) The main reason though is that pvp will always create perceived or actual unfairness. Without passing judgement on whether these are real issues (lots of debate), this unfairness can be things like: Bad gearing iteration - you can only get gear don't content you don't want to do (try getting a gear set via just doing unranked warzones.........now try doing pvE content) Gear gap affecting play - no matter how skilled you are, the other player has a 10% advantage due to their pvE sourced gear Bad class balance, fixed really slowly. E.g. Huttball becomes Operavtive Ball as operative double roll and positioning means side with best operative wins; skank tank issues; stalemate unkillable healer issues etc Bad queuing systems: - allowing premades on teampseak into unranked, basically like joining a casual tennis club and being paired with a professional player every match - arenas where you get tank-heal -dps x 2 versus 4 dps, or 4 x 3 etc - lack of choice over matches - solo ranked is a terrible iteration of competitive pvp This is just a starter list and I am not arguing for or defending any of this. The main point though is that in pvp you expect a level playing field and its just not possible to deliver one. Whenever it doesn't feel fair, people get upset. Fed up with crap arena matches? Unfair > upset Fed up your beloved spec is useless in pvp? Unfair > upset Fed up that operatives dominate huttball? Unfair> upset Fed up that your unranked match is just your team being relentlessly kill farmed by 4 ranked veterans connected on teamspeak? Unfair> upset. None these issues really apply in PvE. And the last thing is, we get upset because we're passionate about it and want it to work. Pvpers love pvp. When you get a good match, there's nothing like it. So we keep coming back for more and moan on the forums when it feels unfair. That's why. Now bring back pvp gear:) haha
  3. I like the ability to run around while using it - great in warzones. But yeah, it looks hideous. When that backpack comes out I look like a "one man band". Add a drum and a pair of cymbals and you're there. And then the back pack miracuolously disappears again. Yuck. My suggestion would be changing OILFIRE. We already have oil slick /oilfire in tank spec. Fire slick would be where we oil slick then ofc set that oil on fire and available to all specs. The tank version could have a suitable debuff and with dps specs you could perhaps have a skill or utility which added a slow. E.g. OILFIRE Deploy an oil slick which is ignited by sweeping flames, causing X damage over Y seconds to all enemies who remain in the slick. I mean, if we're gonna spray oil everywhere we may as well burn it.
  4. I actually use it in warzones and have saved a fair few players.........e.g that ranged dps suddenly being jumped on by 3 melee - suddenly those melee get me carbonising them while the ranged guy gets to run away for a heal. But if I were to replace it, it should be something that helps another player not me as a tank. Suggest applying the equivalent of a sorc shield - roots the player but makes them invulnerable? That way they have a few seconds closer to their DCDs coming back. I could shield them, jump in and debuff the enemy while they're safe,
  5. So I run various toons and my favourite SWTOR activity is unranked warzones. In reading all the guides I can, with alacrity I am told you have to hit specific thresholds to hit GCD targets. For example, to reduce GCD from 1.4 seconds to 1.3 seconds you have to specifically get 1213 alacrity or whatever. OK, so what I don't understand is - does alacrity not increase at all if you don't hit these? If I put half the points needed to get GCD from 1.4 seconds to 1.3 seconds, wont I just achieve 1.35 seconds ? Also it it capped? I play a madness sorc - if I just max out alacrity on every enhancement, augment, earpiece etc wont I just get superfast? any help appreciated
  6. thanks for spotting this, hope the devs pick it up.
  7. I find arsenal merc kind of "meh" in unranked WZ. It will do the job, but pretty non exciting and other ranged DPS classes have better sets (like the sniper one that gives entrench forever and makes entrench a damage boost.) I go IO in unranked as its a nice combination of DOT and burst. DOT is helpful as if you are playing LOS wars with an enemy, they can be hiding behind their pillar still taking your damage while you're hiding behind yours healing up. It also puts out better AOE for example for enemies grouped around objectives. Also it's just more fun. For example your regular missile can gain volatile warhead which increases its damage and makes it a viable finishing move. Add that to the utility based root or even experiment with Missille backblast tactical for a knockback and troll away. It has fewer defensives than arsenal and a harder rotation, but overall I really like it. Set bonus is concentrated fire - again an advantage as you don't have to argue like Arsenal over whether Apex Predator is better. CF really helps the spec because (3) energised charges is a great tactical, boosting your supercharged burn. EC should be your default tactical. This means you have a set designed to boost supercharge and a tactical designed to make the effects of supercharge twice as good = profit. Supercharged burn is a way better result of supercharge than the arsenal version. Utilities - For me i think there's a wide variety depending on your playstyle. In tier 1 I always take jet escape and afrerburners for the cool downs and missle root. In masterful I think energy rebounder and power barrier are crucial for DR. Jet Rebounder will further boost your set and tactical bonus by giving you 2 supercharge stacks on jet boost. In heroic trauma regulators and other defensive stuff is really important. Alacrity - I've been playing at the first threshold. I've had other toons and experimented with higher alacrity but the loss of crit never seems worth it. The exception is on madness sorc where high alacrity did seem to work - but madness is awful in pvp compared with lightning atm anyway. Can't help you about ranked.
