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kronomandar

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  1. once this game goes FTP you will look back on these weekends as shining examples of skill, sportsmanship, and players of high quality.
  2. i liked warhammers method of dealing with this better. higher level players entering lower level zones while flagged for pvp were turned into chickens that even a level one could one shot. made for some fun times as opposing groups if higher levels would meet up in lowbie zones for the sole purpose of chicken fights. RIFT didnt have explicit world pvp, however on the pvp servers it happened....a lot. pve questing zones of the two factions were brought closer and closer together as levels increased, until you were essentialy fighting the other faction over quests. periodic world events/bosses also saw the factions clashing. faction population ballance was of course an important concern, but it never seemed to reach the imbalance experienced in TOR. of course, the gankers will argue that by lowbie bashing they are trying to encourage world pvp by trying to get the higher level players to come defend their factions lowbies. this is plainly so much ****. if they wanted world pvp, they'd be in lvl 50 zones trying to gank lvl 50s, not bullying lowbies.
  3. yes, he was complaining about godmode marauders doing that leap -> knockback -> leap again thing. i was expecting him to also mention the rain of pebbles ability they always seem to use right before they stunlock you and orbital stike you to death while they hide in portable cover that renders them immune to CC.
  4. 3 weeks? by then it will be too late, they'll already have gone. in fact, most have already left. TOR needed to have its **** fixed 3 months ago. it didnt.
  5. the only time this ever happens is when the other team LETS it happen. i have both a 50 jug and a 50 sin, so i am one of those who are the cause of your tears. as a jug, i can only leap my way to a score when the players on the other team position themselves for me to leap to. the problem here isnt the leap. the problem is the other teams bad positioning. sure, i can score from mid to goal line in a matter of seconds, when the planets align in a perfect conjunction. but i'm reduced to a slow crawl if the other team has half a clue about how the match works. its even worse as an assassin. not only do i need the other team to be a bunch of complete idiots who have just queued their first warzone ever, i also need my team to have a clue, to see me jumping up and down in a position to recieve, and to pass me the ball. nine times out of ten, the ball carrier on my team will be a delusional powertech who believes he's the best one to run it in solo, only to die while stunned in a fire trap.
  6. leaps in huttball are an intended mechanic, not an exploit. as are pulls and knockbacks. decent players know where not to stand so they arent used as targets for leaps, slightly better players know where to watch to keep enemy players from providing a friendly leap target for the carrier. force shroud + force speed will not get a sin/shadow through two sets of fire. this is why players of those classes often wait on the far side of the first fire, hoping to recieve a pass. decent players know where to look for such stealthers. using either of those abilities (leap/speed) is not as simple as you seem to think it is. often is requires players on the other team to make mistakes that you can then take advantage of. reducing the ball timer to 6 seconds is a laughable suggestion. as already said, if the carrier is stunned twice in a row, he'd explode while still under the effects of the second stun without having moved at all. if you want to improve your factions chances of winning, i suggest you stop queueing. the failing is not with the leaps/speeds, warzone mechanics or the amount of thought the devs put into the match. the problem is you.
  7. one must strike while the tears are hot. losing leads to buthurt, buthurt leads to nerdrage, nerdrage leads to forum QQ. it is the Sith way to embrace their emotions, to feed upon them even as they stretch forth their hand, grasping for yet another tissue.
  8. revolutionary like allowing players to create their own dungeon instances that other players can then enjoy? check out Neverwinter and its Foundry
  9. this is just so much **** months before SW:TOR was released, RIFT went through an IDENTICAL experience. are you trying to tell me that Bioware was not watching their most recently launched competitor? nor is this limited to just RIFT and SW:TOR IMO, Trion handled RIFT post launch better than Bioware has handled SW:ToR my only fervent prayer at the moment is that Cryptic gets the importance of PvP for the success of a MMO, and doesnt stuff up Neverwinter. atleast the Foundry will make end game content or the lack of it a non issue for that forthcomming MMO.
  10. i already unsubbed, my sub has already run out. i'm not planning on playing GW2. i still check in on the forums here from time to time, hoping to see signs of improvement. if you want a positive comment, i'll give you one: SW:ToR is a great single player RPG up until level 50. Bioware understands this and does everything they can to encourage players to roll alts of every faction/class/race in order to experience the fullest extent of the game.
  11. absolutely. PvP and the game in general are so awesome that no one has felt dissatified enough to unsub. servers turning into ghost towns, the subsequent server mergers, along with the soon to come decent into free to play are all due to completely unrelated issues and are the signs of a healthy game, anyway.
  12. just a guess, but they might not have voted for you because despite all your big numbers, you werent actualy trying to win the match. instead you chose to medal farm. if you play something like a rage spec jug, topping damage/protection/objectives all in one match is as easy as falling over. big aoe smash numbers look impressive, and if the enemy is grouped up on a node in civil war or novare coast you can get lots of objective points as you HULK SMASH into the biggest groupings of enemy targets. throwing out taunts gives you something to do between smashes besides waving your glow stick around for meh damage. if you want the MVP votes, play to win, play the objectives. dont just herp derp BIG NUMBERS! as an assassin, there have been times i've recieved almost every MVP vote from a pug team in a huttball, while having the lowest damage/protection. i play to win, sometimes winning means i spend most of the match in stealth waiting for the ball to be thrown to me. P.S. i have a rage jug too. they are fun. they earn bulk medals with minimum effort, but those big numbers dont reflect your contribution to a win.
  13. the leap roots you. however, if you parry the initial leap, you will not be rooted. the smash is a force attack, it can be resisted if you have the means to buff your resist. if not, it can be avoided by taking 2 steps out of its small aoe (see the bit about avoiding the leap/root thru parry), knocking back the jug will also get you out of the smash aoe. alternatively, stun him and run, he just used his leap, so you have a short time before its off cooldown again. use your CC breaker on the choke. if you allow the full choke, it gives a huge buff to the next smash. break the choke, deny the smash buff. the force push does very little damage. however, when following a choke, it fills the targets resolve bar. see the previous comments about parrying the leap and moving out of the smash aoe for his follow up. los and kite. if you cant los or kite, /quit. yes he has a leap on a short cooldown, but you also have tools that can enable your escape immediately after each leap. for my last bit of advice, go watch the karate kid 2. best defence: no be there. the rage jug (thats the big smash spec you're dealing with here) is the squishiest of all jug builds. even as a healer, you should be able to solo kill it if you play right
  14. best keep your cats away from your internets. could end up costing you.
  15. then your problem is solved. queue with your awesome guild tank more, QQ less. see what i did there? if you pug queue, dont expect pug players to play how you want. its their 15 dollars, they are entitled to play however they like. now, to address your original concern...again....with additional arguements... why do you event need to "test" this. simple logic answers your question. if the tank does not guard you, he sufferes only the damage he recieves. if the tank does guard you, he suffers the damage he recieves PLUS a portion of the damage you recieve. tanks that guard with no healer present recieve more damage and die faster than if they had not guarded. who woulda thunk it?
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