Jump to content

Zunayson

Members
  • Posts

    3,509
  • Joined

Reputation

40 Excellent

Personal Information

  • Location
    The Internets
  • Homepage
    http://trololololololololololo.com/
  • Interests
    Trolling
  • Occupation
    Trolling

Recent Profile Visitors

155 profile views
  1. That would be toxic but I have never seen that happen. I would expect premades to be better players anyways and just be better at damage farming and making the enemy team mad. I've been in some bad premades and they were so bad I doubt the other team even realized they were against a premade. So theres additional biases that would suggest "premades" give the other team a bad experience
  2. This game is not popular or competitive enough for rateds. Queues were empty and it didn't make much business sense to maintain it. The final nail in the coffin was 7.0 expansions changes to character classes and (allegedly) would require too much rework to class leaderboards that Biosword just canned the whole thing. I recommend just setting a goal for yourself in pvp and doing the best you can. And have fun.
  3. That vulkk article is well written (I'm always amazed at their content since most people writing about videogames are terrible) and I agree with most of it. Unfortunately that nice big list of bullet points is mostly driven by a single factor: career pvpers that kept the queues alive have quit the game over the years and new players don't become career pvpers. By career pvper, I don't mean top 1%, I just mean someone who knows the basics of using their class to burst (not follow a brittle pve rotation), uses their defenses, and maintains reasonable APM on a moving target. Tanks have always been too survivable relative to the skill it took to play them, but in the past skill levels were high enough that didn't matter. Now that everyone is garbage, we're seeing passive tank mitigation starting to outshine players, which is a little sad. You could fix this by giving tanks an equivalent rotation-esque minigame to play in order to keep up their mitigation, similar to how healers and DPS need to execute a rotation. A proper implementation of this would mean that an idling tank doing nothing but auto-attack or whatever dies exactly as quickly as a DPS player. No passive mitigation.
  4. Except double channeled root (4s) and knockback. Also, without a reliance on dots, you're more likely to get the full 5 seconds root off with Cover Pulse. The synergy with seek cover and roll is very good too. Marksman is the most kiting heavy spec. In many matchups it's literally a better idea to just run away than to shoot. It's a bit boring tbh.
  5. I'm curious what exactly it was at launch. I remember the MM skill tree and how it was different in 1.x but did it really do that much damage? I would have guessed ops took 10 snipers because if I remember correctly, Diversion actually affected ops bosses so 10 snipers could give the group insane damage mitigation for 90 seconds! Do you have any videos or forum posts? This is confusing to me all over the place.
  6. Healers are balanced extremely well and I love it. Healing is just weak enough that in the long run, DPS wins. The reason most people don't know this is because player caliber is so low, there are trash DPS players who can't do their rotation. My only problem with tanks is they still do too much damage (and this is probably just a skank issue). I think other role based games have this problem too, especially overwatch Games are then decided by defensive cool down usage.
  7. If set bonuses were not customizable, they should just be baked into the combat style. Why make players grind them?
  8. I'm guessing you were around for when the mod system had things like overlay, harness, trigger, scope and the like? I was never around except on the last open beta weekend or 2. But apparently the names of those modification types are still in the game client's code, and you can see them if you know where to look! prfProfessionArtificeResonanceCrystal prfProfessionArtificeFocusCrystal prfProfessionArtificeEmitterMatrix prfProfessionArtificeFocusLens I swear I'm not making it up!
  9. Your problem is with thinking "Direct Damage" specs like marksmanship or carnage are "burst" when they aren't. They're "Target switching specs" or specs that don't need to set up debuffs or dots on a target to deliver damage. I personally think it's a bit silly that the ability to switch targets is somehow a good thing. I mean kind of, but it's also a way to not kill your target. Direct damage specs are good at killing a target, but DoT specs are simply the best at killing the target.
  10. This contradicts the design philosophy of mix and match any pair of legendaries. Eventually, they'll have to make 2 legendaries with the same "Serendipitous Assault" or whatever, and pretty sure those buffs are coded to be unstackable, so they'd have to rework them. At least having 2 accuracy implants isn't the literal end of the world (Unless you're playing a yellow damage spec, which is also kind of silly)
  11. I think we can do this in 7.0. As I said before, the only difference between the pvp gear pieces is whether it is alac/acc/crit, because the mastery/endurance budget is fixed. So you can think of head, chest, leg, feet, gloves, MH, and OH as being "enhancements." So I go to the pvp vendor and write down which tertiary stat each slot is for each loot discipline (e.g. Force Master Head vs Targeter Feet). So my optimized toons are running around in different prefixed gear. Developers actually cannot optimize the tertiary stats currently, because they don't know which implants you're going to use. And implants have tertiary stats because otherwise they'd have to remath and rebalance stat curves, my guess. In an ideal world, legendaries shouldn't have tertiary stats because currently if I want to swap my legendary, I have to swap another gear piece to compensate. Luckily, loadouts solve most of the tedium at the cost of a small extra grind. (The real grind is having another 5 or so gold augments to spare for pieces to fill in the gaps) What you're pointing out is that prefix gear sets are not optimized, which is kind of off-topic. The purpose of mods is (1) to have the game have an immersive lightsaber-workbench system like KOTOR and (2) for the appearance tab.
