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DomBah

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  1. In regards to the Commando changes: Will you lower the CD on Hold the Line back to "normal" 30 sec? You increased the CD because of Rocket Out. However, for PVP it is no option to have both mobility abilities because they competing with the main defense ability. 45 sec is really to high and i suppose the original 30 seconds (or 25 seconds with PVP set) was balanced out against the other classes and with them nothing has changed.
  2. This post should be seperated because here you posted the true intention to the "New play your style" campaign. It is not play your style in first place, instead the project to rebalancing the survivability by remove abilities. Why not be clear from start? PVP wise the class balance we have now, is the best since start of this game. It took you about 8 years to balance this out. It has some flaws in some situations, where some specs/classes have major advantages over others, but overall it was never better then today. I think this flaws should adresses mainly in form of pvp map redesign, and some advantages dont need to adresses because that is the prize of class diversity. Second, i doubt you have ever played pvp against 2 pyrotechs or operatives if you think the time-to-kill in pvp is to high. What is the goal of your ideal time-to-kill - 5 seconds? In 1vs1 situations the t2k should be higher and except stealther and tanks, all specs fall very quickly if 2 or 3 dd's attack them. Maybe a new name for Swtor pvp - die-party. Now you want a complete new balance in terms of survivability, beside which is the hardest part of class balance, very delicate. Rid of one defense abitlity to those who have only a few, would lead to a useless pvp class. And you want doing that in just a few month. Instead of immediately let the players test this new classes, you just put one (1)! class on the test server. In history you were never fast in recognize class balance problems and and even slower to fix them, so your vision to publish in 5 months seems very ambitious. If this go wrong you will create a balance mess, even stunbubble for everyone could be look nice and fun in retrospective. Some classes have a lot of dcd, like sentinel and guardian, others have only a few. So it will be exciting how you will manage and balance that, for example with the pt who has only a few more or less medium qualitiy dcd, but also with the merc in all specs, with 2 strong defensives, but rid of only one, he will pvp wise time travel to 2013, because both are important to not get killed as first target right from start. I think instead of remove defense abilities you should concentrate of some difficult to play specs and make them easier, but ok, its your choice, oh and of curse its thrilling^^, like patch 5.0 gear progression system.
  3. A message from the devs is required. This would be the hardest nerf on any set bonus since 6.0. And this on the only available and useful set for the merc / commando at all. The predator set, the second useful set (in theory), is not available, i have only 2 set pieces from this weekend special vendor. Every other set is complete useless. So now only useless sets for mercs? Compare that to the hard nerf on the op and sage set, but that was nothing for what happens now to the merc. The sage healer have a other set (beside the nerfed set was never intended for healers), the sage dd was indeed overperforming (the merc dd surely not), the nerf for the op set was only to reduce the +10% crit happens only once every 18 sec (and the dd was or is overperforming too). That would nerf all merc specs to the ground. So dear devs, is this intended? Please have a look on the other sets and see (finally), that no one is useful in any meaning, or is not available (predator). Or come other compensatory? And think too, for the tech and credits that players have invested in this concentrated fire set. If you really think that the merc is overperforming you should communicate that, because that is not understandable. The healer can overperforming (but that was known til beta 6.0), but it comes not from the set, it comes only from the kolto bomb/rocket- tactical and this is situational. If i play the healer spec with the mobile tactical (what i do mostly), i perform the same like the other 2 healers. If this is really intended, and will go live, the merc is the only class with not only the weakest sets, it will be the most boring sets too.
