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Nyoro

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  1. looks like a custom skin of the battlemaster armour. Available soon™ on the cartel market!
  2. If I remember correctly, they stated in December that there would be nine weeks between the last and the current content update. That doesn't seem too unrealistic given most of them only get a week on PTS.
  3. That may be so, but it still doesn't change the fact that implementing them in a way that would wildly affect the players system performance is a very bad idea.
  4. According to the devs of TES: online, that same engine is going to be able to handle hundreds of people in the same area, with more dynamic combat.
  5. Imagine that, a business prioritising profiteering over other things. Isn't that just the craziest thing you dun ever heard?
  6. If Makeb bombs then yes, if it does well then no.
  7. I agree that the wilhelm scream should be added, but only when an opponent is force pushed or otherwise knocked down a cliff.
  8. It was very very unbalanced. Arcane mages could sheep and double pyroblast any class for a guaranteed kill, marksman hunters could easily one shot cloth classes with a aimed shot crit and a good weapon. Rogues could stunlock targets to oblivion. A warrior with a single healer could annihilate just about anything. I know this because I used to do alot of PvP with my raid gear. BWL gear was equivalent of some of the highest PvP gear and I could easily kill another player in 3hits with the untamed blade, sword spec procs etc.. It was a lot fun back then but by today's standard it wouldn't fly. PvP games have to be balanced to get anywhere since people won't settle for being on the losing team so much anymore. It's just basic human psychology, if you reward a player for an action then they want to keep doing it. PvP'ing for fun is great for a while but soon gets boring if there's nothing to progress towards or incentive to do it when it's not so fun. I play plenty of PvP games especially FPS and they do get boring after a while, even they have started implementing progression systems to keep players interested for longer.(TF2, Killing Floor, Call of Duty 4 etc..)
  9. I think the general idea is to pick up as many mobs as possible so the healer only has to focus on one target but don't go out of your way to pick up the weak trash unless they're directly harassing the healer, the DPS should take care of them if they have half a clue. When possible keep an eye on the healers resource and the status of the team, don't be afraid to blow defensive cooldowns in periods of high burst and if the healer is struggling to keep everyone topped. Don't attack cc'd targets and everything should be fine. Guard wise the DPS are often more suitable targets since they generate far more threat than the healer and are more likely to take damage. Personally I'd reserve guard for the healer only when it's taking heavy damage.(or likely to) Keep in mind that guard only absorbs damage if the target is close to the tank and healers are often out of range to avoid AoE damage. Keep taunt and mass taunt on a hotkey so any adds can easily be picked up before they become bothersome. Unchecked adds can quickly overwhelm the healers because healing generates constant AoE threat. Another task that is usually the tanks is the marking and prioritizing of targets. Since tanks lead the group they have to decide what mobs need to be controlled, where to tank the mobs and what mobs need to be dropped first.
  10. I think that's the nostalgia talking. Vanilla was ridiculously imbalanced(some classes couldn't do anything, others could 1shot on a whim(arcane mages)) and the 10 hour Alterac Vally's were great fun until you realised you had absolutely nothing to show for it at the end. The queue times were horrific as well, we're talking up to 6hour queues to get into a battleground. I remember we even had people leaving 40man raids because of their AV pop. Vanilla WoW also had perhaps the worst PvP reward system in a game ever, a week of solid PvP would net you a blue pair of boots, if you were lucky. Granted AV was and probably still is better than any other battleground WoW has. Funnily enough the battleground is a PvE race now with only the odd group of players fighting in the middle or in the towers.
  11. Black hole is a good example of world PvP done right, particularly on PvP servers. People won't do world PvP if they either have to flag for PvP without good reason or if they have to travel great distances to get to the action. The trick is to make a smallish quest hub and put PvE quests in there so that people gravitate towards it, supplement that with PvP dailies are there's a good reason for people to get together and fight the opposition. Getting world PvP to happen on the other planets is particularly difficult since the players have to travel for a good while to get to the opponents territory and even then PvP isn't guaranteed. Personally I would love to see a new daily area on Tatooine with PvP objectives scattered.
  12. Cathar are becoming a playable race because they are extremely humanoid and thus easier for the animators. Don't expect to see any races that have a build or facial profile radically different to humans.(ie Wookies, Jawa, Mon calamari, Ewoks etc...)
  13. I don't really see what bearing the release of two other games would have on the content of this one. One of the reasons BioWare is in this mess was because they rushed the content, doing it again would be about as smart as... something that isn't very smart...
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