  12. In the long run this is how it works because if you did this 3 times then you get a piece of pvp gear, a piece of ops gear, and then a piece of heroic gear. I guess what you mean is that the heroic gear isn't going to be very good in ops? That's true, and unfortunately I think that's just the design the devs went with. My guess is someone wanted to separate pvp and pve progression again like in the old days. I'm not really sure why the long-term vision around that kind of thing is constantly changing. As a pvper who would dabble in pve, I'd prefer a single gear track. But why? I agree 6.0 had overly moddable gear because everyone got the same 3 (the obvious best ones). But current pvp gear (shell only) seems to work just fine. It's equivalent to high-mastery armoring, high-mastery mod and a low-endurance enhancement, which is what power/crit stacking pvpers have been doing since launch. So why do we need mods? Is it for the occasional pvper who wants slightly higher endurance budget? I would hope there are augments for that (although maybe not -- I'm not sure) Yes, this is a problem, many legendaries are unused. But I think about half the classes might have 3 good ones, and I occasionally see mixing. Even so, 6.0 set bonuses had the same problem, there were so many useless 4 piece only set bonuses, and nobody mixed and matched them. This is true. The same is true about gold augs. My guess is Biosword wants to keep that fine line between grind and casual play. I think as a no-life pvper I have way too many tech frags so I personally don't feel this pain point.
  13. I love 7.0, and I'm not even being sarcastic. I don't understand the complaint that there's too many currencies. I mean, there is, but prices and rewards are balanced so that you don't have to worry about frags or conquest. At least in my case. I don't see why people liked amplifiers. Maybe I have to leave it at that because some people like a grind -- that's fine. But it's just another barrier to playing your toon the way you want. Let me explain: it's unlikely you could switch disciplines and keep the same amplifier set. So switching disciplines likely meant you had to swap your armorings. Tedious, and since when did anyone mix & match or customize? I don't understand the complaint that moddable gear is great. Everyone seems to agree that 6.x had too many mod variations, so you're left with alac, crit, and accuracy, right? So choosing your gear is just like choosing the enhancement. I suppose some people used those to avoid going over accuracy or alacrity caps? But that's what augments should be for. (Otherwise, they're just another silly grind like amplifiers!) I suppose some people must have liked it when there were some mod variations like the high-endurance mods with the B postfix? But since when did anyone run those? I don't understand any complaints about legendaries. Set Bonuses have the same problem amplifiers do, which is needing to change 7 things just to switch disciplines. Plus, 6.x set bonuses failed to accomplish a stated goal by the developers. All of the set bonus threads (for example this one) say: "Our goal for set bonuses is to introduce new bonuses, and potentially with even new sizes so you can mix and match." But when did anyone mix & match set bonuses? 6 pieces were just too powerful. The new legendaries actually accomplish the goal, because at least some classes actually mix and match those (I agree not all do, and that's a problem). In all these cases, I think the devs basically looked at how people actually played pruned a bunch of garbage, and I'm really happy about it. The new gearing system is way alt-friendlier, now that set bonuses are just 2 implants. I actually never knew about hyde and zeek. Because I'm autistic, I simultaneously grinded flashpoints, heroics, and pvp in the first 2 weeks of the xpac and got iratings of random assorted sets (a little 324 of thyrsian, a little 324 of rakata or whatever), then opened my remaining pvp crates to get shiny 326s of various tertiary stats. Now I have cargo holds full of those boxes, and I get gear capped in about a day.
  14. Holololololocate is snipers only hard check against focus. If you remove that then you should remove phrase walk, force camouflage, defensive safeguards, and the double force cloak tactical.
  15. Snipers are designed for countering melee, so really there's nothing you can do against a good one. If you're dealing with multiple snipers it's possible also you're dealing with a coordinated team, which also sucks for you. Finally, you need to be geared. You need full max gear rating and purple augments with high crit to out DPS a sniper. I don't play a jugg, but I do play a sniper, and I can tell you that I have trouble with skank tanks, and rage juggs. I assume you are DPS so I will say: if you are vengeance, you are gonna have a bad time. Sniper kiting prevents melee from having uptime, so your only shot is going to be playing rage. Being kited doesn't matter as much if you can land massive crits whenever you happen to get in range. Then again, I play marksman, the bad sniper spec, and only rarely do juggs give me an issue. Most of the time it's very easy to duel people.
×
×
  • Create New...