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Ivonichke

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  1. In the screenshot of the person doing 610k, there are factors to consider. Did his/her team win by reaching the final objective? Nope. Did the match go the full duration? Yep. I'd wager that on offense s/he didn't play the objectives, which invalidates it as applicable to normal circumstances since most people are looking to provide damage while playing objectives, not farming chart glory. If you notice, the only other people on the team CLOSE to that number of kills were the healers. What's this mean? Someone was running around tossing dots left and right, not actually killing anything and helping achieve objectives. Amazing how much damage a dot-n-run player can do over time without actually contributing anything meaningful to the match - thank you for the educational screenshot.
  2. Wow, that's almost divine on an idiotic level. So why do melee need gap closers? "Range is your weakness, deal with it" wouldn't go over so well, would it? Melee can close gaps faster than range can create space. Why should melee's ability to deny MY advantage be so heavily favored over my ability to deny THEIR advantage? Snares, roots, gap closers, pulls, etc. And Mercs/BHs get a single AOE KB that just had the CD increased; two if they spec arsenal/gunnery. Oh, and don't forget juggs/guardians can talent to make them immune to CC for what, 5? seconds after leaping.
  3. Ivonichke

    Fix needed (CC)

    Some CC is instant effect, some has a "travel time" - I'm not talking the cast time, I'm referring only to the specific "I hit the ability, 2s later I see the effect on my target." I guess the big question is: why? In a game riddled with problems related to CC (lolresolve, abundance, etc.), you'd think that at least the instant CCs would apply their effect at the same speed from cast>hit. This currently isn't happening. I'm not fully versed on all classes, but I do know some classes can apply their effects instantly assuming they've met range requirements (knight stuns, consular stuns, etc.). Other classes (trooper) have an ability delay from button>result - I can hit cryo grenade, then depending on range I may see the effect almost instantly (if they're in melee range) to 1s+ later if they're further away. I'm guessing this has to do with the animations (hasn't that been mentioned before?), but why is it still present at this stage in the game? If BioWare would address this, comment on it, provide an ETA on a fix... something. Travel time is not acceptable for instant CCs if not all instant CCs have the same travel time.
  4. See, it's dumb ideas like this that tanks BioWare's game. The idea is to provide incentive/reason for the losing team to stick in the game. Not punish them for feeling it isn't worth their time. I imagine if you ran a report, you'd quickly see that since 1.2 the amount of WZ quitters has gone up exponentially. Don't punish folks because we refuse to be strapped to BioWare's ****** mechanics. You should be calling for answers from BioWare like, "When can we expect WZs to shut down if they don't start with a full team?" Or, "Why can't you provide incentive for the losing team to remain in the match? Not as many rewards as the winner, but something to make it worth their time?" I just quit a Civil War that started 8v4. Why the hell should I, under any reason, hang around for 5-10 minutes feeding the other team medals and ego points when I get absolutely nothing for it except 5-10 minutes of frustration and disgust with BioWare's dev team?
  5. I lol'd at the italicized part. With 1.2, they're right, letting the other team "win fast" was the worst possible solution to rewards. And I agree. It's been much faster to just quit the WZ and try again.
  6. The rewards for losing are a *********** joke. I said it in another thread, but I'll say it again here since one thread was locked and referenced this thread as being watched. In PvE, it's perfectly acceptable to give rewards only for success. It's players vs. a computer, and seeing as the computer has a routine script it's all about execution and meeting the benchmarks. In PvP, it's obviously player vs. player - when one player's success hinges on another player's failure, you can't, can't, can't have such a disparity between rewards. I agree the winners should get more, but they should not routinely get 2-4x more than the losers as is currently happening. I enjoy PvP. I've enjoyed it for 10+ years across a number of different games. I've never been part of a system that has such a disparity between winning/losing. I agree winners should receive the gear/upgrades faster. I do not agree they should receive it twice, thrice, or four times faster than the loser. That does nothing to help the loser ever reach an even playing field since they'll always be playing catch up. Maybe six months down the road they'll finally be even, but by then I'm sure there'll be another upgrade available to make sure they stay behind. It's easily possible to run into a WZ late and not even have enough time to get 2 medals, let alone the 3 required for what? 10 comms? It's happened to me five times this weekend where I've run into a premade or vastly superior group (read: BM geared/class advantage - where'd all these sents/marauders/juggs/guardians that sucked pre1.2 come from?) that has camped the spawn in huttball with 6, preventing my team from stepping outside long enough to have a chance at getting medals. Result? They got full comms, we were lucky to see any (I've seen 0 comms four times so far, despite trying my best just being outclassed/matched). Pre 1.2 I didn't bail on any losing games. Ever. I'd stick it out for the miniscule, almost non existent chance at a miraculous comeback. Now? I won't waste my time. If I see certain premades on the other side, I'll leave 30s into the match. As soon as it becomes apparent my team won't win, I'll cut my losses and try again. My time is worth more to me looking for entertainment and trying again than sticking around for **** all. I realize this is an MMO and a time waster in general, but I prefer wasting my time with entertainment. I'm paying BioWare for that entertainment (so far - I changed my 3month recurring sub to a 1month today, we'll see how long that lasts).