  8. I enjoy getting to grips with how IO works in warzones - like it better than boring old arsenal. I agree with the other poster on the need for the central burst window of TD> MS > PS > MS As you get MS detonating TD, proccing insta power shot then proccing another MS. Also, using that lovely tactical you have, along with the Concentrated Fire set bonus, means that adding electronet and supercharged gas not only buffs your electronet DOT but also gives you a first autocrit MS. Fun times:) It can be worth throwing in a fusion missle if you're unpressured and heat OK (which I often use PS for) before dropping supercharge so that gets a buffed burn too. With luck then your Gas Cylinder, SS, IM, electronet, FM and supercharged burn all get a few seconds of 10% buff - a wopping 40% on a low health target. With the Concentrated Fire Set I play around with the utility where jet boost gives me 2 stacks of supercharge, as much more than arsenal, IO benefits from its supercharge ability especially with energized charges. I think its OK to be relaxed about the possibility of interrupts on things like SS. For one thing you want to save insta procs for your burst. Just get positioned right for hard casting if possible - hide a bit! don't be afraid to have to hard cast; just use your interrupt blocks when pressured and you have no choice rather than habit. BTW some great fun in warzones like huttball and voidstar is the missille backblast tactical which knocks folks back. Take that with the root utility, knock someone into acid and root them, fun times. Especially if that missile happened to be volatile:) Now one thing I wrestle with is whether to take the shield utility which gives you DR when using power shot etc. In arsenal this makes sense as you spam the same missile ability loads; in IO I don't seem to use power shot enough or early enough in the rotation to ever reach 5 stacks..... Oh yeah, and the one thing I always forget is that if I remembered to DOT spread with fusion missile, then sweeping blasters triggers supercharged burn on everyone hahaha. So many times I overlook that. peace out
  9. OP I think your post is quite balanced and well intentioned, and your frustration at the state of solo ranked is evident. My own experience of solo ranked after playing loads of unranked, being fully geared with the right stats and right tactical/ right legendary amplifiers, was instant toxicity just because I was new and unknown and had no ranked experience. There was certainly no space to learn from any mistake or get advice. I was insta vote kicked while dead between rounds (when that was a thing.) The truth is anyway I don't care for arena and don't have the time to invest in a ranking (not that I would probably achieve much) (I would loved ranked warzones) so I'm probably not your target audience here. Although if you are serious and there are indeed players like you who want to bolster the ranked community by training noobs and showing them stuff then you must be as rare as hen's teeth and that would have made a lot of difference to players like me. I suspect though that the bottom line is that yours and other solo ranked players' frustrations at noobs is entirely misdirected. The frustration is caused by the system itself. Solo ranked at the end of the day is just an extremely silly way to create a competitive pvp environment, and investing any energy in such a bad iteration is a total waste of time. Of course it will lure the underprepared and those not looking for ranking, just for dailies, mats, practice, whatever. By its very nature it's self defeating. It will always be like some people wanting to host a fine dining experience with a Michelin chef and black tie, only to find that several folks in jeans have also turned up wanting pizza. The other thing is of course this is what we do for fun. It's not a professional competition - the rewards are virtual, and the bottom line although this may sound harsh, is that we all pay our subs equally and no player needs to listen to any other player's advice or take into consideration anyone else's goals in the game at all. If someone wants to spend their evening playing solo badly , and they derive entertainment and value for their sub over it, that's their prerogative. (No, I don't mean deliberately trolling and throwing matches.) Which is why really this should be about the player base engaging with the devs, not with each other.
  10. Hi there, I wonder if better players than me could help with my using volatile strike with concealment. My focus is unranked warzones and very light PvE. I like the idea of the volatile strike tactical but I get so confused as to when to use abilities in what order: If I have this right then Stim Boost boosts alacrity Backstab applies acid DOT Backstab gives 10% crit boost for 15 seconds Backstab increases Armor Penetration by 30% for 15 seconds Volatile Substance boosts elemental and internal damage by 7% for 45 seconds ( presume this means acid, your dart and VS itself) Volatile Substance when detonated makes your next backstab better, as if it was from stealth Veiled Strike boosts tech damage by 5% for 45 seconds ALSO Laceration gets a 10% buff "if effected by Acid Blade." ***Does this laceration buff just mean effected by the 6 second acid poison or does it mean effected by the 15 second armor penetration??*** Then along with all this the tactical Makes Veiled Strike auto crit if you've applied Volatile Substance Insta detonates volatiile substance This makes your next backstab critically hit. So reading all this makes my head hurt:) OK, so when I open an attack, I could Stim Boost for alacrity and TA Backstab from stealth: Gives TA, applies Armor Penetration and poison. But it wont benefit from Veiled Strike's 5% tech buff Apply volatile substance which will now have a plus 10% crit chance from back stab Apply veiled strike, this will crit and explode volatile substance, and will benefit from Armor Penetration get my next backstab to crit from the tactical and also be treated as from steatlh because of revealing weakness from volatile substance But the negative side of the above seems to be - Backstab wont benefit from 5% tech buff If Im too slow or interuppted then my next backstab won't crit from the tactical as there is a time limit on that Or I could Stim Boost Apply Volatile Substance Veiled Strike Backstab This would deprive my volatile substance and veiled strike of the armor penetration boost/crit chance boost from back stab BUT it would give a backstab which will now crit a 5% tech damage boost AND it would mean I would be confident that backstab will crit as the window for that will be triggered immediately. So which approach is best? :) Also I don't get in which order to use stuns. What do better players do? Should I use the ability which makes backstab immobilise you or leave it? At the moment I use debilitate first, then after 2 damage abilities use crippling slice - any advice? Many thanks in advance if anyone can help.
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