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limenutpen

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  1. I just do PvP and get Thyrissian and in 95% of the game I am top DPS. The best PvP gearing system was the one we had in up to 3.x. The rest I do not think is anything worth to remember. Amplifers. Where the biggest CRAP this game ever made, and we had to live it with it for up to two years. Credit sink and a big stress at that. For me they should just return to what it was back till 3.0. I also prefer the previous up to 5.x system with stats tight to Armouring rather then Implants. With Implants you are tight to the Crit or Alacrity this gives, which reduces your gear stat options. It is also annoying when you change a peace of gear especially with how most of the gear is Mod-less in 7.x.
  2. BS/EA doing what it does best, breaking what does not need fixing. Something which has been done to PvP since 2.4....
  3. There's that. I am a solution to the problem as well, also because I do not Group Que in Arenas, which makes an insanely broken game. But yes Group Queing in Arenas should be removed ASAP. We are already like a year late.
  4. I think 7.0 is much better to 6.0. 6.0 was a mess of putting as much stuff as they could.... Like going out in your first date and putting too much cologne (at least they learned from this as did many after the first date) It was practically insane to stupidity the gear bonuses gamble thing Amplifers (I remembered) and was going to unsub because of it... First of all many of the changes to come in 6.0 where very slow. We had very little updates. Do you remember that we had a full ranked season before they stopped gear swap out of combat (a huge advantage to stealth classes), and the same for the insane broken burst of Sins.... Tactical changes (see Sin) were very slow to come by as did other broken utilities. I think the ability purge was needed, much needed 2.0 it is long time ago and I played mostly Sage and Operative heals at the time. The original Skill trees (1.0 to 2) where good, and much better to what came after them i.e Dicipline Utilities. Which was a stupid system, and to change one utility you had to start all over again (I am not sure it was always like that). The current system is better to the one before it, easy change between abilities, and now you can also save all you want and interchange easy. Is it better then tree, if you like hybrid definitely not, but then that would be very hard (impossible) to balance. For example I remember Operatives and Sorcs being very good in hybrid specs.
  5. I just downloaded a patch (about 30 gb) now I cannot log in as it tells me my Game Version is not for this server. Server Darth Maglus time about (or just a bit before) 2000 CET. Edit. I press my character (ignore the note) and I logged in.
  6. Yes Sins where good as tank, especially to steal a node. They had that double CC with reduce resolve ability spec'd only in tank which was really helpful in node capping. I am remember Fluffy of Harbinger (good all Finnish Rep side guild in ranked in Vamila on ToFN) which use to spec this a lot.
  7. The Hololocate on Sniper is a game breaking bug for the class IMO. It does a bit less on my Gunslinger. But as you said, it does it in the worst of moments. Considering that defence wise this is the most challenging class it is a bugger. The endless roots is also annoying. Rooted till the end! The no-love towards Snipers by the Devs ehh.
  8. I think WZ respec is fixed and fair in the game, especially in Arenas as is tactical change. I think it would not be a bad idea to try to allow Class respec and tactical gear change in between rounds in VS. When Tacticals launched in 6.0 and you could change them out of combat it was too easy for the classes which when stealth go out of combat (sins and operatives). This gave them a FoTM just for this alone. IMO BW was late to fix this especially considering we had competitive Rated Arenas going on.
  9. When you have objectives in place the whole game changes to be honest. A class can be useful doing 20% less DPS. For example if I remember well at that time Operatives where slow in DPS and they where very useful in Arenas for there abilities. Sorcs/Sages where inferior to Operative in healing and DCDs but thank to bubble explode where needed in teams. Skolops got it 100% correct, that balancing in WZs is easier to implement. While in Arenas, with rated BW ended giving Reflect DCD to nearly everyone. An ability which in 2.0 was reserved to Jugg tank!
  10. Rated WZ where the best thing in the game, the strategy needed and team work was amazing. Playing it was hard, especially since a couple of the really good teams tended to go to the next level. These where the teams that would que nearly every night, and if you made a team and que'd you where very likely to meet them and get annihilated making many guilds to quit after a couple of games. I was lucky cause on TOFN it always flourished more or less. There was that month it went near silence when GW2 launch, but then it became stronger when the hype calmed down. On ToFN we used to have an average of five guilds queuing every night from 2000 to 0000 CET, with the quietest night being Saturday followed by Friday. Saturday was busy in the afternoon though. Sunday and Thursday evening used to be the most busy. To this extent Arenas where used pretty badly on SWTOR. I would have made Solo-Arenas, and left Ranked Team-WZs as eight. With special Guild league competition, with rating and possibly a tournament ranking system. This especially possible now with PvP Challenges.
  11. Possibly if Swtor adjusted its Open-World PvP and competitive side it would be in an untouchable top spot. I think Swtor best competitive era was in Ranked WZs. Open World Ilum was not bad in my experience as it generated a lot PvP community. Ilum was rather balanced on my server back in those days, so I can understand the pain as in most servers it was reported as unbalanced. Ranked Arenas never worked as intended and BW failed to incentive as it should and penalize the cheats ASAP.
  12. I agree with this for one principle. If you removed the heal to Snipers from cover and roll, then BW on the principle that DPS should not heal Must have removed the same to Mercs/Operative/Sorcerers. Why remove it only to Sniper and leave it to the rest. Also unlike Operatives and to a lesser extent the other two classes, Sniper healing was never game breaking, and I never actually read or heard anyone complain about it.
  13. I have been getting both the abilities problem. I thought it was my only problem with my Sniper, since my rig is getting a bit old tbh.... Sniper was made the worst class in 7.0 from a defence Point of View with removal of heal-in-roll and heal while Crouched. I am not so good Sniper in Arena but I really love the class, I am just under 50% win/ration after like 50 Arena games. The problem with Sniper is versus certain classes it is mostly doomed. Double Sin set up being one of them. I think versus the ranged classes it can still manage well. But if remove healing at roll to Sniper then why you do not remove the heals to Sorcs and Mercs for example? Sniper is now even more the most challenging class to play well (it always was), mostly cause its different to requires a totally different mentality.
  14. I have not done one Premade since 7.2 started. But some games on DM are lost or steam rolled by stupidity from certain players not because of Premades. And I really do not mind Premade in regs WZ. What I find it childish (amateur) and stupid is for those who do it in Arenas. I hope BW updates Arenas ASAP and removes the Premade function, cause it really breaks the game mode. If any PvP player just worth 1$ to his name IMO he would not do it....
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