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madtycoon

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  1. It would definately not be thriving as much. Healers are usually the hardest thing to find when people try and make a 3v3 team. Just think if the wow system required you to find another teammate who has to be a tank? Queue a tank for PvE. You get an insta pop in WoW. That's how much of a demand they are in even with cross server and a massive playerbase. The 5v5 bracket is not very active, because you have to find more people. Arenas in general would be a lot less active if 4v4 was their only game mode especially if you were required to have a tank on your team. No 2v2 for people to learn how to play and get introduced to WoW Arena either. No conquest points forcing people into ranked content to get the best pvp gear. People would never have an incentive to leave battlegrounds. Arenas would probably have never even taken off if they made tanks essential to arena comps like they are in SWTOR. Pretty sure that's why they purposely left tanks out of pvp. It's too many roles to balance things around. Too many roles required to make a team. Solo ranked (this game's most active ranked mode) will never be balanced and will never be fun for the majority of the playerbase. You can't balance things around tank/healer/2 dps, 1 healer/3 dps and 4 dps, even if they wanted to. Not with guard in the game in its current form. 50% damage transfer with no cooldown, no duration is too polarizing. It's the best and easiest to use defensive in the game. 4 DPS is never going to be fun for new players. People die too fast to learn anything. It turns people off from ranked PvP. They die too fast, because the game's damage is intended to be soaked by a tank. When a tank who guard swaps isn't in the game mode like most solo ranked matches and most warzones they get replaced by more DPS. You see damage inflation. There is no way to balance this or make it fun when you have to have high amounts of damage to counter guard.
  2. You fix it with school lockout on interrupts. Sorc abilities were pretty much copied from WoW. Innervate = Penance. Static Barrier = Power Word Shield. Rejuvenate = Riptide. Roaming Mend = Prayer of Mending. The big difference is that you can counter those abilities in WoW. They copied the abilities, but they didn't copy the counters. Channels do not see enough of a penalty for being interrupted in this interrupt system, because it will still heal and they only see global time lose if they are instantly interrupted. Even then it's only .5 seconds of lost time. Innervate is like a 7 second cooldown as well. So they can Innervate again a few seconds later making the stacks loss not that important. Kolto Infusion, Healing Scan and everything hard casted sees a penalty if you are interrupted (especially late in cast). You have casted downtime. If a merc gets locked on a 1.8 healing scan at the end of the cast, he just lost more than a global worth of time. Add a 2 or 4 second lockout to all other heals when you are interrupted and Innervate becomes more balanced. Increase casted healing output and nerf instant derp heals like roaming mend and anything else that don't have direct counters. Lower cast times on everything rotational that is over 1.5 seconds. Healing scan shouldn't be 1.8+. That's too long with not enough reward.
  3. Knockback separating guard is rarely a thing. It's a lot easier for the tank and healer to just reconnect then separating them with knockbacks. It's a lot more common and a lot easier to just kill through guard in that scenario with stun chains on the healer or just tunnel the tank and CC the healer. Knockbacks are usually wasted resolve on a healer unless you can like knock them off a bridge. It's not a real counter mechanic.
  4. It's not the worst pvp out there, but yeah it's clunky. The movement isn't fluid. It's more made for clickers and keyboard turning. Players with low apm. The camera is buggy. The targeting is worse. It doesn't handle consist jumping and button spam very well at all. You get things like rubberbanding, false globals, ability/animation delay, abilities just not going off. A lot of the problems are probably engine. Combat bugs rarely get fixed, but it's still a good casual game to play.
  5. Guild Wars 2 and SWTOR are entirely different combat systems. SWTOR needs CC. It's like the only way to peel damage, stop guard swaps and healing. They've just gone overblown on instant CC. Can't counter instant crowd control. It should be. I go to CC you. There's an indicator in the mechanic. You can then react to that indicator with an immunity, interrupt, line of sight or whatever else. You don't react, you get CCed. You have one break and a resolve bar to fall back on. Design the indicators well and people can fake out immunities, wait them out and then land their CC. Reward awareness and quick decision making. Not their philosophy though. On topic: The game would have been so much better without guard. Guard causes damage inflation on non-guarded targets. Skill level drops when tanks are in play. Room for error increased. At least 1/3rd of your toolset becomes useless in tank/healer matchups, because people don't need to kite to avoid damage. Then there's skank tanking and tanks abusing dps gear. The only two things guard adds to the game is making tanks pvp viable, which isn't even a good thing, because it causes inbalances in non-tank/healer scenarios. And dps swapping off guard, which if guard was removed, damage could come down and dps would have to swap off defensives anyways. Makes it easier on backpedalers though.
