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Arialyn

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  1. Arialyn

    Resolve question

    The thing with roots, is they ALWAYS break the instant you are hit or damaged. So why would a skill that is easily broken by damage fill up any of the Resolve when you can still fight/pass/act while rooted? To be honest, i believe they should just throw out the 'broken' Resolve system. It was a nice concept.. just implemented poorly. And i know alot of people (includeing myself) Base this off hutt-ball and not open world pvp, or the other 2 warzones, but the thing about huttball is, that its MAKES people target 1 specific person at a time ALL the time. The entire game-mechanic of huttball all but forces 'broken' systems to the front. Being able to jerk someone to you, then imediatly knock them away + root them in place wherever they land at. Being able to 100% stun someone up to 3-4 times befor they become immune to 'further' stuns. They just need to put in place a system that makes you imune to any full stuns for 5-8 seconds 'after' each 100% stun effect ends. That'll eliminate the chain-stun problem completely.
  2. Yup. Ive only gotten kicked like this once. But then, my computer loads fairly quickly, though i have come 'close' to being kicked from huttball quite a few times. It seems like that idel kick debuff is only 'added' to players 20-30 seconds after the start of the match. But then it adds it to 'everyone' 5 seconds after they enter the spawn area. As i said, this problem would go away if they simply coded the idel kick to not be placed on someone untill after either the Client sends a signal that it is 100% loaded, or they need to extend the 'first' tick of that idel kick thing for a full two minuts, then from that point on return to the 30-60 seconds it is now.
  3. Arialyn

    Resolve question

    Because the Resolve (in the extreamly rare cases it actualy is usefull and 'works'). Is there soley to make you immune to 100% controled effects. While rooted, you still have a chance to pass the ball, or fight back, ect. While stuned, you have 0% chance to do 'anything'. That is resolve's sole purpose.. although in my experience, its a broken system even in its current form as it only ever fills up 'after' youve already been 100% unable to do anything for 2-3 times. By then your already so low on hp you might as well be dead, and when it 'does' finaly fill up, it only prevents any 'further' 100% CC, it dosnt break the one you got hit with that filled up the Resolve bar the last 1/8th of a way it needed to be filled.
  4. Only there is no 'counter' to being draged. Unless you consider the broken Resolve meter to be the 'counter' to it. About the only way to keep from being harpooned is: 1) Be out of range. 2) Be lucky enough to have your resolve bar full and have enough hp left over to actualy make use of it. Notheing else keeps you from being yanked. And as there is currently a way to stay up on that platform indeffinantly and never get booted for 'idelness', which let them literaly camp the score-line (that 60 second move it or lose it debuff), im sticking with my idea that it was an exploit as it gave them a way to instantly kill a player, nomater his hp, nomater his buffs, even if he had a 'bubble' on him. The moment he crossed the threshold, he instantly died.
  5. And i'll ask you the same thing i asked him. Then what is 'your' definition of an exploit?
  6. This only seems to happen if you 'backfill' into a game that is already in progress. Seem's the game will load up your character in-world 'befor' your client acutaly finishes loading. At which time it places the 60 second (move it or lose it) boot 'debuff' on you. Which, if it takes you 40 seconds to load means you'll likely get booted from the match you just joined. An easy way for them to fix this is to have the 60-second kick debuff ONLY apply to 'respawned' players. That way players that have freshly loaded never get the timmer untill after the exit the spawn / die.
  7. What then is your definition of an exploit? Mine is stated in that cut/paste i made. That being when a game mechanic is used in a way that gives 1 player an advantage over another player or the game itself, or bypasses/breaks gameplay. Useing a mechanic who's sole purpose was to 'keep players out of a spawn area' as a way to Instantly kill players who had absolutly 0 intention of going into the spawn area in my mind is an exploit. If you think its not, then what would be an example of an exploit in your mind? As for the 'speccing concealment as an operative' thing, Take it youve been knifed in the back a few times? *shrugs* happens to everyone, even other operatives.