  4. Ok, thanks, sounds like this is normal on the pts in early states.
  5. Hello, i noticed that with every gear progression the biochemic stims becomes more less effective and we are now to a point where it seems to me, that the devs wanted these stims made meaningless. Perhaps its not properly implemented, but there is an stim dealer with the new stims. Bio stims effectiveness At start of the game the best stims (rakata) increases mastery and power each around for 5% to 7%. It was 112 to mastery and 46 to power - but i do not remember exactly my stats - i was alway on a crit based gear. But i think 2k mastery and 800 Power was BIS (perhaps except strictly power builds). Together lets say 12%. And then with every major gear progression their lowered the effectiveness of the stims. Compare to my live full 248 gear char (its not any longer BIS i know): Iam about @6,8k mastery without augments, the best stims increase that for 240. Thats round about 3,5%. Power would be without augments at 3,9k, and the increase from the stim is 99. Thats round about 2,5%. With pts 306 not augmented gear ( i really dont know if this is BIS or just the beginner gear): I get 11,5k mastery and 6800 Power and the stim increase is 264 mastery, leads to a 2,3% buff. Power is at 6,8k and the stim increase is 109, leads to a 1,6% buff, overall round about 4%. In my opinion 12% may a bit to high, but 4% or even less, if 306 ist just the bgeinner gear, is indeed to low. ------------------------------------------------------------------------------------------------------------------------------------------------- Damage vs healing ratio I noticed that with the current pts 306 gear without augments, the damage mutliplier to my old full augmented 248 gear is round about 1.5 / 50%. So every main damage ability makes 50% more damage. But for the healing abilities its only round about 33%. The HP's are increased too, round about for 100% (or even more). That alone could lead to a higher ttk, but because of the new burst and aoe damage sets / tacticals, i would not think that the ttk will be really much higher then now. But the healers will heal round about 20% lesser . The major problem with the healer output comes from aoe healing, which is already, after adjustments in a good balanced state, and with the the new aoe tactical, at least from the sniper, i assume there would be absolute no problems anymore with stacking healer aoe. Iam really not a theory crafter or something, perhaps i just forget something to bring in my calculations so this is indeed more a question, for pve its not a matter as long the devs just lower the incoming damage too, but would the ca. 20% lesser healing output compared to the damage output, not lead to major problems in pvp for the healers?
  6. The 4 set bonus seems to not working on current pts. The 6 Set bonus is useless. Every twentieth attack / healing give 1 stack and then capped to once per 3 seconds, wow Nice average set. Nothing special, but not bad too. The 4 set bonus is worthless for the healer, and beside for the dd nearly too. The 6 set bonus makes only sence with the no-cooldown-tactical, and there more or less only with the cast-mezz. Its ok for pvp, but not for pve. EDIT: The additional charge ist not an additional stack, instead you can use the ability "power surge" two times. You use the word "charge" in both descriptions (these set and "power overrides"-utility), but with different effects, so i was a little confused^^ But the cooldown of each charge, if you wear this set, is even if you choose the "power overides" utility (provides 15 sec cd reduction to 45sec) always 60sec, additional the cd reduction from alacrity is missing too. This is at current state really the worst set imaginable. The 4 set bonus is really worthless for every spec and the healing form the 6 set bonus is so small for a 45 sec cd (round about 1k @ 250k hp). Hopefully this set will not come in my RNG grind. At current state really an example for making a set, that will make no difference in playstyle like in effectiveness to the no-set-setup. Summary: No real good set, one absolute worthless, one set is ok ( sounds better then it actually is - 2% more output and up to 15% higher critchance on one ability for each spec -which aren't the best abilities is not really desirable) - and the last is mostly for 2 or 3 instant mezz (could be fun in pvp, but iam really not there to troll the opponents). Merc will lose and get no compensation for the old bonus and the new ones, especially for the healer, arent fit in the roles. The healer will lose one crit every 30sec, longer duration of supercharge gas and cd reduction on his boggest single heal. For the dd its looks not so bad, but far from good too. I expected to see something that would either makes the merc not so vulnerable to interruption or a much faster merc - but there is ist even with the tacticals sadly nothing. Yeah, with the new 2 charges interesting, the effect is much to short, even the current 2 sec. Nice idea, bad implementation. 