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Laforet

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  1. you are blind or extremely biased if you think gear isnt an issue in pvp. to the player that is just getting his feet wet in reg wzs and is decked in his "starter" 230s with poorly optmized augments gear is a huge *********. stop calling people bads. everyone is a bad to everyone. you all are probably bads to me but i dont make a living in the forums calling out yall. truth is, we need the "bads" in pvp in order to get a good ranked enviroment. most CS players play the game in the silver/low gold zones. most league players are sub gold players. most wow players are bellow the rival cut. (sub 1.9k, depending on season). we need this "bronze zone" to have a healthy pvp enviroment because when this "low" zones are an engaging enviroment they will breed great pvp players that someday will challenge the higer ranks. more high ranked skilled players = better enviroment for everyone. these people need encouragement not bashing.
  2. the last time they were agressive with us and said things in our face they told dps sorcs to "heal to full" and that dps ptech players had a "perception problem". pls no. ehehehe "perception problem". gosh dammed geniouses.
  3. Laforet

    Nerf Guard!

    if you really think that skank tanks are a "superior dps" just because they can soak more dmg via endurance stack and do some sustain then i think that the black hole we have been sucked into is great indeed. pce out.
  4. unexperienced player queing solo queues in 230s sounds like a really good intro for a brazzers flick. dont tell me hes a sage dps in 230s.
  5. Laforet

    Nerf Guard!

    Kendrap, is it horrible to live in a world where the roles in pvp are as follows: - skank tanks role is to provide great cc and utility (all tank specs have this right?), taunts (great) and good sustained damage that isnt capped by burst rotations or energy. - pure dps role is control and burst damage, assisting the bruisers. also healing debuffs would become pivot with guard gone. guard greatly diminishes the effectiveness of a well timed healing debuff attack that dps classes can do. - healers heal everyone and actually WORK on NOT TAKING DAMAGE instead of guardsoaking. so we would have three very interesting pvp archetypes: - skank bruisers soak damage, help the team and do decent sustain. - dps go crazy with bursty dpecs - healers actually play the damn game having to move and think. this isnt impossible to do on this game, buddy. tanks deserve a competitive role in pvp, but more as bruisers than guardbots. this world i describe, even exacerbating balance issues is better than guard. when i argue about wrecking guard im not talking about killing tanks in pvp, im talking about giving bruiser (tanks) in pvp a REAL ROLE, to make real plays and assist the dps with ccs and lead on sustained damage. think of guard as a crutch that keeps tanking alive in pvp but at the same time boxes you guys in. free the tanks, fck guard. and yes my dude, if biowar locks taunts in arenas and only let tank disciplines (not tank classes in dps disciplines) use it there would be whole lot of people that would play tank only for the uniqueness of taunt. esp with skank damage which im am 110% in favour of. love skank hate guard. ez skankin.
  6. Laforet

    Nerf Guard!

