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ShaggNasty

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    Louisiana
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    The Force
  • Occupation
    Military Base
  1. Just curious what everyone thinks. SWTOR has a very popular PVP base..as we can see from all the threads...SWTOR's open world pvp was HORRIBLE and they planned to fix it...but still Illum is a pointless, useless waste of space. And look at what Diablo 3 did already? When it came out my server that was already dying..DIED..thankfully they did the server merge...but its reported all over the net they've lost over 400,000..yes..thats almost 1/2 of a million...subscriptions. Now GW2 is about to launch..a new mmo PVP focused that is free to play, open world PVP with real objectives and seige's??! Im worried..just wondered what everyone else thought?
  2. For starters...we need to have valor and commendation drops for kills or even random chance for PVP armor or PVP box's (with pvp pots, money, commendations, or loot). Keep the buff that gives no benefit to killing someone again within 5-10minutes so they can not be spawn camped or killed..If you play on a PVP server..there is no point or reward for PVPing outside of WarZones. Im still looking forward to see what the Devs are going to do with Illum... My thoughts at least..
  3. I agree with you on all fronts. An endurance / defense mod would be very nice to have. Increasing the defense to defense chance ratio and most of all either A) Allow defense tanks to shield / lower damage from force and tech attacks or B) give the survivor MODS an extra bonus for reducing damage or something to help mitigate the special damage types. These are all issues that are not too commonly brought up because the player base that plays defensive spec tanks is so low. If you have 1,000,000 players playing TANKS..maybe 10,000 of them play defense tanks...that leaves 990,000 tank spec guys with DPS armor...so then everyone crys that the "tank specs" are too strong in pvp and they get nerfed...making them even more pathetic. I would like to challenge the developers to get the statistics on the actual number of PVP defense spec (mods and enhancements included) there really are and listen to the community voice how and why nobody plays them (and ones that do wish they could switch but have invested too much time getting defense gear to turn back)...I cant tell you how much i read people saying that they have a tank DPS not a tank TANK...or how utterly useless the WH survivor gear is so nobody uses the mods / enhancements just maybe armoring for the set bonus. Its just facts..
  4. Is there any point? Honestly? What are they good for? I know in Huttball they are great carriers...but then FIRE PIT > ALL and they are lucky to break 100k damage in an entire WZ (purely defense spec). So other than huttball is there any real reason to have them?
  5. Lets see.. Lowest Armor rating (sepically now since the nerf) = CHECK (a tank that takes the most damage woot!!) Self heals?! = 240hp once every 4.5 seconds in combat technique? HOLY COW that keeps you alive YA!? NOT!! oh yea and harnessed darkness...gives you 2%hp per tick up to 4 times...WOW you can use that every 60 seconds or so and gain back (at 20khp) 1.6k HP over a 3 second attack...MAAAAAAAN that is OP we should nerf it AGAIN?! Stealth!!! = PVP if your dotted you pop right back out..PVE you stealth your main tank your team dies LOWEST DPS = If you are pure defense spec you have the lowest DPS of all tanks 2 low damage AOE hits and crap single target damage.. - Vanguards / Powertech have great AOE (DFA and MV) and Jug / Guardian get the HIGHEST AOE DAMAGE HIT IN GAME (Sweep / Smash hits regularly for 5-6k) and dont F----ing try to deny it. I see it all day in WZ's.. Shadows / Sins have good shield rating = YES THEY DO! but shields only work on weapon damage and 80% of the damage in the game is force / tech...YEY...another fail.. NO LONG RANGE - Shadow is the ONLY TANK that has no long range abilites other than a pull (Force in balance can get that but it only hits 3 people anyways ooOOooOOoo). Vanguard / Powertech get pulls and can grapple closer to an enemy, plus have long range damage attacks...guardians and juggs get leap and saber throws (high damage long range) plus lots of snares and CC when they jump to someone...Shadows..NOTHING! The only good thing about a dhadow tank is they have resiliance... Word for the wise.. Don't waste your time making a defense spec shadow..I learned the hard way. No wonder why everyone that plays a shadow in PVP wears DPS armor... Nice..