30sec cd on jet boost to get 3 sec 50% movement speed, not worth a tactical. You will hit mostly 2-3 enemies, so the cd reduction on HO is to low. Thta the merc is in need of some speed buffs is true, but this here is "drop in the ocean", will change nothing. I think its 3m or 4m knockback, can be fun, but for what purpose? New archievment: annoying huttball knockback'er Again nice idea, but there is only one ability where this is usefull - the mezz. EDIT: This tactical "bugs" with the power overrides utility, so the second stack of power surge (through power overides) will not provide the no-cooldown effect. If this is intended, it makes this tactical not desirable. Arsenal Its a good idea, without doubt, to give the dd's more aoe, but here i have to make a comparison to the sniper aoe tactical. And i will really not call for a nerf for them, but instead the merc tactical need here a buff. Its round about 20k splash damage every 15 sec for the merc, after he ruined with fusion missile his heat management. For the sniper its round about 42k splash damage in ca.15 sec (2 abilities), and here without any negative effect on his rota. So nothing more to say, suggestions should be obviously. Sounds nice, but for pvp in pressured situation, you will hardly get something from this tactical. In pve nice boost to the burst (is there any need for that?), but for pvp very situational. Suggestion: Instead of the BB ticks, make the increase it to the activation of BB. The dot is 6 ticks with each 1k damage. So on many cases if you get the full 4 ticks i assume its round about up to 1k overall dps more. Dont know what the goal with the tactical is - it will make a difference in overall damage output - sure, but for what purpose, except NM operations where the mercs otherwise would fail? This sounds more for a set bonus then a tactical. But of course, not a bad thing, - but very boring. Bodyguard Through the higher cd on kolto bomb useless for pvp. I think its only usefull in group coordinated operations. Not usefull for most players. Really good, the immobilzed healer get with this tactical a really good option to be more mobil, not for burst healing but for medium damage good enough. Fine, but will only helps a little in pvp, because interruptions will happen only half the time for this ability, but for the other ablities like always. Yeah, its round about 6k healing over 18 sec (@250k HP). No purpose for the healer to choose that. For dd perhaps, for a healer tactical not worth to choose if Alacity scan is available. Overall only 2 tacticals for arsenal and bodyguard that are indeed good (Alacrity scan and Burning Shot). One can be a good too, if the dependence for the 8 ticks from blazing bolts would not there.
  7. I read many times from some players here how overpowered the merc or the sniper is. Merc has to many deff cd's and so on. So i read a few day ago 5 vs 1 merc and i thought just really? Is this guy and the others troll the community, are they tried to convince the devs with these posts and threads to nerf a class or something. However finally i take some hour and look for myself what is going on with the damn def-cd's. So here it comes (without shadow, not enough time): Jugger: 40k instant healing Immunity vs direct damage + 5 sec 100% direct damage reflect 55% melee /ranged defense chance (100% for the first 2 sec) + 25% force/tech damage reduction Healing everytime when taking damage up to 122k, can activated while stunned Remarks: Second slowest class Instants class Very good tools to support grp No real escape tool Other useful abilities for pvp DD Taunt AOE mezz AOE slow DD Guard Maro: 20% damage reduction for up to 30 sec + low damage to attacker 90% accuracy reduction for one target and 75% damage reduction for 6 sec Vanishing (can used as escape or as damage boost if skilled) 99% damage reduction for 6 sec 55% melee / ranged defense chance + 25% force/tech damage reduction Remarks: Fast One of the best burst Instants class Good in nearly every situation, no weaknesses With escape tool Other useful abilities for pvp Root / slow break and massive movement boost for the whole grp on 30 sec AOE mezz Sniper (Burst DD): 30% damage reduction for 3 