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JP_Legatus

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  1. Plaje - assassin - 5th overall damage http://oi63.tinypic.com/23k3wv6.jpg
  2. I'm pretty sure Darc is not a marauder Just sayin (biggest hit wz marauder/sorc)
  3. Have you actually tried doing these things when your team is getting roflstomped? Interrupting their healer? 9/10 in these one-sided pubstomps the winning team doesn't even need a healer, they heal themselves out of combat in between fights while the bad team sits in front of the deadbox barrier. I've been on both sides of these games and there is literally nothing a single dps can do to change that outcome. You can sometimes turn those around by being a good healer or with good stealth play but that's about it. Even a really good healer by himself won't likely contribute anything. You're talking about a game where the vast majority of the guys on your team can't dps even if they aren't dying and you're trying to heal by yourself through a double premade of MVP and Clickers, or some other ridiculous pairing. This is how these games occur. You don't turn that around without capitalizing on objective-play carelessness while those teams farm the deadbox, likely not even as a healer. And in those instances, it's usually because the rated group rolling your team didn't really give a **** about winning. An extreme example but I think you get the idea. Some specs aren't capable of turning matches around and you can't respec in wz's anymore so you might just be SOL when you end up in a game like that.
  4. I turned games around quite easily on my sin or operative (stealth classes basically), due to surprise mechanics and the ability to steal objectives from the weaker defended area. That said, there's a good chance the OP could be playing a merc or something. How would you turn a game around as a merc? Maybe if you were a really good healer, IDK. Maybe OP should respec heals.
  5. I think after playing a lot of MMO games I can honestly say I'd like to be playing SWTOR for pvp the most out of all of them. I absolutely love huttball and you can't find it anywhere else. I grew up on star wars and if I had a choice there would be more SW MMO's. PVP in SWTOR is, IMO, more fun than PVP in other MMO's as well, even on the underpowered classes (though some like PT, merc, and sniper get really boring for me). I feel like if there's one game in the world that really had a chance to become the biggest PVP MMO, it was SWTOR. Here's the problem though: You killed your pvp base with poor decision making and unacceptable time frames on the real changes that needed to occur. No cross server, and servers aren't big enough to support real pvp matchmaking. This hasn't changed much since release. Even when the game launched there were a number of teams in the queue and you pretty much knew who those teams were, whether or not you had a team that could beat them, and which warzone choice would net you the most comms per hour when deciding between rated/regs. Unless you were the top team during that time period, you went regs, and the top team had trouble finding opponents to play against in rateds. Cross server needed to happen from day 1, and years later no concern has been given to the fact that pvp is dying due to simple unwillingness to handle this issue. There's a minimum number of people you need in a matchmaking queue to support proper operation of that system, and anyone with a brain can tell you SWTOR's servers didn't meet that requirement. With the population so small now, even if this were done today would the community be large enough to support proper matchmaking accross every server? Probably not. If this had been handled early on PVP would still be alive today. PVP balance updates: Once every year or two? At the very least, nerf the top performing class and buff the bottom class at least once every 2 or 3 months. Give every class their day and don't make them wait 6-24 months for a buff. This isn't really asking a lot. It could be a damage buff, a utility buff, a movement buff, a dcd buff, whatever the hell you want to do. Even if it's half-assed, do SOMETHING. Not all buffs and nerfs need to affect PVE, and this has been demonstrated quite easily with some of the recent changes to undying rage, smash, and other changes that largely left class performance unchanged in PVE while leaving drastic implications on that class' PVP performance. Unfortunately, you left smash OP for over a year and a half (did it reach 2 years?), concealment ops trash for about the same amount of time, likewise for madness sins, the list goes on. Finally in (2.8?) some real changes were made, and I applaud the effort, but it's too little too late. Nobody can find opponents to play against. World pvp: Why no support? Sure, some people complain about it. But that's probably because you poorly designed it. Put some PVP turrets or something in there so even if one side is getting farmed, they can still knock people into range of turrets and to their deaths or whatever. Maybe put some NPC's on the side with less people or put powerups or vehicles on the maps that let you account for numbers. Make some big damage AOE artillery to thin crowds out. It doesn't take a lot of work to come up with some ways around imbalanced factions. Just a little EFFORT. Exploits and bugs: fixed every year or two. Well we all knew on the PTS that bolster would be broken. Surprise, it was broken. People spoke out on the PTS. And it remained broken after that update went live for several months. I believe people were still discovering exploits to bolster 6 months after bolster went live. Not an acceptable time frame for a game with a "rated" system to work out an exploit with a bolster system. How about force shroud? How about operative roll? How about capping while stealthed or walking through the barriers? How about being able to death field THROUGH THE WALL in places like voidstar to stop caps? This stuff took way too long to fix in a game with rated pvp, these kinds of things should get an immediate hotfix at or before the next weekly maintenance. I could go on, but I'm not sure there's anything I can say at this point that will fix the damage you've already done to this game. Maybe something will be learned from this and maybe next time a game comes out some better decision making will occur. Best of luck in turning this game around bioware, I hope for your success.
