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Illidor

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  1. Seems to work just fine for WoW. Create 2-3 test servers if overpopulation on a single one would be a problem. The current system is pathetic. They don't give us ways to test the content, then chide us when we complain about the announced changes without testing them first.
  2. This thread is full of sarcasm, right? There's a bunch of completely unnecessary nerfs to several classes that will absolutely cripple their effectiveness in PvP to the point of being useless. Good luck finding any Sorcerer healers for your rated teams in 1.2. They won't exist anymore.
  3. What he said. Edit: In before LOL SORC.
  4. Yep, this makes the most sense. But yeah, coloring the doors in Voidstar like in Strands of the Ancients would help.
  5. No, it hasn't been confirmed, but it seems to hold true in general, though I can't say I've inspected every person in the warzones I've been in to verify it. In an interview with a dev, it is stated that it is supposed to be the person with the highest valor rank in the ops, but that's obviously not how it currently works.
  6. The person with the highest numeric amount of valor gets leader. In other words: Person A is at 30000/48000 valor. Person B is at 10000/280000 valor. Person A gets lead, even though person B has a higher valor rank.
  7. Who cares? After 5 games his rating will drop like a rock and you'll no longer be matched with him.
  8. You have no idea how wrong you are...
  9. If you're "competitive pvpers", you will continue to do rated warzones for the competition, to show that you're the best. And if not, then you're lying and you're really not competitive at all.
  10. Please see my edit above. Anyway, to add to that, the problem with WoW was that the entry barrier for PvP was beyond ridiculous. If you stepped into a BG or Arena with no PvP gear, especially late into an expansion, you got creamed over and over, and that simply wasn't fun. I suppose in that sense, I am agreeing with you, but I don't think resilience itself was the culprit. I think the ridiculous time investment needed to acquire an initial set of PvP gear to be competitive was. I think BioWare is fully aware that the same problem exists in SWTOR, though I don't believe it's to the same extent as in WoW, and they are taking measures to fix it, with a PvP starter set being added in 1.2 (not sure if that's what the "champion gear for credits" in 1.2 posts are about, I haven't seen any official source for that). Regardless, there needs to be a difference in PvP and PvE gear. The best PvP gear needs to come from strictly PvP, and the best PvE gear needs to come strictly from PvE. Now, someone in full Battlemaster gear should be able to step into a flashpoint or operation and do a respectable job, but he should be at a disadvantage compared to the person in full Rakata gear. Same thing goes the other way around.
  11. The "resilience overhaul" didn't cause the dramatic drop in arena participation in WotLK. Rating requirements on every single piece of PvP gear did. I also don't see where you are getting this assumption BioWare somehow wants to make PvE completely useless in PvP and vice versa. The only thing they've said is that they're going to adjust the diminishing returns on Expertise to ensure it is still worth stacking with the new tier of gear. Even right now, a mix of Battlemaster and Rakata is in some cases BETTER for PvP than full Battlemaster gear. I hope you can agree that an optimal gearset for PvP should be entirely composed of PvP gear, and the same thing goes for PvE gear and operations/flashpoints. That's all they want to ensure, nothing more.
  12. I don't know where this rumor started... You get 3 Ilum kills per warzone at the end of the match. Killing blows don't matter.
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