attacks every time get in cover 5 sec 200% dodge to melee & ranged attacks + 75% reduction for force and tech attacks 10k absorb shield Accuracy aoe reduction 45% for 8 sec 25% dogde chance while in cover AOE shield with 20% damage reduction - up to 40% if 4 enemies in shield - for 20 sec (+ 1%/sec healing if skilled) Roll, purging from movement-cc and 13k instant heal Complete cc immunity for 23 sec Remarks: Immobile while doing damage, but can move fast if skilled Cast & channel class, but not vulnerable to interrupts because of some class mechanics High range and many cc tools Very strong in direct 1vs1, weak against kiter With escape tool Other useful abilities for pvp Healing reduction for target for 20% 20% damage reduction for every team member within aoe shield Operative (Burst DD and Heal): 10k absorb shield Stealth class - can choose when to get in combat, target mezz from stealth Battle vanish 3 sec 200% dodge to melee & ranged attacks + 150% reflect tech & force attacks (cd depends on incoming attacks) 2x roll with dodge all attacks for 1.5 sec every time Remarks: Fast Instants class as dd, mixture for healer In the hands of very good players very efficient dd and healer But very difficult to master, needs month of practice and experience Healer can have some problems with interruption through enenmies With escape tool Other useful abilities for pvp AOE cloak Some off healing at the cost of damage Merc (Burst DD and Heal): Immunity vs direct damage + reflect direct damage for 50% & healing for every direct incoming damage 6.5k, can activated while stunned Fast healing (100%) up to 60% of max hp for 10 sec Shield with 25% damage reduction for 12 sec + up to 53k healing after shield ends (cd + healing depends on incoming damage/attacks) Burst dd : instant 14k heal every 3x grav round / tracer missile (cost 20% energy and some burst damage) For burst dd only : 2x absorb force & tech attacks Electro-net: prevents one enemy to activate movement and some defense abilities for 9 sec (can countered with cc breaker) Remarks Slowest class, cannot hunt fast classes Cast & channel class Highest vulnerablity to any kind of interrupts Worst pvp healer, output can be shut down if 2 or more melees attack Strong in 1vs1, weak against mutiple enemies No real escape tool Other useful abilities for pvp Some offhealing at the cost of damage Powertech (Burst DD): Shield with 25% damage reduction for 15 sec (CD depends on incoming damage) Slow healing (50%) up to 35% max hp for 8 sec, (able to activate while stunned if skilled 30% damage reduction while stunned and from area affects 38% defense chance for 6 sec Damage from area attacks heals for 3,5k Remarks: Fast No anti-focus ability Instants class Good tools for cc One of the best burst in game With escape tool against slow classes Other useful abilities for pvp DD guard AOE stunn Enemy target pull DD taunt Sorc: Instant heal 22k (+ 15% damage reduction if skilled) Immunity to cc and damage for up to 8 sec Teleport up to 60m away Damage reduction 25% for 6 sec Mezz barrier Remarks: Fast Cast & channel class Vulnerable to any kind of interrupts (depends on spec) Best pvp healer if guarded, often first target if not Bad burst damage, even in burst spec DD needs kiting playstyle to be effective Weak against multiple enemies Other useful abilities for pvp Friendly target pull Good off heal for team member As an indicator how a class performs we can get the rankings from ranked pvp. Of course its just an indicator, sadly bioware doesn't share further more statistics. But lets start. We can look at the Top 100 and the Top 200. I think Top 200 is better for an overview, in the top 100 are more the pro's and nerds. The group statistics are more relevant but the solo are interesting too, because it shows diffenrent situations leads to different class performings. Current state @ 24.10.18 Group | Solo | Thoughts Jugger 38 | 30 | Strong in all situations Maro 32 | 45 | Strong in all situations Assa 20 | 14 | No judgment here from me Sorc 34 | 14 | Assume mostly healer, , with tank in group best healer Powertech 19 | 6 | Assume mostly tanks , in group ok, in solo anti-focus ability is missing Merc 16 | 37 | Strong if not or just slightly attacked, weak in pressure situations, Sniper 29 | 38 | Strong in all situations Operative 12 | 16 | A class for experts, performs very well in the hands of a master, but need months So my conclusion is that the merc is far away from overpowered, the sniper is good as the maro. Powertech had some problems, Operative is much to difficult to master. Maro and Jugger are doing better overall then merc.