  7. I play to win, but winning isn't always possible - I solo queue more often than not, and there's no telling what I'll find on my team or the opposing team. Before this patch, if our team was getting its *** handed back, I'd still soldier on with the "Maybe, just maybe we'll hit the long odds and win." Rarely does it work, but pre-1.2 I at least had some incentive to stay. Now? If I see it's going badly, I'll bail before wasting another minute in a losing match. If I enter a WZ and see certain premades, I'll leave before the first 30s of the match have gone by. It's not worth it, and I'm not afraid to admit it. I participate in PvP because I enjoy the challenge and want something close to a level playing field where all participants get something. The closer, last minute win matches are more fun than the landslide wins or losses. Being camped near spawn, unable to get into the fight for more than 5s at a time to actually try for medals, and being fed **** if I can't hit that magic 3 medal mark because the other team so completely dominates isn't worth playing. I pay to entertain myself, and while I understand there's a grind, failure, loss, etc. I can usually enjoy those because there's 'something' in it for me. A learning curve, a good laugh, a fun time trying - all things that make MMOs enjoyable. PvP is not PvE. In PvE, you should have to win to obtain the rewards. It's you against the computer. In PvP, it's, obviously, player vs. player - in a situation where one person's victory relies on another person's defeat, BOTH sides NEED something for participation. Yes, the winner should receive greater rewards than the loser. But never, absolutely never, should it even be possible for the loser to receive nothing. Never, absolutely never, should the loser be lucky to receive half of what the winner does. I've enjoyed PvP for 10+ years across a number of games, but in every game there was always something to make it worthwhile win or lose. 1.2 has made sure it's not worth the time investment to lose, and as soon as you see it's a loss, you do yourself a favor by leaving and not wasting any more time. Fun fact: Just started a match 8v5, lost in record time, barely had a chance to do 35k damage because we were outnumbered at every angle. 10 minutes of my time, 20 coms, other team enjoyed 100+ - this match never should have gotten off the ground. BioWare's silence has been damning as well. Bury your head deeper, guys, if you pretend there isn't an issue long enough maybe it'll go away - at the same pace as your subscribers.
  8. The anti-afk tag only works if people are actually afk. Try entering a huttball where the other team has 6 people camped on your doorstep slaughtering people and you constantly die before you can do ****. You're lucky to see 2 medals, and you get nothing for the effort. Great system there, BioWare.
  9. BioWare really ****ed pvp rewards this patch. I agree there should be a difference between winning and losing. I'm fine with the winner getting more rewards. I'm not okay with a situation where the losing team gets 40 (oftentimes less) medals. All it takes is one lopsided team that can easily dominate the opponent to prevent the 8 medal gains; I've seen several 20 medal or less games despite trying my best, just getting a weak team against a premade. For example, I just finished a huttball: solo queue, other side has two premades. We get steamrolled, takes 5 minutes, I get ZERO commendations despite doing my best. Keep making the game a waste of time, BioWare - I'm sure that's the secret to maintaining a sinking subscriber pool.
  10. The multi knockback requires talents (minor ST faced KB on stockstrike) and/or multiple people. If we're working under that assumption, then talented leap (prevents KB/CC for X seconds after using leap) or 3 people staggering leaps accomplishes the same thing to negate the effectiveness of the KBs. So I guess it comes down to situation, just like every other "CC" - the only good news is it works off resolve, something root does not.
  11. I can't think of any situation, ever, where I'd blow my CC breaker trying to get back to my team because a stealth CCs me. "Hey guys, I used my CC breaker so I could get back here just in time to be CCed again!" If a team is trying to lock you out of the fight, a good team won't wait until you're there to keep you from it.
  12. KBs already add more to resolve than I think they should. Repositioning you is not the same as preventing you from moving, getting back to where you want to be, preventing action, etc. KBs are a useful tool, but they aren't CC. "ohnoes, I used my 15s CD gap closer to leap up platforms to get in range in huttball and he used his 20s aoe KB to push me off the platform..." The only people who should be complaining about KBs are ops/scoundrels. No gap closer, no speed burst that I know of.
  13. No, the scenario is absolutely possible. There's a CC from stealth that incapacitates for 11s or so - see the first post for results. While it's white, it drains at 100 per second. See the first post for results. By the time the CC is finished, you have ~400, maybe, maybe 600 resolve left. See the first post for results. Is it always plausible? No, but it's certainly possible. Maybe you aren't sure how the system works? I'm guessing as useful as posting "fact" without all the relevant details - see above if you aren't sure what that is.
  14. Or you eat the first one, depending on what it is, have 2-4s of freedom while your resolve bar drains since you're CCed the full duration, then you get CCed again and have to wait for the third CC before using your CC breaker. Stellar system. And I believe assassins/shadows, scoundrels/ops have a knockdown component that does eat up time. Is that incorrect and should I begin creating tickets every time I'm knocked down? Example: I get knocked down with a stun, fills my resolve, I use my CC breaker - I am not immediately responsive to movement or anything else, it takes ~1s for my character to stand back up. Call it lag if you want, but it's the only time I experience such "lag" - go figure.
  15. It's why I don't put much faith in player testing. If you find the animation doesn't add to resolve - is that intended or not? A working guide, no matter the testing, is only valuable if we know what's intended.
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