  6. You went form being somewhat reasonable to ******* crazy in like 3 seconds. You want to compare what can be mitigated? Technically, reflect can mitigate an infinite amount of damage as long as each individual hit is less than a certain threshold and the number of attackers scales infinitely. Technically saber ward can mitigate infinite damage since the amount of incoming damage and heals can be infinite as well. INFINITE MITIGATION ON A JUGG DCD? NOOOOOOOOOOOOOOOOOOO. This is how dumb your arguments are. To start off, yes tanks do have crit, surge, and power. They just have LESS OF IT. For example, my min/maxed dps assassin has ~30% crit and if he takes all off the crit and puts it in power or defenses, it drops to ~17%. That's an increase of 13% crit for nearly every single moddable slot on the character. For surge, base is 51%. With dps stats that goes up to ~75%, so you gain roughly 13% *(75%-50%), or about 4% total ED heals from crit/surge by switching to your dps gear. The vast majority of this change will come from mainstat/power. Again, tanks have mainstat/power, they just have less of it. About 25% less. So I dusted off my partisan geared jugg tank with no augments and he has a base heal of ~14,700 from ED including crits. His total health is 33k. That is 44%. A wz medpac would do significantly less. That's with unaugmented non-min/max partisan tank gear from over a year ago, I don't know what it looks like with a full brutalizer set, and that's not accounting for the fact that with tank armor and other buffs your hp goes about 50% farther, making ED a lot more efficient for jugg tanks than it is for dps juggs, meanwhile they are healing themselves with intercede and providing "statistical healing" in the form of barriers provided by force scream. This doesn't even scratch the *********** surface of what tank juggs can do. They didn't *********** need the ED buff. And 80% for a dps jugg? By one cooldown? Invincible is on a 3 MINUTE COOLDOWN and only mitigates 40% for 10 seconds. For comparison, most good dps players are doing ~1700 dps ON A GOOD DAY so in the 10s window provided by ED they would do roughly 17,000 damage in that time. Assuming equal teams and opponents you're negating slightly over 86% of the incoming damage. THAT'S ON A TANK, and if you account for mitigation provided as a tank that 86% is a lot more. For a dps jugg, my jugg's dps gear which is also 10 months old does over 22k healing, which is well over 100% of the incoming dps even on a good day and is damn near double a wz medpac on a dps class. Pop your medpac or your EP and you've literally healed yourself to full (provided you actually make use of that extra HP from EP). It's pretty obvious one of the two of us is full of ****, and it's not me. The bottom *********** line in all of this is that jugg tanks DID NOT NEED A BUFF and they got one anyways. As far as I'm concerned, dps juggs can have their overpowered ******** dcd, they were really crap for a long time as veng and the smash was always squishier than mara smash. They can have it. Tanks DID NOT NEED IT.
  7. I was mostly talking about jugg tanks, yes. ED is still way too high even for the dps spec though. I like a lot of the rework suggestions posted here but let's just be honest, regardless of what anyone says we'll see a nerf for this sometime in 2017.
  8. Made this thread way back in the day when arenas had just came out. Bigtime ultra mega necro. Today 8v8 doesn't even matter since there's no longer 8v8 rated.
  9. If you people are complaining about a 30ms difference in a game like swtor...
  10. Exactly. This is the issue. ED did not need to buff jugg tanks, they were already fine, it was the dps specs that needed help, and currently veng certainly doesn't need the extra ED it got.
  11. Again, the stats in tank gear only cost you about 30% of your "dps stats" if you had dps gear. Try it out for comparison. We've already mathed ED out to a possible "24k" which is more than double a wz medpac. I'm not sure why this is an issue for you. If you're going to be an overtechnical idiot, technically I can heal to full with one tick of a marauders heal, as long as my health was only missing 200 hp. The bottom line is ED heals for way too *********** much. And no, it doesn't take "everything" into account compared with your damage. Damage buffs do not affect heals last time I checked, just some of the damage stats help it a little.
  12. Competitive gear? I once played an entire day on a smash mara using all level 1 greens with no augments just to see what would happen. It was more difficult, but I still facerolled the majority of regs games. Bolster pretty much made it impossible to have noncompetitive gear unless you do something that specifically screws with your bolster. And as long as you have augments in all your slots you're otherwise geared just as well as anyone else in regs usually. The footage from those wz's may still exist somewhere in my stream if you can be bothered to sort through weeks of gameplay in some of the 10 months old videos I have. It was quite entertaining. You could probably do the same thing today on a veng jugg, just might not top the dps chart every game as poorly geared veng. Now before anyone comments about rateds, this isn't about rateds, it's about "competitive gear prior to starting warzones". And yes, level 1 greens do exist. I've been asked this before. Although, you can't fill EVERY SLOT with level 1 greens, some slots you have to go a little higher to get something.
  13. So I guess in that magical world where everything always works exactly as you'd like it to you would ideally have less than 6k hp left when you pop ED. Unfortunately nobody does that, and ED ends up healing them to full from half hp/whatever they were at. This is before they pop a medpac, before they use the extra hp dcd and before they use all the other ******** they have. The cooldown is fairly short so this would be one of the earlier pops and you most likely get it multiple times in a single fight as a tank. I have seen tanks go from 1/3 to full health just from ED and I've done it myself on my jugg. Stop acting like it doesn't happen. Nobody waits til 1hp to pop their cd's. When someone says they got healed to full it's usually from around half or 1/3 hp, maybe even higher, not from 1 or 0. For all intents and purposes in a pvp battle when you pop ED it heals you completely, and this is what I've seen and experienced and the numbers support it. And sure, you might not be at 100% at the end either, but you're still damn close and this is an absurd amount of self healing that rivals anything even the old sin tanks were doing, by a massive margin, before they got nerfed. Even in the instance where the incoming hits are big enough to net a loss after the heal, you're still getting almost a full hp bar's worth of self healing. It's easily more than twice a warzone medpac.
  14. The boot in my inventory is obroan force master. I have 3 of them, 2 in my stash and one in my inventory at the time of this picture. And my character is also using force master obroan armoring on his boots as well. I've tried everything. Tried putting armoring in the shell and out of the shell. Tried it while wearing my current boots and while my current boots are in stash. Tried using different shells (I have 3 of those same boots). Tried reloading the game. Nothing. I was capped on rated comms. Idk what else can be tried.
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