  8. First, let me say thank you for the new defense skill Echoing Deterrence. After 5 years it was time and you, the devs, finally did it. I would prefer a longer lasting skill, like 8 seconds, then without the healing part or with a higher cd, but ok. I think it will do a great job even if it's last only 6 seconds. A little different view on the: Trauma stabilizer, it is as a presumable tier 4 point utility, maybe iam wrong, but from a solo regular and solo ranked point of view, it doubt that it will be worth the point. Perhaps that is what the devs to intend with, but if not, so let me shortly explain what i mean. I think in practice it will good only work in certain sitiuations, with a healer / tank on your side, from a solo player view, in regular and ranked, it will often be useless. More direct damage - more this utility is really needed, getting a higher probability that this skill will be less useful. You hardly will survive 15 direct hits. For a tier 4 point, i assume, as is intended as a unviversal tool for commandos to give them better chances of survival in addition to the new defense skill, this utility is subpar. Plz reconsider and make the healing instantly every time with the direct damage or at least higher the healing per stack and reduce max. stacks, example: max. 5 stacks with 15% per stack. Sadly you did not adress the second problem, especially the healer spec have, vulnerability to be interrupted. Did you consider this as you build the new tier 4 utility tree? "Rumors" say that "supercharged defense" (immune to interrupt under supercharged cell) is at 5.0 at tier 4 (today tier 2). If you have not adressed this, especially the healer spec problem, the healer will again fail to compete with the sage and scoundrel, no matter that he can now survive longer through better defense skills. Instead of the "5% more healing for ability x" passive, which is only a filler, give him something to compensate the permanent shutdown for the healer spec against melee's. Why not something like, only as a example: "being interrupted grants you x, making you next ability with a casting time, activate instantly, effect can only occur every 8 seconds". I mean you give the sage healer with 5.0 more and more (!) and forget that the sage is already best and in addition you nerf the commando pvp healer as the already worst pvp healer. Don'' get it.
  9. Yeah, there is no need for a new ability, just modify exists. But we have to remember that the pt has up to 2 stunbreaker and an aoe stun, which is in pressure situations very useful. For off-healing i think removing of bacta to give kolto bomb or medical probe or traumaprobe would be fine. Just removing cd is logical problematic for me, question then would be: why dps bacta / advanced m.probe versions better then in the heal spec? Other way of course could be a passive that lowered the cd on bacta and / or a.m.p when mercommando gets damaged, i would say 1.0 (a.m.p) to 2.0 (bacta) sec, can only occur every 1.5 sec. But then again, even its a passive that indirectly improve, at last this would be better versions for dps then for heal spec. And, and, and.......... There are thousand ways to fix all merc / commando pvp probs without making them op in pve and it's not about the output. But there is simply no interest from bioware to do this.
  10. The problem with the commando / merc pvp weakness lasts from start of the game. The only buffs this class gets was 2.0, 2.6 (healer) and 2.7 (dd). But even then it was only to make them viable in regs, they stay the overall worst pvp class at all. After i first heard about 3.0 and the new system with new balance overall i hoped that this time it get better, that was not the case. I have no real hope anymore and thats the reason i only have an abo from time to time (2-4 month a year) and quit in a few days already after just one month this year. The combat team can not be so stupid to not recognize the problems, this was predictable since announcement. And then this: Even after 5 month 3.x no healer set works full on republic side! Are they just incompetent or is it purpose, i can not other then to realize that this is intended, perhaps i'am wrong, time will tell with the next patches. Who is the greater fool, the ones who are responsible for the this easy to fix massive balance problems or the ones who is paying them for do this work, with buying cartel coins and subscriptions No matter i post the problems how i see them: All specs need an anti-gangrape ability DD specs need much better off-heals Healer spec need some sort of cc protection to heal better if stunned and interrupted (including kick) or just more healing with procc instant healings / better kolto bomb and traumprobe, through its a caster and channel class, easy fodder for shadow, vanguard and guardian
