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DanChart

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  1. I would love to see an age breakdown between the "west/east" and pictures folks. I can almost guarantee the picture people are children. Left/right's are somewhere between early high school and working at Subway. The west/east's are humanities only hope. This thread has driven me to ad hominem, maybe it's time it gets locked.
  2. I completely agree, use West/East (and North/South when appropriate), you will win more. There's no more debate on this than there is on whether toilet paper rolls should be installed overhand or underhand. The minor satisfaction you might get out of using the less effective direction system that you learned during your first WZ isn't a good reason to keep doing it.
  3. I think making a few mechanics more visible during combat would significantly reduce the number of claims that "healers are OP" or "resolve is broken" (which I'm not necessarily saying isn't true) and improve PvP game play: Guard should have clear visual link between the guarded target and tank. CC immunity (due to resolve or otherwise) should have a clear visual. Roots should have a clear visual (just as there are for mez's and stuns). Regarding guard, 1) I think a lot of discussion over healers being OP is because they're getting guarded and 2) guarding anyone is quite powerful and it's too hard to pick out the guarding tank, there can be multiple tank classes in a 15M radius. A soft link between the guarder and guarded makes sense. Regarding CC immunity versus the resolve bar, 1) not everyone does or can look at the resolve bar of every target of interest while in combat and 2) CC immunity is not solely determined from a full resolve bar as many think; the decay period also provides immunity and takes multiple reads to see, and additionally some classes have abilities providing CC immunity. An obvious glow around the resolve bar or some kind of visual around the player while CC immune would resolve a lot of frustration. Some abilities, like a Vanguards "Hold the Line", offer most, but not complete CC immunity, it could be argued these partial immunities make a clear CC immunity visual less compelling. Before everyone sends my family their regards over my obvious down syndrome and how this is dumbing down PvP for baddies like me, all I can say is I think any change that makes the game more about making decisions and using your abilities based on the state of your environment, as opposed to the skill of reading icons and bars, is a good thing.
  4. This may have been mentioned, but I would really like to have these options: - Target closest ENEMY to center of screen. - Target closest FRIENDLY to center of screen. - A small reticle at the center of the screen (toggleable, off by default) When I first discovered "Target closest to center of screen" I was ecstatic. I tried it out on the fleet and thanks to my MadFpsSkillz could reliably target individuals even when in a cluster of players, it was surprisingly effective. Then I tried it in an actual warzone and found out it was useless because it targeted friendlies. The opposite problem happens on my healer. Tab targeting should also never select anyone outside of my view frustrum. That behavior is obnoxious and just incredibly frustrating. There's definitely some kind of tab targeting lag, usually < 100ms but more than enough to cause problems when tabbing through multiple targets. Finally, the selection feedback blends in too much in a red sea of enemy nameplates, some target markers (esp the flame) and with some spell effects. I think the target feedback should have a black outline or something similar to what is done with text to make it clear on any background.
  5. I'm repub and the other day in Civil War, I clearly capped West before the Imp's capped East (giving us a 5 point lead). Mid was in contention most of the game, half way through the Imp's were 10 points ahead of us. I was guarding West and know we never lost it. I'm certain the Imp's never had mid during that time (this was verified this in /ops). It's just one data point but I'm pretty sure there's still an unresolved issue. Hopefully I'll get a fraps of this at some point.
  6. 24) AM I ROOTED OR AM I STUNNED? AM I ROOTED OR AM I STUNNED? AM I ROOTED OR AM I STUNNED? AM I ROOTED OR AM I STUNNED? AM I ROOTED OR AM I STUNNED? AM I ROOTED OR AM I STUNNED? AM I ROOTED OR AM I STUNNED? (compressed into < 100ms) 25) F*****G lag I stunned first!
  7. Space Slug BM PvP'r here (great server) and I've never seen snow/tree. It's West/East if you're good and left/right if you don't know any better. Using pictures to describe which base to attack/defend must be a cute Empire thing.
  8. Does any one else think that champion bags are too good now? You get 1 for the Warzone and Ilum dailies, 3 for the Warzone and Ilum weeklies, and of course you can buy them with comms. I generally complete the Warzone quests on cooldown and finish the Ilum quests ~ 1/3 of the time. This translates to ~ 10 bags/week from Warzones, ~ 3 bags/week from Ilum and I get at least 7 bags a week from commendations. So ~ 20 bags/week. That's 140 champ and 300 cent cent commendations per week - several pieces of champ gear. With more effort you could finish the Ilum quests on cooldown and grind more warzones for 34 bags/week for 238 champ commendations and a crazy number of cent comms! In addition, there's a 10%-ish chance for a token drop per bag! I feel like the old rate was too low but the new rate is too high. I'm republic, but my queue times are only a few minutes and my win rate is about 50%, I could see how if I was on a server where queues were 10-30 minutes and win rates were < 25% the current rate would seem awesome. At the same time, I could see people getting full champion gear long before they hit battlemaster. I hit 50 long before the bag change and had to work pretty hard for a full champ set, does any one else think the new drop rate is a little too good?
  9. DanChart