    guard is and has been overpowered in 4s since we were beta testing arenas on the PTS many many yeras ago. we have made threads about it. no one listened. im ok with the guard mechanic, im ok with tanks in pvp, im ok with skank tanking. hell, id rather fight skank tanks than full tanks that do nothing and just delay the match. let there be damage, let there be fun. guards problem isnt the feature itself, its just that its mechanics have too much impact in the game without being engaging. guard has no cd. guard has no dr. theres not really counterplay to guard other than stunning the tank (saying something is fine bc stunning is never a solution because it counterplays p much everything). lets say mercenary missle does 100k damage, we could still counter it by chain stunning the merc, but it still wouldnt be fair game, right? guard stacks with taunts, tanks have two taunts one single target the other aoe, they are on low cds and cost no resources. taunts also have little counterplay except stunning the tank so he cant taunt or attacking the tank while youre taunted. with a single button even a clicker player with some basic pvp awarenes (very basic indeed) can stonewall multiple dps. guard lowers the skill floor of healers to an unnaceptable level in 4s. "bad" is a point of view. a challenger player wrecks people in bgs and calls them bads but he himself is a bad to glads. youre always a bad to someone. guard funnels the win conditions in 4s. to win you HAVE TO cc the tank AND the healer and peel the target dps defensives on several. this "one and only" win condition leads to lack of creativity play, scripted swaps and overall lowering of the skill floor for everyone. back in the day, wow arena was good because everyone could die at any point on the match depending on positioning and cd usage. this made the game engaging and opened up creative plays and innovative ways to win. wow pvp has become scripted for various reasons and thus is **** now. swtor pvp is scripted because guard makes it scripted. swtor without guard = great game. swtor with guard = quirky modern wow. when you get into an arena, providing both teams have healers, you #1 win condition is to have guard, your #2 win condition is how good is your dps sin at offguarding (zurules im looking at you). theres ways to adress guards and tanks in pvp, p much anything is better than guard. they can remove guard and lock taunts to tank disciplines. tanks would still be super relevant (taunt is strong as fck) and the game would play harder, faster, less scripted and with more creativity flowing. healer skill floor would go high and thats a good thing. healers are very strong in this patch and most dps classes (sry ptech you sck) have adequade defensive cds. they can make guard a flat damage reduction. would still be very strong and fair game. would speed up the game and punish fck ups. fck ups must be punished. bad healers are caried by guard. good healers are "elevated" to gods because of guard, but truly great and amazing healers are diminished bc we have to play into this "box" mechanic. unleash the game biowar. we can make this change. no more script. pls.
  7. why are people running 2x heals + skanker premade? can you win anything besides huttball and voidstar D with it? btw if they locked reg wzs by discipline (2x skanker, 2x healers, 4 dps) this game would be SO FUN.
  8. this bolster thing makes recruit gear seem like good mechonics
  9. Ok so on another MMO i played (AA), there was this graphic option to toggle on / off "default armor" for players. What this option does is, when you toggle it on, the game stops rendering all the glittering shiny armor we use and renders everyone in a default (plain) set of armor. This option made big battles (15+ people on ships, lol) possible on AA. Everyone that played that game knows what im talking about. Im no tech wizard, but would a similar toggle improve the games wz performance? Would it be possible to consider to add this to swtor in the future? Would it be effective? Discuss.
  10. remove soloq = remove problem
  11. Laforet

    Explain this to me

    Everytime you look to a healers numbers you have to also look at his dmg taken. Lemme explain: Healer A - 500k heals - 600k damage taken. Healer B - 300k heals - 100k damage taken. Healers like A are mostly facetanking stuff and their heals are mostly innefective, since he is taking more damage than putting heals out. Hes just a scarecrow. Healer B is playing ball. But he wont be recognized as the better player because people just look at absolute healing numbers. Every skank *** insecure healer will find out in the early beguinning of his/her healing carreer that not moving, not positioning and not kiting will hugely buff up their healing numbers and the masses will hail them as the saviors of the match. These players are often a liability to their team, as they take as much (or even more) damage than they heal. They also require extensive babysitting and hog resources like taunts, guard and offensive cc. Also look at a healers damage output. Yeah. Good healers will keep you at 50% and help you burst down that enemy to heal you back to 100% AFTER you scored a kill. Bad healers will keep tunneling your health to 100% and you will miss that extra punch on a kill opportunity. So youre best of with a guy who heals 500k of effective healing on his team than with a guy that heals millions but also take millions of damage. TLDR. the best healers are the ones who take no damage and do not die ever. Padding numbers as a healer is surefire sign of a beguinner / insecure / unskilled healer.
  12. Laforet

    Operative issue

    Only thing OP about operatives is the damn glitchy server making them dissapear from the screen everytime they roll. Buff operatives nerf the servers. Balance achieved.
  13. Nice things from the top of the head: - the ability of making bubble absorbs do criticial hits (HEALER ONLY) - the ability to make bubble reflect damage (DPS ONLY) - an ability that resets our escape / defensives when we are at low health (can only be used at low health, long-ish cd) or that reduces cd of defensives when we are hit by a direct attack that deals more than 10% of our health (dot effects dont count). - double ice block. - channeled out of los party heal (HEALER ONLY). - in combat short term invisibility (force camo). - offensive dispel. - aoe dispel. - cd that allows us to cast while moving. - noble sacrifice damage has a delay that makes us able to shadow word death mezzes.
  14. Operative DPS has been worst class for PvP for a long time. it only gets worse as the game progresses. DPS Ops are only decent in duels and when they are allowed to beat on someone like a training dummy, but guess what, any dps class in the game will look decent on a training dummy. If there was some form of 2v2 queue without guard maybe operative dps could be good, but in the current format they are almost useless and have been like that for quite some time. massive overhaul of operative dps pvp is needed. massive.
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