  11. For me old Pyro / assault specialist is the "burst" spec called now the tactics / adv prototype And this spec get a huge buff in survivability. Let us count what is new and what is removed: 1) Added (swapped): -30% damage from area effects and while stunned / Removed (swapped): -15% damage reduction from dot type = new is overall better 2) Added (swapped): lower cd if attacked for reactive shield + low amount damage absorber @ 10sec / Removed: lower cd if attacked for adrenaline rush - during active 30% damage reduction = disputable 3) 5% higher chance to defense with sonic round + 1% higher defense for melee and range damage = just small buff 4) taking damage from area effects we get 2.5% heal every 3 sec + 3 sec longer reactive shield = just buff 5) 3 more shoulder cannon missiles = just buff Selectable without scarifice important old skills: 6) 15% higher movment speed + 50% lower movement speed for affected targets (old 40%) + 5m higher range (then 15m) for ion pulse/ tactical surge and 2m radius for explosive surge = just buff 7) 4 sec higher duration of "hold the line" = just buff You can slect 2 of these (all are just buffs) A) 1 sec longer duration of both hardstuns = 7,5 sec ! B) 5% healing with missile of shoulder cannon = up to 35% healing in 7 sec ! C) adrenaline rush can be activated while stunned and purge the stun (second stunbreaker) ! D) Hold the line with additional 45% speed over up to 10 sec! So for me it's a huge buff for old pyro, only one change that is disputable, but many new buffs from small to huge. And now compare this with mercomando arsenal / gunnery who gets healing nerfed, pushback back (til level 38 no pushback reduction at all - happy leveling^^) and to compensate this, one instant tracer missile / grav round every 18sec and immunity against interrupts to blazing bolts / boltstorm if interrupted before every 8 sec. And thats all
  12. Have you seen the utility system at the livestream? Horrible!. The current Disciplines Calculator at dulfy is much better adjusted then the one at the livestream, so be thankful if that stayed. But better it would, if "kolto jets" should be down to skillful (similar to sorc) and "power barrier" up to masterful. Edit: utility system from disciplines Calculato @ Dulfy is changed to that terrible livestream version.
  13. Finally we can discuss the "changes" a bit. If i compare this changes with the ones for DPS sorc / sage, vanguard / powertech, scoundrel / operative, it seems like bioware did these only because they have to change something. Summary: The commando gets a little bit easier ammo / heat managment]. I never needed this. Arsenal / Gunnery has currently no changes, except one casting free tracer missile / grav round every 18s sec., even through the new utility tree, it is only possible to replicate the old spec, not able to putting the few new things without sacrifice important old, like full-auto / unload (replacement) mobilty or reduced damage under stun. DPS Sorc, powertech and operative(i can not jugde for the other classes) gets changes that will buff the pvp survivability to a higher level (and for powertech he gets some other really nice stuff too). Some words on the changes, if allowed: 1) The remove of self healing is something that happens in different ways for all 3 healer / dps classes. But commando will suffer most of it, it direcly reduce the ability to kite, something outside ranked is very important, in regular the off-healing for team mates with kolto bomb and for the melee's through medical probe, is a good team utility, that can change the game from loose to win. Example for off-healing: http://l85i.imgup.net/swtor2014-d5e9.jpg So for me and my playstyle it's a huge nerf and if i compare this with (madness) sorc i don't see where this is balanced, to compare this with scoundrel, in my opinion through the buffs in survivability and the fact that DPS part rarely us his big healing and get a heal over time instead, the commando is most affected from the changes. 2) The new Supercharge and Supercharged Cell for DPS looks like pseudo buffs, because of course the damage is calculated, that means for the same amount of damage we make now live, we have to use with 3.0 additional supercharge and Supercharged Cell. 3) The little more mobility we get, is surely not a bad thing, but i doubt that this compensate the direct nerf for DPS spec (healing) on this class and the buffs the others classes gets. 4) Yeah, pushback is back. Gladly the sorc has the pvp madness healing DPS spec which is not affected. Sniperslinger was never affected from that, so one of the 3 range class, the commando, has something unique. Conservative estimate: It seems for me that the DPS spec is more designed now then ever since 2.0, to be dependent on other team mates, to protect him, which in solo ranked and regular will not be the case. Overall no substantially changes for ranked situations too, iam curious of the performing in pvp for this class. If the devs not adjusting the utility system, i fear that 3.0 DPS mercomando will be in pre 2.0 state.
