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Airees

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  1. If you're losing because your team sucks and not because the other team is good you could stay and wait for others to leave hoping to get some decent people joining your team. Been in plenty of WZs that completely turned around after people left early on. Even been in Alderaans where the other side held all 3 and completely shut down any aggression but we still won after we got better reinforcements. You could argue that you're not saving time I guess, but staying in a game for a few extra minutes vs staying in yet another queue hoping you don't get a bad group again is a toss-up imo. I guess it depends on how enjoyable you find the pvp in this game
  2. This. And add some functional and actually interesting end-game content, not just broken, undertuned, re-hashed mechanics.
  3. Anyone with any experience of good pvp would pretty much instantly recognize the fact that a game with character placement issues and unpredictable response-times on abilities just isn't a good game. These are very basic things that are required to be able to play a game competitively at any level. If the game can't give out proper information and can't operate predictably there's just no amount of player-skill that can compensate for the randomness that will happen.
  4. So since WoW made the mistake it's ok that SwToR also makes it ? Guess I'll see you in about 2-3 years when they've gone through every single mistake WoW did before they made some pretty good raid content. Or how about the SwToR devs actually learn from the mistakes of others instead of repeating them.
  5. This video is both really awesome and really sad Considering normal mode rewards Columi and Rakata is less than 5% better than that it's pretty much impossible to have extremely superior gear to what the instance drops. Way to ignore the fact that the big jump in stats happens between Tionese and Columi (which again both are dropped in normal mode) and that Rakata is barely an upgrade at all.
  6. Noone's said it's impossible to deal with the current implementation. But does that make it a good implementation ? Do you really think it's good gameplay cleansing kolto shell off the tank (by casting it on someone else) between every pull in a hardmode flashpoint ? While it might be possible to just rely on surviving through the initial burst for every pull it's highly in-efficient. And considering how frontloaded the damage is for almost every pull in this game you either run the risk of tank getting bursted down quickly if casted too early, or the shell not really being worth the cast if casted too late.
  7. That sounds like a way too complicated way of fixing it. Giving the threat to the target doesn't really give any significant threat boost, and will still be over-aggroed by basically any action (even the healer doing a normal heal). What you're suggesting is basically a major revamp of the threat system, while changing who gets the threat is probably just a few variables.
  8. So you're saying that one melee vs 3 ranged is at a disadvantage ?
  9. Please stop using the "SwToR is new" excuse, it's non-sensical. If they already made and fixed this mistake in WoW (although I can't remember if they actually implemented it wrongly), why does swtor have to repeat the mistake instead of just implementing it correctly right away ? It makes no sense to expect that every MMO should go through the same entire refining process others have instead of learning from others and not repeating mistakes. When they're making new mistakes, sure it's excusable, but repeating old ones should not be accepted. Anyways, yes the fact that kolto shell healing counts as healer healing target instead of target healing themselves is an issue that makes it pretty useless for anything that involves pulling a pack of mobs. It's already been pointed out several times for the last month or so, but there has yet to be any sort of recognition or response to the issue.
  10. How about both ? Also, while challenge is fun, bashing your head against a wall gets annoying after a while, especially when there's an open door right next to it. It's one of the major flaws with the "multiple versions of raids" system. When you only have one option it's easy to cope with it being hard, while when you have multiple options it's easier to just go for the easiest one. The fun you get from raiding comes from many different sources. Playing with friends, beating challenges, getting rewards, they all factor in. And if one option only satisfies one thing (although maybe to a higher degree) it's just more logical to go for the one that satisfies all three. Especially considering the fact that your group consists of people that might have differing goals, and will value the different source in very different ways.
  11. While I agree that the core problem lies more within the fact that we're turrets, the fact that jet boost is a pbaoe knockback instead of a jump doesn't help. It causes too much resovle to make the RP knockback useful in 1v1, it's only effective against melee classes, and it's extremely ineffective if you have multiple chasers. Making it into a jump would by no means fix our class though, but the game already has way way too many knockbacks and stuns. Changing some of them into mobility abilities instead would definitely make the game more ejoyable for both targets and aggressors. Being knockbacked/stunned is always more annoying than having your target slip away through clever play.
  12. I started the game playing a merc and has since levelled a commando to 50. Not counting expertise my merc does 20+% more damage with his abilities and has like 12% more crit, while the expertise difference is only 6%. Removing expertise will only increase the damage/crit difference making the "nerf" close to neglectible. The problem isn't expertise, it's the fact that the difference between lvl 50 introductory gear and the somewhat easily attainable is tier 2 gear is HUGE. I've mentioned this in another thread, but basically the difference between full 50 blues and full 50 columi/champion is the same as the difference between lvl 40 and lvl 50 gear.
  13. Knockbacks perform their role with or without ledges (and might I remind you that 2/3 WZs doesn't have many ledges at all). The issue however is that because you rely on controlling the opponent instead of being mobile it has to be way more limited. Let's say they replaced Jet boost with a character jump instead of pbaoe knockback. It would still serve the same purpose, but at the same time also give the player way more options. Just the simple fact that you could use it without causing a single point of resolve would be a huge boost to your ability to keep range. And you would never be in a situation where you're basically screwed because your opponent already had close to full resolve when he engaged you.
  14. Because "Bioware" doesn't have a clue about how to create a ranged class that can keep distance and dps without completely breaking the game. I mean the absurd amount of control over opponent and complete lack of mobility abilities in the game pretty much tells the story. I believe there's one single distance-creating ability in the game that involves moving the player instead of the target, while there's probably well over 10 knockbacks. And afaik there's no ranged spec in the game that allows you to continually snare your target without being immobile yourself (or atleast requiring you to be immobile to do damage). Also the engine has terrible movement latency, which would make hitting someone in melee with a cast-time spell pure luck. People are actually never where you see them on-screen.
  15. If the opposing team is using GY rush tactics to defend it's extremely easy to do a bait and switch and cap the other side. Just hammer one side for a little while, then as soon as you get a decent respawn wave you go to the other side and their entire defense is going to the wrong side of the map. For a small bonus you can leave 1-2 people to disrupt their movement through the cellar.
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