  6. You don't want abilities to do different things in pvp and pve. It's too hard on new players. Most new tanks for example don't understand that guard needs to be swapped around to whoever is taking damage, because a tank doesn't do that in PvE. Flat decrease in output or reduction for certain classes is a good idea, but like it really isn't too difficult to balance say the 3 healers for PvP. The 3 healers almost play the exact same way, it's just abilities like roaming mend are overscaled.
  7. madtycoon

    Later

    People are going to group up. Nothing wrong with that. It's bioware or w/e's fault for not having good ranked content and not forcing people into ranked content for gear. Group Ranked and Solo Ranked are not designed well. Not fun for most people and there's no real incentive to do them. So you have premades or overgeared experienced players flooding into warzones causing matches to be imbalanced and ruining the pvp experience for new and casual players. Just one of the reasons the pvp community has never really grown.
  8. Dampening would only be barely better than acid. They should just fix absorbs soaking acid damage. WoW dampening works, because a match is not best of 3 rounds, so they can extend to 8-10 minutes. Say they implemented dampening here, it would have to start at like the 2-3 minute mark if you wanted a gradual increase or you would have 8 minute rounds. That's too long especially for a dead pvp game that probably only has 3 teams in queue. Dampening would favor pressure and aoe comps the most. Dot classes, double pt, etc would kill easier through just flat damage once dampening kicks in. Hard swap would be on a timer just like control comps in WoW were against a dampening cleave/lock when it was first introduced. LSDx, FLS, Turbo, RLD, etc. Most warlock teams and turtle cleaves have the advantage the longer the game goes. There's nothing more boring than playing a FLS or LSD mirror. It wasn't until recently that dampening comps didn't dominate the ladder high end. It took blizzard literally years to balance out comps for dampening and FLS is still probably the strongest comp right now. How long do you think it would take the devs in this game to adjust things?
  9. More reliable and stronger relic procs, maybe? This is how other games do it. Right now there isn't enough of a reward for a dps to wait to burst during relic procs, because they aren't reliable a lot of the time. What if they change how relic procs work? On use gives you the most control over your relics, but you don't want a simple on use, because that just leads to people popping relics first global and bursting. You want to reward people for setting up their burst. Relics could proc charges every x amount of seconds from combat activity stacking up to y amount of times. Once you use your relic you gain whatever bonus damage/healing from how many stacks you have for z amount of seconds and all stacks get reset. The more patience, the more rewarding. This allows people to sync their rotational burst with their relic. This also makes the burst more predictable which is a good thing when using defensive cooldowns, because you can track someone's relic stacks. Relics would need a better animation so people could really see when someone is popping their on use and react accordingly. Going off of only buff icons is sloppy design. Make secondary relics static. You wouldn't want 2 relics that do the above. Personally I would like to see pvp medpacs replaced by an on use heal relic and adrenals removed entirely. Consumables required for PvP makes it rough on new players, but that's another topic.
