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gtdead

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  1. That's false. You have to recognize that mercenaries are designed that way. Turrets. They can't be mobile while they do things. Even as healers their talents and skills help them the most if they are stationary. I still believe they are viable and good at winning, not exceeding. But sorcs will always be stronger in huttball. They are the class the huttball was designed for. But in alderaan and voidstar, I hate fkin commandos way more than I hate any other class. They are just so good at defending it's not even funny.
  2. I've never quitted a wz due to losing (I get more valor when I lose slow than win fast anyway), only because I had to do something else or my premade just logged in. Even as a bm I'll just play and even get farmed if my team is that bad, I don't really mind cause when I pvp I do just that. Usually I just find a guy I don't like and tunnelvision him all game along although I get swarmed most of the time, which is to be expected I guess. Yet I wouldn't like those guys that leave to get penalized. I understand the frustrations in both sides, yet the thing is that usually the team with the quitters is going to lose anyway. One guy that left at 0-1 isnt game breaking at all, another one will take his place. But if people keep leaving means they dont want to get stomped. Let's be honest here, who thinks that the majority of his games with leavers would had been won if those guys stayed? Sometimes I even wish they leave cause they do such dumb **** that they actually help the enemy team.
  3. Nope, they made them useless. Way more useless than most pvpers will ever realize. This is not about their solokilling ability, but their actual usefulness in the metagame. Ops were useful cause they could kill tanks and healers. Now they cannot do it with the same efficiency. Ops at the time being are a fun class to play and nothing more. Mercenaries have bad design, but they are viable and they work very well in groups defending objectives cause of their bulkiness and their aoe damage. Certainly more viable than snipers, operatives, dps juggs, deception assassins. If I was a dev I'd completely redesign your class but I don't see this happening any time soon. Their solo ability is poor tho, the class is the definition of low skillcap class. Wish bioware could make them more mobile than turretclass. But against troopers/mercs you just cant cap a point. I dont see how 4 mercs and 4 powertechs would ever lose an alderaan match.
  4. I could do this post too, pretty much what happened to me. Last patch just hit the switch. From me being somewhat happy about the game, I'm like the worst hater in an instant and forums are doing a good job of nurturing my desire to just stop playing this game. But well, I like mmos so I'm going to stay for a while longer, but still, there is no chance I will continue playing when the next games are out even if bioware takes steps to the right direction.
  5. Still rng, farmable rng but still rng. If bags are gonna stay luck based then better to leave them as it is so I wont rage even harded when I get 0 comms out of 20 farmed bags.
  6. Waiting on tera right now, I'll cancel eventually. These people can't make pvp the way I like it so this game is not for me anymore but friends still play so I can stay around for a bit longer. Other option would be to go back to wow, but wow is boring and my friends playing there are pve champions. Also I'll try out gw2, no subscription, I'd be dumb to not give it a try.
  7. Operatives only classes that could take down tanks. Doesnt matter anymore cause damage is nerfed while tank+healer metagame wasnt adjusted. Mercenaries have knockback, by definition a useful class in huttball. Also they tend to do the most damage due to their design.
  8. It's really funny that people think that voting the highest damage is bad. The stats score says if your damage is effective or not by the number of killing blows and solo kills. 1 solokill at 140k damage and not scoring once means the guy is a medal farmer. 3 Solo kills and 20 killing blows on 370k damage is a completely different story. Actually this guy is the mvp by far cause he destroyed the enemy team so hard that there wasn't any opposition at all. The only arguement is that this guy doesnt need the mvp, and that's truth. I joined a huttball with a personal healer that healed ONLY me. He did 500k healing by just spamming heal on me, and I did 400k damage. Took the ball and never tried to score, just decimated the undergeared enemy team while passing them the ball for defender medals. We won 2-0 and this because some random guy thought that scoring would give him objective points ^^. I even gave him mvp ;p
  9. Class balance is fine, wz design is bad. Everyone knows that by now. A class that has knockback is 43957639576924385245 times better than any other class in huttball. Easy stuff to comprehent.
