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wigglebooty

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  1. the roots. snares and really just cc in general is really out of control. Some classes have spamable slows. Either everything needs to be on the white bar or it really needs to be toned down. It takes the fun out of pvp and takes what could be a fairly fluent combat and puts it into frustrating teritory
  2. As the title says I see some things about bolster is just gone and now its a new system. People are having their stats just lowered in pvp, its all a bit crazy. My first question is are augments even worth it for pvp now. All I can afford are blue 74's am I better just not even using them, will those actually make my gear worse? The second question is should I just roll around in my 306 gear, the 318 greens, the 320 greens for the comms or actually upgrade my pvp gear to 326?
  3. Come on devs code something to make pvpers actually warrant paying you 15$ a month I mean come on. You have just been taking our money for pretty much nothing. Most serious pvpers only pvp and you cant even give us some little quality of life things like selective queues and matchmaking that actually works. You say there is a matchmaking system but I have NEVER seen it work, NOT EVEN ONE TIME.
  4. Penalties for quitting will only lower the pvp population, they won't solve any issue because you are not addressing the problems. Quitting happens for a reason, fix the problem and the effect of the problem will go away. Reason people quit 1. They don't have a full team fixes = cross server queues with a larger pool and/or Metrics to ensure a full queue pool of non afk players before the queue pops to begin with. Cross faction queues, while a controversial idea especially on rp servers, will nearly eliminate queue problemsThis will not fix 100% but will make a lot less of the unbalanced teams that are the problem. 2. Team makeup sucks fixes = Use better metrics to match teams better. I beleive currently it only adds the right amount of people, it cannot possibly try to add a decent balance of class roles based on the amount of times I have seen teams with (1 dps and 3 healers) vs (4 dps) or (2 tanks 2 dps). Bigger queue pools through cross server and cross faction queues will also help to eliminate this issue . 3.Team sucks fixes = If you are a good pvper you should be helping people to get better and teaching them why what they are doing is bad instead of rage quitting. Some sort of ranking system could also help with this as well but will require cross server queues to get a pool of players large enough to make queue times not grow. 4.Premades (this is a biggie) fixes = Cut group queues to two players. Yes people will still try to time queue and get together but it will be more difficult. Cut group queue ability altogether, allow people to queue as group of as many as they want but randomly tag them for team a or b as they enter so it evenly splits them. Use either of these ideas with adding a new set of warzones for group, allowing groups of three or more up to eight to que for their own set of warzones 5. I hate arenas or I hate huttball or I only like huttball fixes = Pretty simple fix here that has been asked for time and time again, provide a more advanced queue system. Let people play the warzones they want to play. have a random choice and then have check boxes by the warzones you want to queue randomly for. If only two people check the box for hypergates then it won't pop until 14 more do. If you have two people that ONLY check hypergates send them a warning as they queue that only a small amount of people have selected this warzone and they might want to add others to their lists.
  5. Not sure if serious but in case you are, the amount of cleanses that would need to go out in a match where there is heavy congestion such as Huttball would require about 15 healers per team and the warzones only allow 8 people so thats not really an option. If they would put all roots snares ect on the resolve system it would possibly help a bit but at this point even that may not be enough. Its not so much that it is a problem with completing objectives or benefiting the defense or offense at this point its about the removal of the FUN factor. Nobody that I know of that pvp's enjoys being controlled for upwards of 30 seconds at times. That may not seem like long but 5 seconds in an eternity in pvp. Ive spent the majority of 10 minute matches either standing still , stunned, mezzed, snared, knocked back, or waiting in the respawn area "that takes entirely too long to open" to actually have fun in a warzones. Its a fun factor thing. The same class balance and utility of every class can still be there with WAAAAAY less of the controlling of characters that removes the responsiveness and fun.
  6. I think the final bit of fun I have in this game has been sucked out of it with this new patch. The amount of CC that the new system has created is easily double that of what it used to be. Now you have new abilities that root and snare that are not even on the resolve system, and every spec of every class has access to all of the CC during PVP because of the new system.
  7. The crutch used to prop up poor mechanics.
  8. (Sarcasm off) I wonder how many months this fix is going to take to implement, I mean they still haven't fixed bolster after a year.
  9. Using a consumable stim increases dps more than all the changes did.
  10. What was wrong with the obviously better way it was before.
  11. After playing this a bit more I must admit I do lack the survivability of the full madness build and the ability to take on 2 and 3 other people and win. This is for sure more of a group pvp spec and for hiding in the pack like a lightning based build just with more mobility, doesn't work as well for lone wolf play.
  12. As a madness Sorc I love getting melee classes that dont understand what a snare is. I cannot count the times I have finnished off THREE people solo in Novare Coast by kiting them around the buildings because: 1. they are too stupid to use a snare. 2. they are too dumb to send one person the opposite way around to cut me off. 3. They have no idea how to use their leaps stuns and stun breakers at the right time to render all my get away tactics useless. Its funny that one good jugg can stay on me nearly 95% of the time until I am dead yet the majority of them I can take on 3 at a time because they just have no clue when to leap when to choke, when to snare, and when to use their cc break.
  13. I run something very similar I like to call the DOT SNOT spec http://www.torhead.com/skill-calc#700rZbIMdRobZhrbkrrooM.3 I totally disagree with it being a useless spec just to pad numbers. Not every person on a team needs to be a single target high damage finisher, every team can use one person than can take an entire group to half health really fast. This is not the spec I run in arenas and prolly never would but its great for fun in wz's. It has great burst to pick off a healer when you need to but I find it great for things like in voidstar where a lot of people are centered around one objective you can dot everyone up then start to focus fire the healers with great burst. The dots put so much pressure on everyone that its hard for even two good healers to keep everyone up and themselves when your burst rotation kicks much less cleanse anyone.
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