    I'm a bad

    I understand you're probably half joking, but on a serious note, like anything, almost anyone can be decent in PvP if they put in the effort to practice and get better.
  10. Looks great, ship it now! I'd like the cooldown text to be less chunky (I liked OmniCC, it used a thinner font) and it's important to format to the right precision (e.g. "5m" rather than "300s," 1/10s precision at < 5s) - it seems like this UI does that. I would also prefer making the standard text white and the < 5s text yellow (red doesn't contrast very well and those last seconds are the most critical). The GCD flash seems like it would be helpful.
  11. I wrote about this in another thread before checking dev tracker. It looks like a lot of people have the same feedback I do: 1) It's great that ability cooldowns are now very clear. Thank you. 2) It's horrible that you can't see ability cooldown timers during GCD's. It appears that this affects sentinels/mauraders (my class) more than other classes, since we have so many cooldowns to track we have to scan our ability cooldowns during GCD's to decide our next several moves ahead (this is part of the fun/skill). Taking that away makes an already difficult to play class unnecessarily more difficult, which is understandably frustrating.
  12. The GCD animation blocking out the ability cooldown timer is horrible. Sentinels already deal with quality of life issues tracking cooldowns and stacks, crippling our ability to see cooldown timers during the GCD window is totally unnecessary and a huge game play problem. I do like that the new cooldown timers are more visible, it was very frustrating to not know if, for example, force stasis was off CD or just had a few seconds left (it was impossible to tell with the old dark blue CD gradient), but don't overlay bright neon on every ability every GCD. I'm pretty certain most sentinels/mauraders scan their bars during GCD's to gauge what abilities are off/coming off cooldown and decide a few moves ahead what they're going to do, this is part of the fun of the class, and I can't do it anymore. I'd normally wait longer before complaining about a 1 day old change but I think this is clearly a bad change that should be fixed sooner than later.
  13. I think either roots should be on the resolve timer or the decay period should be longer. It's clearly not great that the resolve timer can decay while still rooted, that's too good. As a Jedi sentinel, a root is nearly as crippling as a stun. If my target is outside of 4 meters my only options are defensive cooldowns, med pack or one of my 10 meter (one 15 meter w/4 piece pvp bonus) throws (both of which have prerequisites). Because of this, generally, a full resolve bar doesn't affect my decisions, when I believe it was meant to. Ranged should understand that while there's a legitimate concern about melee swarming in with 100% stun/root immunity, us crawling to a ranged perma-slowed, possibly after a stun and/or root, all while taking damage, is not fun at all. It's probably more frustrating for us since ranged classes have more options in melee range than melee do at range. Knockbacks, pulls and slows would still work regardless of resolve. I hope Bioware understands this but hasn't addressed it yet because they need to work out a solution that doesn't break PvP class balance. Of course, the perma-slowed and rooted melee problem isn't unique to SWTOR, and the Jedi Knight leap ability helps enormously, so maybe they'll just keep it the way it is, but I hope not.
  14. As far as I can tell people are upset about the change to pacify not affecting raid bosses. Watchman sentinels are getting a DPS buff if the changes make it live, period. I'm thrilled about the changes and am surprised at peoples reactions, in general, Bioware's been doing a good job addressing Sentinel related issues (e.g. combat responsiveness, the final class quest and now damage output). EDIT: I spoke too soon and after reading more about this it does appears that the changes to searing saber and plasma blades will be a damage nerf for the stat allocation of most players. It would be nice if Bioware clarified how the 1.1.2 changes result in an overall dps increase.
  15. Because you want a full 3 stacked overload saber tick to crit, not a 1-2 stacked tick.
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