  14. Exactly, so why you go for a stealther? As a Mercommando you should avoid normal 1v1, except your are a crit luck monster. Most other classes / specs have better burst and / or tools then you. Against stealther...... why the hell you go against stealther in 1vs1? Don't do it. As Mercommando you should not defend, because only 1 scoundrel can stun / mezz you to loose. Short: If a shadow is behind you ----> RUN, try to mezz him (beware of his cc immunity^^), RUN, then hopefully he lost interest in you If a scoundrel is behind you, it depends on his spec, he is beatable, but because of his battle vanish it can more frustating then it is worth to try. Not saying that this is an balance issue, it is, but it was so at least since 2.0 (before i don't play mercommandos in pvp since 1.2) and as it seems with bioware, it will be the case to the end.
  15. I never said that, but i think the original devs deserved it, and before my abo ends, just my 5 cents: First i want say "good job" to the original dev. pvp / class design team. The game was released to early, so i want to think that the terrible class balance from start was not incompetence, just missing time. I like the objective based concept, i like the casual friendly access, the tactical options, the warzones design, the much different class design, the (short) duration, the atmosphere, shortly it can make a lot of fun, really. Sadly you / bioware give up in pvp development, since swtor was not the big success you / they are hoped, but i really think with that good "base", this pvp could possible the best in the (mmo roleplay) market (for me). Now to the thread. Beside the lack of good class balance and cross servers (current state), i miss three other things. Now just suggestion which come to my mind. First: Solo (and group) ranked 8vs8 warzones with other elo system (for arena too) in solo. I like the objective bases warzones, on the other side i dont like arenas. I think i'am not the only one. That doesn't mean that your arenas are bad, its just different playstyle which i don't like much. Many players do regular warzones, with a new elo system, i don't see why they would not play the same for ranked. But some warzone changes come to my mind: - Lower the "tap" time in voidstar and alderaan to 3 seconds - Lower the range for huttball throwing (or shooting) to 25m - In old and new huttball, the burning and acid barriers during active, should really not undamaged passable for any class. Second: New ranked system The current system rewards only wins and punished looses. What is good for grouped ranked, it's not for solo. So my suggestion is here that in solo ranked, no matter arena or warzones, the personal ranking is not only depending on win or loose, rather more on the personal performance. With the personal statistics after a pvp game (damage, victims, heals, goals, medals etc.) a player get his rating, if his teams wins, this rating get a bonus, if his teams loose, then just his rating. Example (note: the numbers are just examples, not professoinal calculated): Of course the season rewards for solo can be different than for group ranked or just require higher rating. And i don't say that this system is perfect, but in my opinion, it would bet better then just win or loose. Third: Matchmaking system No matter if regular or ranked, its required. I think you have none in regular, in ranked players personal rating and class role works more or less. For solo ranked 8vs8 (and regular) it would be important that the class roles and melees / ranges are fairly spread. Just one example (not the worst) what i see in regular warzones (which i take as current state of 8vs8 "matchmaking" system) I think with a little goodwill, it would be not hard to implement a system that works. General limitations for ranked 8vs8: - 8vs8 means 8vs8 and not 6vs8. (would be good for regular too) - Never more then 2 tank / healer in one team. (would be good for regular too) - Able to view how many players in which roles in the matchmaking pool, so better to decide which role or just like the group finder for pve, player choose the role(s) he want to play, system decide which role player have to go and so he can respecc if required - For solo ranked gear check (at least equal to 158er pvp) and knowledge of the warzone would be required (every - warzone at least 10 times played). ohhhh........................... i think thread is long enough......
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