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unicornfive

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  1. I'm a Sith and i rage! Deal with it! Nah seriously now... When i rage, its cause i feel i give my 100% in a fight and some other ppl slack. There will be always some hardcore ppl and some casuals.
  2. I like new Disciplines. They made them like in WoW.
  3. This. PVErs worked hard for their gear too, but in a different way. Bolster in WZ is fair for them too so they can earn pvp gear fast and be able to compete in ranked, where no Bolster should exist.
  4. Charge 8 - 25 yd range Instant 20 sec cooldown Requires Warrior Requires level 3 Charge to an enemy, stunning it and 2 additional nearby targets for 1 sec. Generates 20 Rage. (With blitz glyph) Charge to an enemy, rooting it for 4 sec and reducing movement speed by 50% for 15 sec. Generates 20 Rage. (with warbinger glyph) Charge to an enemy, rooting it and 2 additional nearby targets for 4 sec and reducing movement speed by 50% for 15 sec. Generates 20 Rage. (with both glyphs) And again i remind you that BW tried to make leap like that : Leaps, generates rage and stuns. But with the crap resolve system, if 2 SW leap on 1 target, you were making him immune to all cc...If he was ball carrier, you were afraid to leap on him... And then instead of stun it converted to what stun does , roots and interrupts. The allready bad dmg it deals it can be removed for all i care.... I will be able to leap on cc'ed targets and score without breaking the cc with a stupid 1k dmg.
  5. Im still w8ing for an answer. Which is that talent exactly that gives +10% dmg specificaly for a VIGILANCE guardian? Cause i dont Actually think you are proposing to nerf an ability because some end game pvp gear gives it a set bonus??? And thats for BOTH sent and guardians, NOT for vigilance guardians. Vigilance guardians are the last class that needs nerf in dmg. And no, leap isnt an ability that does too much. On every mmo that has leap (charge) it does the same exactly things, builds main resource, deals low dmg and stuns target or root it, so when animation finish, you wont be 10 meters behind your enemt again...BW's resolve didnt work very well with stun on leap when they made that change, and they made it again root+interrupt. If you want an ability that does too much, that is Tracer Missile... It is ranged, it deals high damage (more than leap...) , it reduces the dmg you take, it reduces target's armor, it increases dmg of rail shot, it reduces cast time of healing scan, it has a chance to finish the cd of unload, it increases the dmg of unload. It increases the dmg of heetseaker missiles. Woahh there BW!!! Thats NINE (9) things that 1 ability does!! Nerf !! Nerf!!!
  6. Entrench for snipers not only makes immune to interrupt, but also to all kind of cc. Polarty shift for sorcs make them immune to interrupt too. http://www.torhead.com/ability/ePes6KA/polarity-shift The shield you mentioned for BH healers So the only healer left without it is operative? Are you implying that operative healer needs buff because they can be interrupted? Damage dealing ability??? The leap??? Are you on drugs? Gap closer vs cover or electronet??? +10% dmg to vigilance??? Which talent???? Can you link maybe??? And you consider OP the fact that it builds up the main resource for warriors??? ***?? Maybe you should let warriors fight without rage and do only saber attack....Cause 3 rage is too much!!!! While enraged defence requires 14 rage?? (4 to activate + drains 1 rage per sec) Your post is bad, misguiding and full of mistakes. It should be taken down immediately to avoid further confusion.
  7. 1) The mechanic for PVP is completely replaced. You get a new simplified GUI that has a single bar with 5 or 6 abilities on a single bar at the bottom and simple controls. Νο. This will make the allready boring and repetitive pvp farm, much more boring. 2) Your stats are completely based on Expertise, which is effected by level and performance in PVP (ranking), and can rise and fall depending on that performance. Your gear no longer determines your stats. Again no here. I want to have diversity in my stats. The stats and the alacrity changes are 1 of the things i liked. 3) Models for your toon are simplified, polys removed, much more basic models used to promote the ability for larger amounts of folks to PVP together. This actually sounds good. But i think it allready exists in game. When you move camera further, the detail greatly drops. The polygons turn into "blur". Something that warhammer online had. But i dont think thats the problem they face with increased lag in overcrowded areas. 4) Particles and effects would be dialed back dramatically. Everyone can do that from performance options. But again i dont think thats the problem that causes lag. For example me on ilum, with medium graphics i had no lag problems, while my friend with better pc than mine, had insane lag on both low and very high settings. In general, the changes you propose, allready exist in other mmos, like DCUO and Guild Wars 2. I dont think we need another clone of those. And i dont think they gonna save SWTOR.