  8. one, and only one short bump as i think this thread got moved after i made it.. and it prolly slid off the front page instantly in its new forum thread home
  9. Thats probably true.. though people who have Orange belts and bracers (those lucky bastages) will also have slightly more as then they would have 8 slots in which to place those + expertiese mods you can drag out of the pvp weapons into. Which would give them a total of 200 expertiese. (i 'think' bracers and belts, the orange ones, have a 'enhancement' slot, i think its the 'mod' one their missing. If im wrong and its the enhancement slot thats missing, then yea, 150 is the max you'd be able to get.) *quit edit* forgot about dual-wilders.. they'd have up to 9 then. so 225.
  10. ok.. so from the patch notes we have this: Huttball •Class abilities that pull a hostile target (like Grapple, Harpoon, and Force Pull) can no longer be used to pull enemies onto the spawn shelf. Whats so important about that?.. well From my own customer help ticket i turned in about a week ago.. we have this: Copy/paste picture I have a CSR responce saying that there is no problem with people doing what this patch now keeps from being done. And yet, less than a week later, its in the patch notes as being removed (skills wont work, which is one of the sugestions i gave them). Make up your mind EA. *edit* link should work now and for those that actualy read all of the cut/paste thing.. no, the 60 timer doesnt auto-remove.. but i did find out a way to reset/remove that timmer while still remaining up there (which is likely what those troopers/BH's were doing).
  11. Wasnt farming too well, i ended up killing her both times.. but still, was anoying. I'd backstab her only to have her teleport 15 feet to the right, or smack her with... damn cant think of the skill but the 2nd knife one, and the same thing would happen, then i'd have to chase her down again.
  12. Maybe someone can explain this to me.. (and no this is not lag-related.. was having absolutly 0 lag). Was fighting in the Alderaan warfront (the one with the 3 turrets) tonight and ran into a Republic Trooper carrying the assault cannon. While fighting this trooper i noticed that she would 'teleport' at random, and in random directions. This did not just happen once.. it happend 4 times in the first engagement, then 3 more times in the second fight with her. I know this isnt lag related as most people when having net trouble, you'll see them running and 'jittering' in place. No, this trooper simply teleported randomly and into random areas. Do troopers have some wierd shadow-step skill i dont know about? or was this persone somehow exploiting the /stuck command in some way?, or some other thing? Anyone have any ideas?
  13. yea, everyone makes a mistake. But as i said.. i never even knew you 'could' cloak to 'drop' the ball untill i did it on accident. Someone who's cloaked cant catch it, thats a given, but being able to intentionaly 'ground' the ball by simply useing the instant-cloak skill. While everyone else has to 'spike' it by throwing it away does bring up some issues. As someone else stated, someone useing the Operative / Smuggler skill that cloakes all friendlies within range can cause you to drop the ball even if your not a cloaking class. While being attacked and almost killed (which would have given the other player the ball) you instantly cloak to reset it. Whereas anyone else has to 'spike' the ball instead, which gives he other team a chance to intercept it (if their quick enough). My idea was simply to make it were you couldnt cloak (or in the case of the AOE skills 'be' cloaked) while holding it, so that you had to 'spike' the ball like everyone else instead.