  10. Marauders/sents are beastmode classes. They just suck at huttball cause juggs have intercede and marauders dont.
  11. These are not real problems, these are fine tuning. Who cares about fine tuning when there are so many problems? Although it's amazing they've yet to fix the freaking camera. Everyone asked about that fix before even the game was out. Can't be THAT difficult. But well, the list goes on and on. Next and nearest target is bad. I've keybinded every possible targeting in the game, focus target, nearest target, next target, previous target, friendly target, screen center, and I still can't make it work. I could tab target anything in wow, here tab is all over the place and nearest target unless you are alone with someone just doesnt work.
  12. By the time you are rank 51 and if you play till you can't play anymore, it will take about 6-7 days depending on how many you win. Ilum is a bonus really, I didnt do any ilum on my champion to battlemaster grind cause I didnt need any more gear. If you really want to rush it you should aim at 35-40k valor per day. It's kinda difficult but not impossible. If I could do it as marauder, then anyone can really.
  13. You may be right, but the current system really rewards tanks. And usually that's why people don't mvp them unless they are medal farmers themselves. I've mvped tanks a lot of times but they just don't need the mvp that much and players know it by now.
  14. The mvp system is kinda useful but misleading. If I join with a group, I just mvp the one that needs valor the most. I'm bm, valor is useless to me. About voting the real mvp, this depends. The more involved guys are the ball carriers and healers. So healers will prolly vote the ball carriers and vice versa. The medal farmers will vote for either the highest medal count (usually tanks) or the highest healing even if they didnt got any healing. I usually dont vote highest healing unless they totally play the objective and let me explain. I have improved predation, I rush to the ball, get it first 90% of the time and have to tank all the damage, deal with the pull to acid, find someone to charge cause passing is impossible. Now lets say we have 2 healers on the group in a pug situation, the one is the sorc that will pull me up to a safe spot and knockback the potential threats from the catwalk, then go ahead past the flames to other wait to heal, pull me again or get a pass and score, and the one who will heal me and stay with the rest of the group that tries to protect me. Who is the more valuable player of the two? I'm a class with a lot of defensive cooldowns and high survivability, but my mobility is dependant on my skill as a player (how fast I will respond to cc, how I will use my trinket, and how fast I can build fury for predation while keeping enemies that matter away from me) and the type of enemies I have to face. Cause against 5 classes with knockback, I'm totally helpless. So a healer who will just focus on healing me, most of the times, wont change a thing, cause if I need that much healing then I'll die regardless. Yet the sorc that actually made scoring possible wont be the highest healing cause he is not in a position to actually heal. And thats the main difference between support and healing. Same thing goes about healing done vs damage done. Someone that does 400k damage in huttball with a high kill/killing blow count is an extremely useful player, no matter if his class is easy mode, or he just attacks healers. Cause a healer cant outheal someone that can do SO much damage, especially in huttball. Effectively this player either has destroyed the enemy team, or has occupied the healers so much that they are almost a non factor and he deserves his mvp. Now if he has 500k dmg and 2 kills, he is goddamn useless. The point is to kill, cause kills create opportunities far more than just gaining ground. If I have the ball and we kill someone, I will go to the speedbuff enemy area and wait for this guy to respawn. I know the tricks and I WILL charge him, and I WILL score while he won't be able to do anything about it (protip, if you are a warrior, you can climb half the wall in the speedbuff area, which makes you able to charge anyone in range no matter how hard he tries to los you). A dps sorc that spams aoes and kills noone isnt a useful player. So really it's a lot more than who has the highest healing or highest damage when mvps are concerned.
  15. Left and right is ok in huttball or alderaan, but not in voidstar. Usually I just type "otherside". It's easier for people to figure out by just looking at their surroundings.
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