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CorbinCrawford

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  1. This reminds me of a game of CW. I spent about 80% of the time guarding Snow. After the reps got middle some folks got grass which - being the reps 'off node' was where all the action was for the entirety of the game. Of our team there was a level 49 mara who was constantly spawning and running middle trying to Obi Wan cap it from whatever reps were defending it. I told him he is more useful helping defend grass but he just did the usual torrent of foul language his game his way. Being 49 and mara in the midst of this smash spec nonsense it wasn't hard to deduce he was spending the entire match padding dps numbers. So we won eventually, about 50-0 (so a looooongish game) and the score came up. Me with defending and 80% doing nothing for the game 120k, the 49 smash mara who spent the better part of 10-15 minutes padding numbers - 22k. you didn't misread, he barely broke 20k dmg smashing the entire game against middle (which he never did cap) Long story short. There are some TERRIBLE players out there. Really, really, REALLY terrible. Ever since though it has made me smile at the sheer ridiculousness of it.
  2. My dream species? Nautolan. Sage. I would retire all my characters and play my Kit Fisto fantasy! But because of the 'hair' tentacles clipping apparently this won't happen. Irregardless that almost everything they release clips. Speeders and robes. The Cartel Market Body Side 3 hood fiasco, blah blah blah.
  3. I would be very interested for someone to break the classes down into their ACs and within the trees of each AC list the various stuns, roots, snares and mezzes. Then I would be interested to see which of these the community agrees are totally unnecessary for PVP. For PVE we can agree stuns are fine, as doing dailies you can often fight groups of many, or 2x golds at a time - but that said these stuns, roots, snares and mezzes need to function differently in PVP where people DO NOT LIKE being utterly unable to "fight back". Just like pommel strike doesn't work against other players, things like Awe, Flashbang and low slash do not need to be effective against players. As it stands these low cd (low slash especially) are just borderline spammable mechanics that grind someone into the inevitable "I've had enough RAAAAAAAAAAAAAAGE" mentality.
  4. This doesn't happen. The first three seconds yes, you can take a lot of damage in 2 globals. Shoot First / Backblast IF they crit - which they don't automatically do. They won't disappear and do it again because Shoot First has an 8 second cooldown and Backblast a 12 second cooldown, so you have much more than 1 second to pop defenses and begin your rotation.
  5. I've been getting agitated in PVP lately with the sheer number of stuns, mezzes and (to a lesser degree) roots. Every time I am put in CC I think to myself does the class that put me in CC really need it? Answer is usually no. I also wonder why people use them, if it is offensively or defensively and more often than not the way in which cc is used (in my opinion) is just because the blasted thing is off cooldown. I think some cc's need to stay in order work in PVE because you get groups of 3-5 mobs, but for PVP they need to be disabled or work differently (such as head shot/cheap shot kind of moves) I say this because CC (and knockbacks) are simply being used off cooldown. More often than not you get killed in a stun zerg fest, annoying, but a new trend is emerging (at least on my server) called "pointless knockbacks". I don't know what it is but more and more I see people use knockbacks for reasons beyond my understanding, such as opening from stealth with a knockback (while I am standing perfectly still >defending< a node and not capping - which would make sense sort of...) Two examples, N. Coast, 1v1 me (sorc) versus Commando. I am using force lightning to get wrath proc. Commando walks through 2 channels and upon reaching me - knocks me back... He walked (snared) from 30m range to melee, only to knock me back 10m range again... Why? Because it was off cooldown? Lord knows. Second example is a shadow sneaking up on me and using mind maze (or whatever their out of combat cc is). He then proceeded to insta lift me (white bar) but before I could break cc in case he went for the pylon he backstabbed me. So the 3 moves in immediate succession were mind maze, lift, backstab... The two examples clearly fall into the realm of L2P or at least learn rotations, but it is an example of how willy nilly cc and such is thrown around in this game, and that - before many things - needs to change before (more) people leave in sheer frustration of Stun Wars.
  6. I remember when a dev (forgot his name, the rude one) said you can re-enter stealth 7 seconds after the last hostile action, and dots don't count. tee-hee. liar, liar, pants on fire! disclaimer: it may not have been 7, but it was there about. Certainly not 20-30, and certainly not even after dying.
  7. Is this what is causing my Shadows Spinning Strike (aka <30% execute move) to play up. I swear more often than not I will activate Spinning Strike, and the animation will play insofar as my character spins his lightsaber over his head - but the last half of the animation (and the actual damage) will not play/connect? I have gotten into a system of pressing his particular keybind twice now, expecting it to not play.