  14. Ok, i sent in a feedback about this in-game a few weeks ago and was asked to post it here while at the same time the GM who answerd my ticket said he'd pass the thoughts/feedback along to the Developers. So.. what was my ticket about? Stealthing while carrying the hutt-ball. While in a hutt-ball match one day, our team was on the way to winning a tied 0-0 match, all we had to do was hold the ball for another 40 seconds. While i was helping guard the ball-carrior, the persone i guess got close to dying, so he tossed the ball to me. Ok, thats not bad, even as a squishy operative, i can survive for 30 seconds, given that im not 100% chain-stuned. So as expected i get attacked, and i start to fight back.. but, i do 1 thing on accident (i honestly didnt intend to do it) i clicked my combat-stealth skill while trying to hit an hp stim. What happened?.. Well i immediatly went into stealth mode.. but, at the same time, since i cloaked, i droped the hutt-ball. This instantly reset the ball at mid-field (with 10 seconds left) at which point a enimy player picked it up and won the game for his side. Now, as bad as i felt for loseing the game, it made me think. What i did on accident, others could do on purpose in order to 'grief' their team. Say your 4 feet from the coal and you get rooted, to make the score you pass it to a player near you who has the ability to cloak. Well this character has been getting bad-mouthed by your team, or he simply is a *****. Either way, rather than run across the goal, he simply cloaks and resets the ball at mid-field again. Or, a situation like mine arrises were you have to hold it for 20 more seconds to win, only to have a cloaking class who has the ball immediatly stealth just as the game is about to end in order to 'give' the win to the other side as they have someone waiting at mid-field. Only were mine was done on accident, this persone does it on purpose in order to 'grief' his team. What i propose is to ask the devs (if their not already working on this) to impliment some type of code into the game that dissables cloaking classes cloaking ability for as long as they are holding the ball. This'll keep people from both 'accidentatly' dropping the ball, as well as limit how easily a griefer can throw the game for their team on purpose. Granted, there are situations were you want to 'ground' the ball (such as if you kill a enimy ball-carrior right next to your own goal and your fixing to die to his buddy) but we already have a way to do that, thats to simply pass it to the ground. Thoughts?
  15. ok.. i posted this in the stickied "how to use Resolve" thread.. but figured no one would read the 27 pages to even see it.. so reposting it here. I honestly do think the resolve system, as it currently exists, works great in 1 vs 1, or even 2 vs 2 situations.. but when you get into a situation such as a 10 v 10 huttball match.. the system breaks down comletely (unless of course you are a 'tank' class) and the reason for this is that 'everyone' on the other side is focused on the persoen holding the ball. Why dont you see how broken the system is in other matches? Because in the other two warzones, no 1 single persone is ever the 'target' UNLESS you run up against a pair, or 4 people who are all in the same guild/group and are useing a VOIP system to co-ordinate themselves. In that case, the same things that happens in hutt-ball, happens in any other place. the persone being chain-stuned looses so much hp by the time their 'resolve' meeter fills (because their being targeted by 4 other players at the same time) that they might as well go get a drink because their going to be killed while there isnt 1 single thing they can do about it. They cant even take 1 hp away from the people attacking them, they cant use any 'escape' skills such as the inst-cloak skill, or knockbakacks or AOE stuns. Now granted, in a 3 or 4 vs 1 situation, the other player is likely to die anyway, but atleast he'd have a 'chance' to hurt the attackers if he didnt spend the entire time stuned and unable to act in any way, shape, or form. If only it was that simple. Unfortunately, 2 stuns does NOT fill the resolve bar all the time. Each type of stun fills up a set ammount of Resolve. 