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kissingaiur

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  1. also the players on the enemy team who cry premade when there is only 1 duo on the other team lol
  2. I just want to remind everyone there is a message on each guide which tells you the last time it was looked over. The tanking guide says: "As of game update 5.9.3: Fame and Fortune, critical hits can now be shielded against in PvP. This does not change my gearing recommendations. The negligible improvement to tanks’ survivability gained by stacking Shield Rating and Absorb Rating is not worth the DPS loss (except in select cases where you expect to be tank tunneled)." So after reading that is there anything you are specifically looking for that is out of date? Rambol and myself keep this updated per patches. There hasn't been any real tanking changes since 5.7. If you believe we missed something please contact me directly on forums, twitter or twitch. Thanks.
  3. it has little to do with laziness and everything to do with how much time investment i want to spend on someone to educate them. i pick and choose what is the most important part to address and reply to it. this statement is meaningless and as i told you: i dont care. give me evidence and facts. the things you gained from your solo ranked experienced seem to be bias and i dont think you really pay attention to what is actually going on. that is just a personal opinion based on the countless statements i have seen on multiple topics. just cuz i dont go around jerking myself off from my experience doesn't mean i dont know what i am talking about. i have been playing solo ranked for a very long time. i have been playing group ranked a very long time. i have the luxury of knowing many experienced ranked players who i converse with constantly about the game. if you think what i post is bad information then you are more lost than you realize. eu has on average better players than NA who actually use all the tools in their kit.
  4. Alex, the last post you wrote to me was 70% of you jerking yourself off. no offense, ignore majority of the content in your posts because it's so lacking of evidence i have to pick and choose what i want to address. i don't care if you played x amount of matches or that one guy in the back who also agrees with you, i care about facts. i watch and play majority more on eu and in eu almost everyone off guards as dps because you get yelled at if you don't. so yeah off guarding in above average games does happen a lot, regardless of your personal impressions. if people know how to play the likelihood they will off guard is high, if everyone is off guarding it is a problem. having a blanket statement that it doesn't happen often is completely irrelevant.
  5. i dont need you giving me your street cred. all i care about is what your "street cred" experience has taught you. if you played "high level matches" and do not understand the impact of guard in solo ranked matches that's pretty much all i need to know about your experiences in solo ranked. it doesn't really take a high level of game understanding to know how multiple people in a team having guard can heavily shift who wins or loses. solo ranked is designed around a meta that is a simple pure dps race to down one person. if multiple people are transferring 50% damage between each other, that is an extreme advantage for one side or the other. because instead of that 3 man tunnel going into 1 person its being spread though multiple players. that isn't rocket science.
  6. guard swapping takes 1 gcd to transfer 50% damage instantly. its brain dead af. you should look at the eu solo ranked scene, everyone who is above average guard swaps over there as dps all the time. guard should honestly be a tank specific utility.
  7. players really do not understand the significance of 50% damage reduction is in a game. that is the difference between someone dying in a double hardstun or not, or you unloading all your burst into a target who is 50% just to survive it all. play and watch hundreds of solo ranked games by decent players. giving dps easy accessibility to guard is actually one of the main factors one team loses or wins in above average to high level games (even more so if healers are in play). it arguably can be even a bigger factor than who is playing on each side and the classes are. when it comes to even matches if you have 2 off guards and the other team has 1, it is the main factor why you will be winning. this is the reason why majority of ranked players complain about dps off guarding. dps having easy accessibility to the guard mechanic, with little to counterbalance it's strength, should be addressed. on a side note/tangent i think it's also worth addressing a lot of these issues also come from lack of population in solo ranked. if the population was more healthy we could have class balancing as well as elo balancing between each team. this would allow each team to have the same number of off healers or off guards which would create more far matches and this discussion would be irrelevant.
  8. i seen how guard on dps players has literally single handled made solo ranked cancer. i am all for the devs either removing guard all together from dps players, reducing the the damage transfer by half or something like redesigning it so it has more draw back such as reducing your outgoing damage when activated for dps. with how powerful a 50% damage transfer is, with literally to no draw back, it should be redesigned to be more of a tanked focused ability and separate from dps specs. i think changes like these not only makes the game more playable in places in solo ranked/regs but it also makes tanks stand on their own as a defensive class which would be interesting.
