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Pearlie

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  1. I like the trident idea. That should decrease Electronet usage by at least 14%. I'm glad you brought up Anthem. Seems that Bioware's future depends on the success of that game. I sincerely hope it's hugely popular. I hope they learned from Andromeda. But recent design decisions in SWTOR (cash-grabbing from every angle, uninspired quests) don't leave much room for optimism. I love the combat in this game. It's too bad there's very little substance surrounding it.
  2. No but for real. Why isn't the range on Electronet 10m? Gimme one good reason.
  3. Haha. Thank you so much for this. I know my mental wavelength isn’t for everyone, so it’s nice when someone picks up what I’m puttin’ down. I’ve never written professionally, but I’ve done so as a hobby since I was a kid. Your intelligent response officially made the energy that went into my post worth the expenditure.
  4. In the heat of battle, I do not need to know that I'm wearing an 8-hour stim and the 4 class buffs. Know why? 'Cause I'm aware. Those icons are in my way. I want to move them. Please let me. Oh, and let's not forget Sprint. Thank the stars I don't need to activate Sprint while this Electronet consumes my very essence. What’s the range on that ability? 45 meters or so? I think I speak for everyone here. Nobody gives a damn about Sprint when a Merc comes out of nowhere right as you exit combat low on health, alone in a pit, making super weird grunts after launching into a quick set of regenerative push-ups, and then you're Netted (AGAIN) and he's Reflecting (STILL) and you've got nothing left except Roar, not even Dual Saber Throw, nor the many cooldowns that go dark across all classes—basically anything that could be useful—and he kills you by casting Tracer Missile 3 times in a row. Then he immediately backpedals into an acid trap before dying 6 seconds later. Because he's 11. This is a problem. Don't worry! I've come up with an easy fix. Here’s my suggestion (in case it's not already painfully clear): separate the buffs. Do you have any idea how many times I get hit with the class buff legacy quartet while queuing? Almost as much as Tracer Missile. You could have zero deaths in a match and I’ll bet the class buffs are refreshed as if the duration is less than 2 minutes. Does it seem like I have something against Mercs? I truly don't. In fact, my current favorite toon playing the game (besides some my own) is a pale-skinned, white-eyed, dreadlocked, leg-flashing huntress called Mandalin. Anyone ever run into her on Star Forge? She might have been the one rocking ilevel 235 whilst burning you and your friends to the ground. Yes, that Missile Blast hit you for 18k. And you probably saved your interrupt for a Tracer Missile that couldn't have been cast. And yep, those dots belonged to her. All of them. Fire everywhere. Whole team melting. Berating each other in Ops Chat. Healers blame dps, dps blame everyone, tanks blame themselves, stealthers blame their nodes, Fury Marauders haven’t looked at Chat in 7 minutes—what a beautifully confusing nightmare. Anyway, how about those buff trays? I think we need at least two but preferably three. Arguably more, though I'm failing to think of a good reason for a fourth. But definitely two. One for the class buffs because they are not merely applied with hyper-regularity; no, they are often refreshed 294 times an hour—especially in lopsided matches such as when 1-2 solo players ride the coattails of a premade murder deathsquad, and they just run laps around Novare Coast from one node to the next like an invincible virus farming everything in sight with bot-like intensity as their enemies flee, click, flee more, /emote, and win the game. In other words, the class buffs and “Sprint” ("Jog" would be more accurate) are so ingrained by now that some of us might like to move the icons that represent their effects away from our centers of vision. Seems like they should be permanent-once-unlocked 30m AoE legacy buffs already, don’t you think? The third buff tray could group effects like stims, exhaustion, rakghoul plague, party jawa, etc. Don't often need to be reminded of these things in combat. I wish I could make stuff like that really small and place it off to the side of my portrait or a quickbar. For me that would usually just be a stim, and probably a Command Boost. I need to know they're active, sure, but I don't need that crap cluttering my UI while I'm attempting to solo my ship dummy. But do you know what I may need to know at any given moment while trying to improve any stat measured by the second? I may need to know how many stacks I've got, and more importantly, how long until they expire. Information that useful requires easy attention. It shouldn't be lumped in with the kind of buffs that never proc yet seem to last forever. I think we're done here. This post started as two sentences. I’m pretty sure there’s at least one good idea somewhere upon or between the lines of the essay this has become. Let's not only improve the game, let’s also expect the game to be improved. Enough said.
  5. For instance, my launch day, currently active Scoundrel basically embodies the crazy in me. Seriously, what kind of lunatic sneaks up on a target, sticks his gun where the sun doesn't shine, and THEN starts throwing punches?