2x AOE stuns will fill up a resolve bar with no problem, and the 60 second 'sleep' skills instantly fill up the resolve bar (neat trick to use to make people pop their Stun-break early so that even when it re-fills their screwed). Single target stuns on the other hand, do NOT always fill up the resolve bar after 2 of them hit you. Ive been hit by 3, and on rare ocasions even 4, single target stuns befor its filled up befor. Add to this, the only real classes that can actualy take advantage of the system are the 'Tank' classes.. such as the JK, Sith Jug, BH and Trooper. Those are the only classes that have any 'real' Damage Resistance buffs that last for any decent lenth of time that they can use prior to any expected Stuns (most other classes self-damage resistance buffs only last for 2-3 seconds, like the Imperial Agent's evade or Energy shield). Another strike against the resolve system is that it depends 100% on your stun-breaker skill being useable. But wait.. ALL stuns have reuse timers of 45 seconds or LESS. How long is the reuse timmer of the stun-breaker? Well it 'use' to be 3 full minuts, they 'buffed' it a patch or two ago so that its down to 2 minuts. But still.. the skill that actualy makes the resolve system 'work'.. can only be used once every 2 minuts.. yet the skills that the resolve system is in place to 'block'.. can be used every 45 seconds or less. And every class has between 2 and 3 of these skills. Now, lets say that you do somehow manage to survive the damage you take while 100% stunlocked for the 6-8 seconds it takes for your Resolve to fill up to the point were it turns white and you pop your Stun-break. Just how long does that resolve bar stay white?.. 4?.. 6?.. seconds at the most? Then you can be imediatly re-stunlocked and guess what? You cant even stun-break when you resolve turns white again because your stun-break skill still has 1:30 left befor it can be used again. The resolve, when its full, makes you immune to any FURTHER Stuns, it does not 'break' the stun your currently suffering from as soon as it turns white. So in effect, if you get hit by a 6 second stun which fills your resolve bar, but your still waiting another 45 secons for your 1 and only stun-breaker skill to reset, by the time that 6 second stun wears off and you can move again, your resolve is already down to 1/3 full and dropping like a rock, if its not alredy empty again. I am forever going to believe that the only way to fix the stun-lock issue is to throw the resolve system out the window and follow sute to the other great PVP MMO's of the day (such as DAOC) and that is to simply instigate an AUTOMATIC Stun-immunity after EVERY stun effec ends, that lasts for 4-5 seconds. In that case, you get stunned, well crap.. cant move, cant defend yourself.. the stun finaly ends and you start moveing again, Someone tries to re-stun you again (the chainstuns that make it so you might as well just unplug your keyboard for all the good it does you to have it while chainstunned), but hey!.. the stun fails.. .why? because your IMMUNE automaticaly for 5 seconds or so, this gives you time to actualy DO something other than sit there and lean back in your chair and wait till your killed (which is how the current chain-stun system works) such as maybe.. i dont know.. pass the hutt-ball? stun the guy tryign to stun you... something other than sit there and wait till your killed as is the only option you have at the moment 90% of the time. But what about the stun-breaker skill? wouldnt an auto-immune system sorta nullify its use?. No, it'd still be usefull to break those stuns EARLY, but you'd still gain the immunity from the stun you break out of. (it'd still be usefull to use for those instances when your stuned ontop of those fire-traps in Huttball for instance) Judging by the patch-notes on the Test server thread, the Dev's current answer to the chain-stun problem is 'nerfing'. Their lowering the knockdown time of the Operatives shadow-strike skill to 1.5 seconds from the 3? it use to be. If anything this is only going ot INCREASE the problem as now that knockdown is treated as a 'single-target' stun, so it nolonger fills the resolve meter as much as it use to. So whats next?. Sith Sorcorers Electricute only stuns for 3 seconds instead of 6?, Bounty Hunter's/Troopers Harpoon and Knockback/root shares a cooldown (to prevent them from harpooning you, then imediatly knocking you back into fire/acid, or over a cliff)? Rather than fixing the real problem, the Dev's seem to be targeting the skills that make the 'real' problem come to light. I cant count how often ive had people tell me to 'learn the system, learn when to use your stun-break, learn this, learn that'. Ive learned it all, ive watched the resolve bar while playing, ive watch other people's Resolve bar while their are the ones being targeted. In everything ive seen the only people who can actualy take advantage of the broken resolve system are the 'tank' classes who have skills that actualy last long enough to absorbe the damage they recieve for an entire stun-lenth (like the 15 second blade-turn Sith's have, cant think of its name) or, those people who are being healed by 2 or 3 team-mates. Any other class, while being stuck in a chain-stun situation, loses so much of their hp befor their resolve bar fills up that only a lvl 50 hp potion will restore enough of their hp to give them even the 'slightest' chance of surviving another 2 seconds 'after' their resolve fills up and their able to move/use their stun-break.
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