  8. I partially agree. My own opinion is that when white barred the >next direct damage attack< should free you from your stun/root. This is because 1v1 it is frustrating to have an opponent get 4 free seconds to beat on you - but because so many classes get a 4s stun odds are once your turn is up you will stun your opponent and have your 4 free seconds of mayhem. Back and forth, fight after fight, rotation rotation. If CC was to break on the next direct damage when white barred (not including DoTs), then choices will be made, long casts or heals used. I believe it would make people fight differently, as certainly mashing keys just because you have 4 free seconds is out of the picture. So as a Scrapper I would save my CC for a second BB when it is off cooldown, or to run away if things go south. I wouldn't go SF, BW, BB, Kick, etc. This would stop the 'stunlocking' (and perhaps people would stop unsubbing !ZING!). To facilitate this though resolve would need to not diminish, which again I think is fair. On one hand it is clever to wait X-seconds before using a second CC to get them at 990/1000 resolve, but if resolve didn't diminish and a second attack would white bar them I believe again fights (1v1) would become more tactical. As for white bar diminishing, I think it is fair to say it goes down too quickly (and more often than not goes down when you're in the med bar or on a speeder back into the fight). In the zergfest that is the other 95% of PVP I think this change would benefit everyone, because lets face it this is where the real stunlocking happens. You are the ball carrier, you're stunned, so many people beating on you, dead. You may pass or not, but you're dead. Back in the med bay with 4 bars. So 4-6 seconds stunned unable to move, and now 10+ seconds running into a forcefield to get out ASAP. Not fun. Even if CC broke on the next direct damage attack, in the zerg fest you'd probably still die, but at least you would not be stunned when dying so in huttball you can throw the ball for example. Not having to type "Sorry, stunned and died" More teamwork, great! Promote that, don't promote senseless stun tossing as call it teamwork because everyone can stun, but not everyone can stun properly (ie at the opportune times) As for snares/roots, I think they need a separate resolve bar. They are needed (Scrapper to get close for example), but a second bar should fill perhaps and once filled, like white bar resolve, make you immune to roots/snares. Then again, Bioware could simply just revamp the class abilities in PVP and remove 50-75% of the unnecessary mezzes/snares/stuns to begin with... I'm looking at you warriors!
  9. You know what would be FAAAAAABULOUS? If you did a team of operatives. But I see two problems with this. A) It may be hard to co-ordinate all 8 of the server's operatives to log in simultaneously. 3) The last time a 'team of operatives' stepped into a warzone what ensued at 66 months straight of solid nerfing. On second thought, don't do it...
  10. I think he meant by physically moving away, which 1v1 >may< sometimes work if they use the slowing move to build their stacks of singularity. In this case, and in 1v1, you could try to kite and, in doing so, be out of range for the smash. If they use stasis/choke though you can't dodge because the moment the channel ends they smash, and it is instant now right? That is to say the damage doesn't happen when they land like it used to, it happens right off the bat? I may be mistaken. Irregardless, the majority of smashes I get is when I am fighting another person and the smasher is fighting another person and I just get caught up in the aoe of hurt. Or the smasher leaps to me, and some random player throws out some random aoe stun or mezz or root or snare in which case I cannot move anywhere (except the medbay with a 5.5-7.1k smash message) Unless we stop marking healers for focus and start marking smashers for "keep 5m range at all times" people will continue to get hit by smash, directly and inadvertently.
  11. My turn-lock happens on my Scoundrel 99.9% when I... Stealth towards my target. At this point I usually overwrite auto run and start holding W (to make sure I don't overshoot my mark as I have high ms with my current internet provider since moving home) I am strafing in from the left or right while fine-tuning my heading with the mouse, so that is A or D, and the RMB (if that counts). So before I have even attacked I am W + A/D (+RightMouseButton for final turn) I am then loading F. Round into my shotgun, so that is Shift+MouseWheelDown I am firing Shoot First, so that is Shift+MouseWheelUp So that is 4 or 5 keys in 1.5/2 seconds depending (Loading F. Round and Shoot First is probably the most bad-*** awesome fast smooth keybind I have ever set lol). Then of course there is Defense Screen and Dodge tied to my Shift+F Shift+G keys which I don't think trigger GCD and I press if the target uses his CC breaker or a sneaky stealth was hanging out with him and opens on me. So there are lots of instances when you can get caught out by pressing multiple keys at once. The most keybinds you set, the more efficient you become, especially using instants a fraction before GCDs to reap the benefit of both. But this ghosting issue seems to be a consequence (that some people get) for that. Maybe someone here can streamline my approach, but even when I load F. Round when I reach 30m range (so that it is still up when I get into 4m range) I am still pressing lots of keys. I guess when I get my new internet provider I may not need to rely on strafe + RMB so much for direction/aim/heading. Time will tell.
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