  10. Healers lack counters. Sorcs just stand out, because Roaming Mend is overscaled, Innervate has too short of a cooldown and for some reason they were given Phase Walk. You can't counter their shields. Game doesn't have a purge system. Resolve protects them from being mezzed until their shield fades, so even sins can't sap off their shield, wait and then open without just white barring. You can't really counter Innervate. Interrupting Innervate does very little, because there is no healing school lockout accompanied by interrupts. If interrupts actually stopped healers from using another healing ability for 2-4 seconds, Innervate would be a lot weaker. You interrupt Innervate right now (even instantly) and they can just Roaming Mend next global and you have not slowed their output down. Phase walk. Dumbest thing to ever give a healer. Sorc healers have 2 breaks to crowd control already with Force Barrier and standard break. Phase Walk usable while stunned, simply not thought out. Roaming Mend should be scaled down by half. 1 bounce should not heal as much as any hard casted heal. Phase Walk shouldn't be usable while CCed or just removed entirely and replaced with some kind of damage reduction cooldown you can put on yourself or others. Simple solution for Innervate. Longer cooldown. Better solution. Introduce school lockout for all healers and buff casted healing output to compensate. This would separate the good healers from the mediocre, because then you would have to fake cast or position yourself to avoid interrupts. It's embarrassingly easy to play a healer in PvP.
  11. I haven't played a guardian/jug in awhile. Does leap still give false globals when you try and leap your focus target or did they fix it?
  12. They won't do it, but carbonize should put a debuff on people for 1.5 seconds (uncleansable). After the debuff ends whoever has the debuff is then stunned for x amount of seconds. The stun should be tech cleansable. Right now its the only CC in the game that isn't cleansable unless you count pacify as crowd control. This would give players a way to counter carbonize with immunities or defensives to live the stun. Once it becomes more counterable, you lower the cooldown slightly to compensate. 1.5 seconds is enough time for people to react to the animation and debuff with an immunity, because most immunities in the game are off GCD. This change would also fix Grip -> Carbonize -> Hard Stun which right now only full resolves after the 2nd stun, because people could react better in between the grip + 1.5 second carbonize window. PTs could still chain stun (Hard Stun -> Carbonize within the hard stun), but they would have to sit on their GCD to maximize their stun chain or they would overlay. Right now you don't have to hold your GCD much, because the duration on carbonize syncs up with global cooldowns.
  13. Would be fine if the abilities that had 2 uses actually mattered and could be exploited for being used offensively. Why things like sin deflection cc immunity is stupid isn't that its attached to a defensive, but rather deflection as defensive doesn't guarantee the sin he's going to live with it up. It's pure rng on white attacks. A sins real defensives are vanish, port and shroud. A team cannot switch to an operative after he wastes his rolls. I mean they can, but you can't coordinate that in solo ranked without voice. Wasting rolls doesn't mean anything in group ranked typically, because they have guard to fall back on. The new sin shadowstep will see some penalty if used that way, but melee has so much mobility to fall back on now, I don't know if it will matter much. The sin will still have sprint, so decisions like that whether or not to blow shadowstep for stacks is going to be easier to make, because they'll still have sprint as a gap closer. The problem with too much mobility is just that. People aren't forced to make fight changing decisions, because if you always have a gap closer or root break then there's no thinking required.
  14. I'll break it down better at least for solo ranked. This assumes damage and healing is about the same as it is on live. 4 DPS matches: Sorc Conceal Operative Sin Marauder Jugg Sniper PT Merc Healer/3 DPS matches: (DPS) Marauder Concealment Operative Jugg Sin Sniper PT Merc Sorc Healer/3 DPS matches: (Healers) Sorc Operative Merc Tank/3 DPS: (DPS) Sorc Concealment Operative Sniper PT Sin (Hatred) Marauder Jugg Merc Sin (Deception) Tank/3 DPS: (Tanks) Jugg PT Sin Tank/Healer Solo Queue: (DPS) Sorc Sniper PT Sin (Hatred) Jugg Marauder Concealment Operative Sin (Deception) Merc Tank/Healer Solo Queue: (Tanks) PT Sin Jugg Tank/Healer Solo Queue: (Healers) Sorc Operative Merc
  15. Could you see the player's nameplate when you couldn't tab target to him? The camera + some locations on certain maps will bug out tab targeting. It usually happens when the environment is blocking nameplates for whatever reason and they aren't showing up. If you play with the camera at max distance on civil war for example and fight near the power cords near the mid spawn with your back to the spawn wall, you lose nameplates and won't be able to tab target anything. There are a lot of spots where it is like this. It's not a hack or anything. Not saying you're saying it is. It is just a really poorly designed map, camera, engine, targeting system and game. This might not be what you're talking about though.
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