  6. Lets see.. Lowest Armor rating (sepically now since the nerf) = CHECK Self heals?! = 240hp once every 4.5 seconds? HOLY COW that does nto help ANYTHING = CHECK Stealth!!! = PVP if your dotted you pop right back out..PVE you stealth your main tank your team dies LOWEST DPS = If you are pure defense spec you have the lowest DPS of all tanks - Vanguards / Powertech have great AOE and Jug / guardian get the HIGHEST AOE DAMAGE HIT IN GAME (6kcrits) Shadows have good shield rating = YES THEY DO! but shields only work on weapon damage and 80% of the damage in the game is force / tech...YEY...another fail.. NO LONG RANGE - Shadow is the ONLY TANK that has no long range abilites other than a pull. Vanguard / Powertech get pulls and can grapple closer to an enemy, plus have long range damage attacks...guardians and juggs get leap and saber throws (high damage long range) plus lots of snares and CC when they jump to someone...Shadows..NOTHING! The only good thing about a dhadow tank is they have resiliance... Word for the wise.. dont waste your time making a defense spec shadow..i learned the hard way. No wonder why everyone that plays a shadow in PVP wears DPS armor...and you cant hardly find anyone playing a PVE shadow in the first place... Nice..
  7. Welthen in PVP they could put a cap on the damage % absorbed from force / tech attacks to 25% or 50%...Aalmost all (if not all) DPS classes have some type of spec or ability that increases crit chance or 100% crit chance on an attack or attacks. I just think its sad that a defense spec tank can still get hit for 1/4 of your HP in a single hit (6k) at times. And you're exactly right. NOBODY wants to play a defenseive tank because the shield system is broken. Its all over every forum every PVP thread on tanking says it. Bioware needs to do something to fix this or at least reevaluate the system IT IS BROKEN. Anyone denying it is either stupid or lying to themselves or never played a shield tank. Guardians / Juggs have THE HIGHEST mitigation IN THE GAME and THE HIGHEST HITTING AOE ABILITY IN THE GAME they regularly hit 5-6k crits on AOE...and THAT IS BALANCED? people cry nerf cuz they dont know how to play but at the same time, im not crying nerf this is not for ONE calss this is for the whole game. Its flawed shield system.
  8. Ok, so we are aware that mitigation tanks (Jug / Guardian) are damn near unkillable at times because they can mitigate with their buffs almost all incomming damage for a short time, plus they dont get hit too hard because of the higher armor and mitagation abilities. Shield tanks (Vanguard / Powertech and Shadow / Sin Tanks) And espically Sin / Shadow because they have lowest armor rating now MORE than ANY TANK CLASS really get the short end of the stick because of the healing and armor nerf and how shielding does not work effectively in PVP. For those of you that DO NOT KNOW...armor and mitigation reduces over all damage. Shielding in its current state can ONLY REDUCE WEAPON DAMAGE ATTACKS. Being that the majority of damage attacks are force / tech attacks the marjority of damage is still received at 100% for shield tanks. Even with full War Hero armor you will get crit hit for 4-6k damage pretty regularly. In the current state your shielding and absorb are comparable to crit and surge but the defense version. Your chance to shield goes VS someone your attacker's chance to crit. If you win (assuming its a weapon based damage attack) then the damage is reduced by your abosrb%. If the attack crit roll beats your shield chance, you will be hit for 100% (plus surge) of the damage. As stated before ALL FORCE AND TECH ATTACKS ARE ALWAYS 100% (plus surge if its a crit) DAMAGE. Obviously as a full defense spec shadow tank in PVP I am pretty useless..My survivability sucks because the aweful shield system is only effecting weapon damage and i have horrid DPS because im so defense specced, im lucky to break 100k in a WZ. MY FIX TO SHIELD Make shield work to reduce damage on ALL attacks. For weapon damage it works fine, but for force / tech since those are 100% chance to hit every time, I fell that the shield chacne should still roll VS the crit chance to possibly reduce damage taken instead of completely ignore it. As it stands now you can defend against a weapon damage (parry, dodge, block) but you CAN NEVER defend against force / tech. So even if it has a 100% chance to hit it will not have 100% chance to crit (most of the time) and if its a non crit, it should be reduced still by the absorb rating. Thus allowing the VERY FEW players to play a defense tank in PVP to actually fell as though we are DEFENSIVE instead of paper tanks in PVP.
