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Kai-Eurah-Tird

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  1. If expertise were remove from PVP gear, then stats of PVP gear is made to be the same as PVE sets, then there is no reason to do both. There would be no reason to go raiding since you can get PVP gear at a steady pace, instead of relying on RGN drops from bosses every week. Maybe Bioware should just do away with raiding and just focus on PVP developments.
  2. You're planning your rated team all wrong. Gear can be earn over time, strategy can be develop as you play. When you pick a team mate you wanna see if you can get along with that guy. Find a team mate that fits your team. Not saying that you gotta bring your best bud from high school. (but if he happens to be one hell of a PVPer, then sure) Would you be willing to put up with a whiney ******e if he's a pvp god? Or would you play with a guy who's not great but not terrible, knows his limits, plays well with the team, dont mind being the support, but not afraid to step up? The more important thing is team cohesion, rather than gear and strat.
  3. Greifers get sent to the airlock, by the way.
  4. Not gonna happen. Force users don't have the abilities to teleport. Looking at it from a mechanic point of view, a vanish and reappear is quite good. It removes you as a traget to the enemies in pvp, which makes it incredibly useful in a group fight, just might save your life you're getting focus.
  5. With the tanking mods you get plenty of endurance. That stat priority is for those that wants to deal damage.
  6. You seem to have the perception that PVP should be one-on-one. And that is fine. That's why we have the duel function. But Warzones are a team vs team scenario. Because this is how human society functioned ever since we're smart enough to rub two stick together to make a fire. . . Mammoth: LoL it tooks like what? 20 of you to kill one of me? I guess if Bioware put in a 1 vs 1 dueling ring and you get commendation for winning/losing. That's really what you seem to be asking for.
  7. Goal: Mitigate the advantage of pre-mades. Clarifications: Advantages of a pre-made team is communication, and unit cohesion. These are players who knows each other and work well with each other. Optimal pre-mades wouldn't even have to tell each other what to do, everyone expects his team mates to know the game plan for the various situations that arises in War zones, with a few exceptions. Status-Quo: Only a team of 4 can queue up for an 8-man war zone. That means the effectiveness of the team is halved by the 4 wild-card puggers. Exceptions arise when a premade is teamed up with another premade. Possible Solution: expand warzone capacity, the more chaotic element is introduce to game play the less effective pre-mades become. The impact of 4 people wont be as great in a bigger scenario of say 16 vs 16, or 24 vs 24. But that would hardly prevent pre-mades from forming. TL;DR: Bigger warzones leads to premade being less significant. A Working Solution: Drama. Conflict between premade team members would eventually dissolve the team. So thereofre, we must design a warzone that sends subliminal messages to team members making them think that his team mates are thinking badly of him/her, and thus slowly drives a wedge between their relationships. Thus, making them lose faith in humanity and drives them to be forever alone.
  8. You got several options. Quit the game. Roll an Imperial Character Or Roll on a different server. :\ That's about all you can do about it.
  9. Woah, sounds like you played against a scoundrel who actually knows his class and can use it effectively after all the nerf.
  10. Marauder/Sentinel, specced Rage/Focus. If you seed a red aura around them stun them. Save your CC abilities for these situations. If you see saber throw, force leap, Force Choke. Get ready for an AoE and pop your defensive cool down appropriately. IMO I have no rpboelm with the lolSlam specs. it's still the Watchmen/Annihilation specs you gotta be careful of.
  11. just the forum. Dont worry about it. Log in. Play. See for yourself.
  12. Yeah, because you'll never know when those accuracy mods would come in handy. . .
  13. Why this worked in Outlaw's Den where Ilum failed: - Easy objective. Kill the boss in the middle of the map while fending off the other guys. - Little to no FPS issue. No fancy laser light show and chronic objective updates to mess up our frame rate. - OUtlaw's Den Free For All rule sets up an interesting dynamic. It has the potential to be ops vs ops vs ops. any group of 24 people can try to kill the boss for themselves while fighting off the other operations. This has the potential to offset the population balance, but it's a long way off yet. Kudos on the event.
  14. This is a definitely a step in the right direction concerning open world pvp. If you did not get a chance to play SWTOR today, you should log in. IMO, here is what went right: - simple design: big empty space with 1 objective (kill the Banta world boss inside OUtlaw's Den). - No fancy laser light show. Little to no FPS issue when fighting in OUtlaw's Den, as compared to Ilum. - Free for all. In Outlaw's Den it is not Imps vs REpublic. It is operations vs operations. This means two operations of the same faction can fight each other. This address the populations issue to a certain degree. Kudos to the developer team that worked on this. You are a beacon of hope for open world pvp. Keep up the good work.
  15. This Project Delay complaint has been around since launch. The delay was intended, it isn't bad coding. Speed of a traveling boulder is a bit slower than the speed of lightning. It makes sense to me. What is the big whoopidooda? If you don't like Project, feel free to piss off over to the Imperial **** trough so you can have your no delay lightning. PS: Ahaha game tester has got to be the worse job in the world. All I did, when I was at that job, was play bad games that nobody ever touched stuff like Barbie Undersea Fantasy or whatever. I don't envy you your job, sir.
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