  9. look, i think posting anything on pvp forums is fine. it is not about what is posted it is about about how players handle the discussions. if everyone jumps on the thread and talks **** then yeah, whatever the thread is about will be a pointless discussion. but if players actually go into the threads on pvp forums and educate players while offering advice; or even starting up their own insightful discussion about the topic, that is worth while regardless of the topic, no? the problems isn't the suggestions being posted, it is the pvp community who are on forums and how they handle questions and suggestions between each other. that is the issue, nothing else. PS - on a small side note, dps having the ability to guard players with little to no downside been complained about in the ranked community for a while now. that is a realistic thing that should be talked because of the removal of stance-dancing and it should be openly discussed among players. i don't like how you threw that in there like its some absurd statement.
  10. i didn't think it was possible for someone missed all my points entirely to only focus on the little scraps of tangential information that paints their own narrative, bravo
  11. i can't think of one change in this video game that was university liked or loved apples to oranges comparison solo ranked favors dps classes who off heal because the majority of the games are going to be 4 dps and 1 tank/3 dps. concealment also does well in solo ranked because very quickly games turn into 3v3 and 2v2s, they do well when they there less people because the class can just run away and heal. merc/mara/sniper are strong in solo ranked because of their dcds which allows them high damage uptime what are you talking about. their class design MAKES them run away to survive. this is NOT an advantage. its objectively a disadvantage; this is not an opinion a fact. this is literally the difference between a mara popping cloak of pain so they can stay on the target while being attack vs a operative who is force to roll away and do no damage. that concept is not hard to grasp. melee damage disengage is universally a BAD thing for melee. melee class design that revolves around this as a core defensive is a objectively a BAD thing. that is a fact not an opinion. the only argument i could see for this playstyle to make sense is if concealment burst was just so good that the developers needed to design dcds that required them to disengage to counterbalance this dps output. this is far from the case. your welcome to your own opinions.
  12. i mean i could literally say the same thing about countless other people i know, both ranked pvpers and top pve raiders who would say the exact opposite. works well? you need more game experience if you think operatives work well in anything other than running away, healing and stalling. i do agree there is many ways of fixing melee dps in a healthy way but i dont believe that melee classes forcing to disengage as a leading spec mechanic is health in anyway. good melee dps is designed to be in melee range. to spend gcds to defend yourself and forcing to move away from the battle or your target is by definition bad for melee dps. good melee classes design revolves around dr dcds to stay in range and to do their damage. if your a class that doesn't have this, you are destined to be weak in group fights, weak tunneled and be forced to 1v1 off the at side nodes.
  13. im not talking about specifically team ranked. i am talking about team fights as in, 4+ players fighting in a group against other players fighting in a group. this happens in every aspect of pvp, from regular warzones, to solo ranked to group ranked. concealment as always struggled because of lack of dr which literally forces you into a box. many people are content on playing the class, yes, but that is because there is literally no other option, do not confuse that for proper game design. how is that an argument for the playstyle to be necessary anyways? just because players have adapted to a "running away" playstyle, that doesn't mean it doesnt mechanically makes sense for a melee class nor does it mean the class couldnt be improved. i'm sorry but i cannot really take someone seriously that believes a melee class that has to run away, switching off its target every time it gets attacked, is a good or healthy mechanic for a melee dps. it logically makes no sense. that is also why i was told it actually is an issue for pve ( leth actually also had issues as well till they added shield probe buff). yes, i do have suggestions on classes. i based it on playing this game for a very long time, constantly having discussions with intelligent players and seeing the ups and downs of all the classes for the years. majority of the classes have niches and others don't make sense at all. players in this game have this weird idea that developers are these idealistic thinkers that make the perfect changes to a class and that is how its suppose to be. that isn't how it works. many classes and specs over the years have had mechanical overhauls in this game that completely changed play styles. suggesting similar shifts in playstyle and how classes like concealment or merc operate is not baseless. I am also using logic to argue why these changes would matter because in my eyes its no different then other changes made in the past from medicine operative, to carnage, to fury, to sin dps to mercs, to corruption etc.
  14. i am also in agreement. i had the same feeling for ruthless aggressor on maras (which the devs nerfed) and also the same thoughts to fury rotational cc immunity (needs to be removed; spec doesn't need it, it would still be a high parsing spec in pvp and extremely hard to kite). i feel like giving a class short cd immunity as a survival mechanic is laziness, not good game design. replace it with something different.
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