  9. Shadow / Assassin survivor armor is worthless! Who uses it? The bonues for 4 pieces gives extra 5% damage to PLAYERS ONLY when guarding someone. Yes i understand it is PVP armor, but still every other set item is WAY more useful and is not only for players. I think it needs either boosted damage, or something better, thats why nobody uses it. Every Sin / Shadow uses the stalker gear because the bonus for it IS USEFUL! epic fail.
  10. If this is the case..why is Yoda a playable character in Soul Calibur 4?
  11. /sign if you want to see a "Yoda race" playable in game! /Signed:D
  12. Do Sorceres need a buff? Nope. Enough said.
  13. ShaggNasty

    Marauder Love?

    Ok guys. I just want to say first of all, I do not play a Marauder and never have. I do however have 3 friends that have Marauder characters and have killed MANY Marauders in PVP with my Bounty Hunter. Of the 3 of my friends that play Marauders, 2 of them are lvl 50. One as soon as he started into 50, rerolled a new character because of how "weak" Marauders felt. My second friend who plays a Marauder just recently hit 50 and has started to PVP and is feeling the same way, saying he wishes he made a Jugg instead. And my other is just lvl 12 and he is currently enjoying the class fine (as the other two did prior to 50). From my experience in PVP, I have honestly NEVER lost a fight to a Marauder in a 1v1 fight. Honestly most times when they attack me in PVP I will just ignore them while they attempt to hurt me and just throw my weak heals on myself and out heal them and knock them back and stun them. The only time I even bother killing a Marauder is if he is by himself because its an easy kill for me. In a group, I focus on targets that are actually of concern. I am reaching out to all of the Marauders that read this and tell me if you think your class is weak? Having NOT EVER PLAYED ONE, I really truely feel they are currently the WEAKEST CLASS in the game. I've never seen a Marauder top DPS or Kills. I've never ran for my life despreately hoping someone would help me when I have a Marauder jump on me (as I often do when Ops, Smugglers, Sin or Shadows). Just curious what everyone else's impression is of them, since a non-marauder player thinks they are so weak...I wonder why I dont see any complaining about them. I have read EVERY CLASS IS OP...NERF NERF NERF...For EVERY CLASS in the PVP forums...EXCEPT for Marauders...no one thinks they are OP. So in a game where EVERY CLASS IS OP...except yours? Marauders must be broken... Bottom line, I think the Devs need to give Marauders some love. Thoughts?
  14. 1) Objectives: First, there needs to be good reason for capture and holding the objectives. Maybe once captured you have a X minute "defender" timer. 2) Reward: Once the defense timer cools down, all members of the capturing faction get a small reward like 500 valor / 5 champion coms or something alone that line. 3) Competitive: This style of rewards system would promote a healthy amount of interaction. There should also be timers where the objectives can not be locked for the opposite faction, or are more difficult (like defensive mobs / turrets) to capture once controlled. Also, once / IF all objectives are controlled by the same faction all participating members receive another larger bonus or buff, providing yet another good reason to participate. 4) Overpopulation: The faction with less people could be provided a "underdog" type of bonus to allow them to do increased damage or recieve increase healing in proportion to how out numbered they are in that zone. Also, capturing the objectives for the "defender" type bonus the timer could be smaller since a much large force would easily waste them. 5) Enhance Gameplay: I think this type of system would greatly enhance the open pvp areas. I also believe that Illum's PVP area should be LARGER or, not have the quick transports because it allows people to defend much faster. Perhapse in my purposed idea you could have an option to respawn at areas already controlled by your faction. I dont think this is PERFECT but it is in my opinion a good starting point.
  15. I would agree with this post for sure. Currently you get 0 reward for killing someone outside of Illum (why have a PVP server anyways?) And having some access to flashpoints be at or on a contested area would be good too to increase the likelyhood of PVP. Or even having large mine nodes for crafting t4 or when they make t5 items. Or even an entire WORLD that is OPEN PVP NON-FACTION based. Like they tried to do with the outlaws den, which i've never seen anyone there but myself. There needs to be a REASON to engage in open world pvp. The Illum daily quest was the only REASON to engage in it. Now that you get your updates from WZ's you dont need to do Illum. That is what my main point is about world PVP being dead. Honestly there is no reason to do Illum. YES it is faster, but you never really HAVE to do it.
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