Jump to content

Trimsic

Members
  • Posts

    64
  • Joined

Reputation

10 Good

1 Follower

  1. Hum, if this means that 8-man premade queuing is still not in the game in patch 1.2, we (our guild) stop the game. We've been waiting for too long for a functionality that should have been in the game since day 1.
  2. You are right. This is the reason why I've added a fourth reason relative to the PvE.
  3. It's true that the melee classes are fun to play. But they are not that efficient. Think about the incoming ranking system.
  4. I understand the meaning of your remark. But actually, there are solutions like those that have been put in place in Rift. For instance, the damage output of some spells in PvE do not scale the same way in PvP.
  5. This is not completely true: assault spec vanguard and commando (and their mirror classes) can deal a huge amount of damage while moving.
  6. Please, find below a list of reasons why all the melee classes need a serious love in this game. You may discuss this list, add new reasons. If you do so, I will update this original post accordingly. Reason 1 When a melee class is rooted, snared, or bumped, it cannot deal any DPS (with the exception of the Jedi Shadow and Sith assassin who can deal some Range DPS). The resolution bar is not growing up that much when you are affected by a movement impairing effect. Even worse: while rooted, the resolution bar starts decreasing. You cannot move, but you are almost immediately eligible for a mez, a stun, or whatever else. Obviously, a melee class is much more affected by crowed control effects than any other class in the game. Reason 2 The melee classes are taking way too much damage. They take so much damage that they have not the ability to put the pressure into the enemy lines. Let's take an example: a 50v50 fight on Ilum. The melee classes, i.e DPS and tanks, cannot rush the enemy lines. If they do so, they get killed in a couple of seconds. The combat is therefore a (Range + Healer) vs (Range + Healer) fight. In such a fight, melee classes are only spectators. This issue has also an impact in the overall PvP game play: since it is not possible to rush into the enemy lines, the fight is therefore quite static. Reason 3 The melee classes are globally dealing less DPS than the range classes. This is a subjective observation as I do not have any combat logs to prove this general feeling or its contrary. But I can also listen to people who have two characters, one range DPS class and one melee DPS class, and who report the exact same feeling. IMHO, a melee DPS class should strike hard when in contact of the target, as most of the time, due to the movement impairing effects and other CCs, the melee DPS class cannot deal any DPS at all. Reason 4 In PvE raids, the melee classes generally take more risks than the range classes. For instance, some bosses can cleave, can PBAoE (not that much in SWToR though), which can be quite harmful for the melee classes. In some extent, there are no added values in having melee classes in a PvE Raid operation at this moment (with the exception of the tank of course). For these reasons at least, the melee classes need a serious love. The suggestions are: - Melee tank classes should take less damage in defensive forms (and deal little damage) - Melee tank classes should be more efficient in protecting (guarding) their team mates. - Melee DPS classes should deal more damage in offensive forms. - Melee classes should be less affected by crowed control effects in general, as they are both affected by movement impairing effects and mez / stun effects.
  7. Thanks for your replies guys. I'll check in PvE tonight.
  8. Honestly speaking, I can hardly feel the effects of the watchman love that came with this 1.1.2 patch: - now increase dot damage by 15% (instead of 6%) - now increase critical chance of dot damage by 15% (bug fix, not a love) when 5/5 in Juyo form I'll check in PvE the next two days if I can notice any real difference. But yesterday in PvP I had the feeling that I dealt a bit less damage than before the patch. Just to make sure: the dot effects are still considered as a force skill and still deal elemental damage, right ? Any other feedback about this change ?
  9. Something puzzles me in the numbers you give: you earned the healer medal, which is an indication that you are watchman spec'd. But at the same time, you also earned the annihilator medal, a 5k blow on a target. Hum, either these numbers are just a fake, either your opponents were really badly stuffed...