  8. Your ideas are nice, but i dont think they gonna work with the declining population of swtor at the moment. WZs are already "crippled". Any more pvp activities will just seperate the population. For example : I think with the addition of Arena will drag the "top" players there for some weeks and the allready long wz queue will be longer. While the quality of them will severely drop. I heard they mentioned something about dropping the wz ftp restriction. If thats true, i hope it will be enough to save the wz queue times at least. What needs to be done is a server consolidation first and then a PVP activity that will appeal to all. (personaly i dont think arena does) A planet with open world pvp area and objectives, DaoC style(with bounties and NPCs) would be a nice move, but i dont think their game engine can support this. Also, if that was possible, it would be a much better pvp experience than arena. Cause in an open world pvp area, you can have 1v1 fights, 2v2, 4v4, and something that 4v4 arena is restricted to, 4 vs 5+ fights (if your team is good).
  9. They have done it in the past with warhammer online and the class Bright Wizzard. They tried to nerf an aoe caster bomb class but instead they turned it into a melee insane criting killing machine, that was 2 times more OP.
  10. Trying to teach some ppl here how to play, is like trying to play a game like Crysis 2 on a pentium 2 with 128 RAM. The "hardware" cant handle it.
  11. someone shut th.... Sorry, couldnt resist i know i have bad sense of humor
  12. Thats the reason EVERY class has talents+abilities that makes them immune to root, immune to interrupt, immune to be charged (cover). To do the above sequence, 1 must be stupid enough and the only thing he does is trying to cast.... Have you seen many scoundrel healers to say "Oh no, i cant heal, i ll reroll class cause these leaps has so many interrupts and i cant heal anything!!" Or maybe any slingers/snipers? Vs them is more like : NO charge - walk - walk - walk - push (sorry immune) - choke (sorry immune) - knockbacked plus root plus dmg - death If you wanna remove interrupt form leap, make it actually WORK vs gap closer ( no more cover or hinder crap ) Make it actually root, no more 30% speed running arround with immunity to movement impairment, so when u land after leap, the enemy has fled from hit range again...As for building rage, how about making us start every fight with full rage like sorcs/sins/pt/snipers and in general, ALL other classes. So we wont have to stay idle and watch if someone gank us from stealth and we have nothing to do but auto attack to get rage... Like you havent whined about everything here, now you started whinning about leap...
  13. Adding new classes would require voiced story from the start again and a lot of cash from BW side. The only similar idea i can think, is changing the allready "shared trees". like smash tree for mara and jugg. If you play smash jugg or smash mara, the gameplay is identical. Its like playing the same class... "Shared trees" shouldnt be exist. Instead they could use some of your ideas to make for example a melee-ranged hybrid spec for some classes, like jugg, sorc. Sorc new spec would be something like battle mage (more survivability, some melee strikes and some ranged) And with warrior would be a more "canon" sith, that would be able to use force lighting too.
  14. Well, they mostly do use shroud before stealthing out, but till now there have been countless times when someone used stealth to escape some ravage last hit or to lose some enemies after him when he was about to die. And in these cases, the only way to destealth them right after they stealth, is with an aoe attack, smash or sweeping slash (And my smash is rage free ) The 6 points in rage are for 6% force crit (force scream, shatter, choke, push) and 7.5% vicious throw crit (which crits highest of all). About deadly reprisal, i used to skip it when pooled hatred was useful. After the nerf of it, i switched my talents to deadly reprisal and +1% accurancy. Pooled hatred now is just wasted talent points. I also made a post about it and how much dmg increase it actually gives...when it does. Another thing about deadly reprisal, is that it actually gives quite enough rage, which is never a bad thing with veng spec and enraged defence, since a lot enemy attacks are aoe. (smash, sorc death field, sorc knockback, etc...)
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