  6. What percentage of SWTOR's population only participates in PvP? What percentage participates in PvP at all? I don't know the stats, but I'm reckoning it's a very small percentage. Point is: I don't think Cartel Market sales would take much of a hit if the gear grind were somehow removed from PvP. In fact, I'd wager they'd see an uptick in sales because, well, because math: more participants, more sales. Yes, I do think removing the grind would increase population. Obviously I'm just guessing (I don't claim to be psychic), but at this point, why not give it a shot? Seriously, what's the worst that could happen? The idea of being on equal statistical footing from the get-go is not specific to Overwatch. It's specific to many games this decade. It's specific to adapting to the market and consumer demands. It's specific to common sense. People these days, especially the younger generation and extra especially gamers, don't have the same kind of attention spans as seen in previous generations. Plus there are simply too many options, and many popular games available today only cost only time to play. I hate to sound like a broken record, but I just sincerely believe that only good things would result from eliminating the gear grind in PvP, so even though some may call it "silly," I'm gonna keep the dream alive. I think "silly" is ignoring a clear opportunity for improvement because you're an old dog scared of new tricks.
  7. Completely agree about Overwatch and I've mentioned it before as an example. Translating SWTOR's entry level statistical disadvantage to that game would basically be like starting with 125 HP on Tracer, having a few extra seconds on Winston's jump pack CD, and just taking generally longer to charge an ult, etc. Why should newbies be at a disadvantage? In every game where PvP happens, newbies are already at a major disadvantage simply due to the experience of veteran players. In Overwatch it's less obvious (save for smurfing) because there's so many more people playing, thus the matchmaking system works better. Agree also about stat customization, which is why I think we need a PvP tab on our character sheets where we can tweak stats from a set pool, perhaps via sliders and/or boxes for specific percentage input. I think the Developers think they're stuck with the model because it has been implemented for so long now. 15 years? I dunno, when did WoW PvP become popular? Doesn't matter. The traditional MMO gear grind makes sense for PvE, but for PvP it is painfully antiquated and I don't think it reflects today's average mindset of a competitive gamer.
  8. I know for a fact several times over that the gear gap has kept people from playing. I also know that it has made people stop. You know, these days, most humans realize early on that they aren’t at the center of the universe. I played plenty during 4.x. Yeah, it was way better than this, but that doesn’t mean it couldn’t have been better. Doesn’t even mean the gear system was good. The difference between us when posting about this topic is that you’re kind of only thinking about yourself and your own personal enjoyment; whereas, I’m doing my best to consider anyone who may ever enter a warzone.
  9. This paragraph concerns me. I’m fully aware that I don’t speak for everyone on this matter, but Eric asked for thoughts, so I’m tossing my two cents in the hat. Definitively, I do not feel a sense of rewarding progression when acquiring gear. The rewarding progression comes from getting better. Mounts, titles, and cosmetics would be cool too. Also quadruple the number of warzone achievements. I’ll say it again. Gear doesn’t keep people PvPing—it stops them, and that’s only assuming it doesn’t prevent them from starting.
  10. This gets more mind-boggling by the day. Who actually, really, truly loses if the traditional MMO gear grind (i.e. statistical imbalance) is removed from PvP? And on the flipside, who wins? Maybe it's just my twisted mind, but to me, the answers to those two questions are painfully, ridiculously, glaringly obvious, and the best course of action going forward from 5.10 is a no-effing-brainer. Bioware, PvP won't die if you decide to get with times. Promise. Matter of fact, I'll bet you a sub (or several) that it rejuvenates.
  11. You’re either not reading or not comprehending what I’m writing. But that’s okay. Again, we can group up if you’re open to proof of my capabilities that will wildly squash your assumptions. Lemme know. Exactly. No benefit, only detriment.
  12. I’m not surprised that you think I’m bad at PvP. If you wanna eat those words, group with me on Star Forge.
  13. This has become a real head-scratcher. The only reason I can come up with for anyone not wanting the antiquated MMO gear grind removed from PvP is so that a statistical advantage can be achieved, which, in my opinion, instantly invalidates the argument. It all comes down to a simple inarguable facts. Gear creates gaps, which diminishes potential for balanced competition. Removing the gear grind/gap would incentivize queuing for warzones. The flipside to that coin (since every action has an equal and opposite reaction) is that leaving the gear grind/gap as is de-incentivizes queuing for warzones. It literally can't be argued. There are OODLES of other rewards that can be issued for time spent in warzones. Mounts, titles, cosmetics, flair, cartel coins, pets, color cystals, tunings, et cetera until infinity. The vast majority of players do not queue because they want digital shinies; they queue because they want to PvP. Period. And PvP is nowhere near as good as it could be right now because of the gear gap/grind. And no, obviously the gear situation does not affect the upper echelon of players, but it negatively affects everyone else, which, in turn, negatively affects the upper echelon. Which, if my math is correct, equates with about 100% of the playerbase. I want more players and better competition. At this point I prefer solo-queuing into premades because being on a team that steamrolls the opposition offers me little more than punishing my ship dummy until my eyes glaze over.
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