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Adzzy

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  1. First they decided to increase raid difficulty by making it so healers cant heal. Now they've decided to try and make it so tanks cant tank You know what comes next dont you? And in the meantime, the pvp community dies because at the end of the day its a pve game, and pvp has been such an afterthought it's painful, sad considering how fun and balanced 1.1 was (the agent classes needed some improvement, but the rest were all there or thereabouts). I do wonder if the devs believe in trickle down though, as they seem to have decided some time back to give the players what the devs want to give them rather than what the players wanted.
  2. no its not how its used, but that's the point....if you want to use it offensively, you lose your defensive option and vice versa (as much fun as divine shield -> BoP was, having the option to follow into the other was always dumb), the way those cooldowns can be and are used is the problem. When you have maps like void star (45s assault with 8s channel cap), one class being able to string out the whole team for 10 seconds plus is the design equivalent of cutting off your nose to spite your face. Then there's those rage guys, both classes, they need something like a talent that gives 10/20% defense, 5/10% force/tech resist and reduces cooldown of Saber Ward by 1.5s 50/100% of the time you deal damage (Saber Ward being a flat 3 min cooldown is pretty terrible)
  3. reduce undying rage to 3 seconds, put an increased duration talent in carnage, return force camo to 100% damage reduction...then put camo and undying rage on a shared cooldown. Then it becomes about "do i want to go from A to B with my survivability cooldown" or "do i want to be able to output damage with my survivability cooldown" 8 to 10 second extension on TTK with the burst windows in this game is just plain silly.
  4. tank stances should probably have their damage linked to their defensive stats, that way it pushes their damage up a bit (big deal), but also links otherwise pointless survival stats to a real return and strips the dps gear paradigm.
  5. Adzzy

    Powertechs aren't OP

    armor type isn't that meaningful, there's a reason that tank stances give heavy armor uses +60% sorcs ~19% Dps assassins/Marauders/Ops/Snipers ~26% Healing ops ~30% Dps pts/juggs ~33% The 3 Tanks 45-52%
  6. marauders aren't really the hardest class for a sorc,, they're middle of the road, pyro powertechs and assassins are the 2 classes in the "you don't have a chance" basket, juggernauts come next, then you'd slot in marauders.
  7. Wromg side spawns happen, not even sure what you're meant to do, you can't release and go back to where you should be, leave the wz?
  8. unless someone has negative expertise, you can extrapolate the 23% or so to about 5500 on someone with equivalent expertise, add some more armor and you're still in the 5k+ range.
  9. Adzzy

    Marauders Offhand

    bm weapon with expertise crystal over off hand, 141 vs 82 wh weapon over offhand, 151 vs 113 then there's the expertise augment potential (although not common, do exist)
  10. Adzzy

    Marauders Offhand

    to be fair though, since expertise is always better and doesn't really ever hit a dr, being able to have some 60 odd expertise (about 5%) more than other classes is probably helping the issues right now. They need to normalise the stats between offhand weapons and offhand holdables.
  11. I think being turned into roadkill in 1.2 achieved that without the need of operative changes, lol
  12. It's always fun when someone says "this thread fails hard" and is totally and completely wrong. 4s stun - 800 resolve, force lift - 800 resolve, ding ding ding 1000, stun proc - oh wait... or force lift - 800 resolve, stun proc 400 resolve, ding ding ding 1000, 4s stun - oh wait ....
  13. not much, you really only have the potential of hitting enemy players in a few places unless you go miles out of your way/datacron hunting. The difference between pve and pvp servers in this game is next to meaningless.
  14. Sorcerers and concealment ops are the two worst pvp classes in the game right now, Marauders having only one cc themselves would gain the most benefit from resolve decreasing slower, as it stands they're the only class in the game that can't fill your resolve bar.
  15. the problem thats often occuring is the smaller faction settles into a more organised setup, whereas the larger faction, whilst having premades will always end up intermingled with pugs, 4 pugs + 4 premade is going to lose most of the time to a 4+4 (that is often a pseudo 8 man). This particular issue has been impacting pvp since the daoc days, happened in wow (but they literally killed premades when they forced them into their own queues, bg9 used to run 2 hour queues for them, lol).
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