  10. This article is very interesting. However, you have a fantastic content from level 1 to 50, with an innovative and interactive quest system that most people really like, and you have tuned the game in a way that your players can achieve it in 2 or 3 weeks. Why ? Don't you think that you made a terrible mistake here ? If this XP leveling part, which is probably the best part in the game in terms of quality of realization and fun, required 2 months or so to be completed by an average player, don't you think that you would have had more time to fix bugs ? Most of the painful bugs are met when players address the high end content of the game, i.e. once they are level 50. Same remark about how fast the players can get their Columi / Champion stuff. Don't you think that it should have been more difficult and longer to get it ? The current problem is twofold: 1. There are still many bugs in the game 2. People have done the content, and are fully stuffed - more content is needed It will be very difficult for you guys to address these challenges within a very short delay. But I sincerely hope you will.
  11. And once you play another class, then you realize how useless the sentinel is. Range DPS classes perform much better in PvE, when it comes to deal damage. Range DPS classes are the actors in PvP combat, while the melee DPS classes are the spectators... There is nothing else to say, actually.
  12. For Ilum, I will give a 0/10. For the War Zones, I will give a 8/10.
  13. IMHO, DAoC RvR worked pretty well because there were a lot of objectives to be captured all over a huge map. Therefore, even if one side is outnumbered there is still room for some type of guerrilla. You can regain control of captured objectives, through smart moves behind the enemy lines. This is nothing to capture in SWToR. And therefore, the side that outnumbers the other side is camping in their base. Please, you should also avoid the mistakes that have been made in WarHammer. In this game, the two factions were forced to fight each other along a front line in a direct confrontation. There was no or a little room for some type of guerrilla, leading to situations where, at the end, 100 people were fighting against 100 people in a very small zone => poor client performance, server lags, server crash, no fun. Objectives must be designed to oblige the players to split their forces if they want to control the map. This means that there must be several objectives scattered over a map that is huge enough to force the split. Once under control, an objective must be guarded by some NPC, so as to make sure a few individuals cannot regain control of it too easily. Now Bioware, you know what to do.
  14. Les faits: - 100+ joueurs impériaux campent la base républicaine sur Ilum - Des joueurs impériaux reportent gagner environ 1000 points de bravoure toutes les minutes. Il suffit que parmi tous ces joueurs présents quelques uns tuent les joueurs républicains dès qu'ils zonent dans leur propre base. Alors, tous les impériaux à proximité en profitent. - A ce rythme, certains ont pu gagner un nombre indécent de rangs en une seule soirée - Le FPS sur zone est catastrophique, même avec une config des plus musclées: 5 FPS max avec Core I7 2600k, 8G DDR3 1600, GTX 580. A titre personnel, ces problèmes ne font que confirmer ce qui est maintenant une évidence pour moi: la zone PvP ouverte de Ilum n'était pas conceptuellement terminée quand le jeu est sorti. Tout comme bon nombre d'éléments du jeu, comme certaines interfaces graphiques, l'hotel des ventes, le système de progression d'équipement nullissime en PvE comme en PvP, les groupes en BG qu'on doit refaire systématiquement, pour ne citer que cela... A vouloir sortir un jeu à tout prix, alors que plusieurs éléments n'étaient clairement pas finalisés, et beaucoup d'autres encore buggés, on aboutit à une situation terrible où la perception du standard de qualité que Bioware met dans son jeu est à un niveau des plus bas jamais observé dans tout MMO. Il aurait été préférable de sortir le jeu plus tard, que de voir ce qu'on a vu depuis qu'il est sorti. On est tout près de la piètre qualité d'un AoC à sa release, et franchement ce serait quand même dommage que SWToR ait la même destinée. De grâce, fermez la zone PvP ouverte de Ilum, le temps de proprement la terminer. Cela permettra au moins d'éviter à ceux qui ne l'ont pas vécu le ridicule affligeant de cet Ilum version 1.1. (Et 1.0 par la même).
  15. Did you ever play Dark Age of Camelot ? If you did, did you ever meet such a situation in DAoC ? So many solutions exist to avoid this camping issue, that it's just mad that none of them were implemented in SWToR. There is a simple reason for that: the Open World PvP was not ready when the game was released, and it's still not ready.
×
×
  • Create New...