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Bioteks

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  • Location
    Texas
  • Interests
    MMOs, Warhammer 40k
  • Occupation
    Drafter
  1. Open world allows for much more maneuvering and large-scale strategy. Yes, zergs can be a problem sometimes but no one is making you fight them head on. They can't be everywhere at once. LotRO was actually one of the better examples of Open PvP. It certainly had problems with zergs and freep or creepballs, as they liked to call them... but, the raids were often organized enough to pull off feints of movement and position. This often lead to rear or flanks attacks, which were very devastating in lotro, or bypassing enemy groups entirely. A lot of that comes down to terrain and how objectives are handled, if any are placed in game. But the same can be said for warzones to some extent. Unfortunately, Bioware has designed them all to be head to head grindfests. Some people like that, some people don't.
  2. People will always complain about everything. The current system is comparable to making players run a random Flashpoint instead of the one they actually wanted. Flashpoints don't have queues obviously, but you get the idea. I still stick with my opinion that if certain warzones aren't being queues for then they're clearly not good enough and people don't want to participate in them. People don't generally eat at horrible restaurants just because the lines are shorter, and most certainly should not be forced to.
  3. And that would be fine, but this is a consistent problem against all damage types, melee or ranged.
  4. They should be allowed to wait in a longer queue to get the WZ they want. It's not that big of a deal...
  5. We need this option asap. Forcing players into WZ they don't like is bad mojo.
  6. I would put TOR in the same PvP category as WoW and Rift. If you didn't like the PvP in those games, you probably won't like it here either.
  7. 1. WoW had a certain speed to the combat that many, many players loved, myself included. However, a difference in combat speed isn't the same as unresponsiveness. The timing in TOR is a little slower, and the skill queue can assist somewhat. It's more a matter of using the skills with a deliberate timing rather than mashing the button until happens. WAR in particular used to punish button mashing by starting/stopping activation with multiple key presses. Once adapted to the timing all was good. I haven't had any responsiveness issues yet in TOR, beyond the camera behaving strangely in certain situations. 2. I quite agree here. It can be incredibly difficult to keep track of debuffs. 3. The targeting is a problem for sure. A simple arrow over the selected target's head would likely fix the problem. 4. I agree completely. I'll never understand how TOR got through beta with this CC design in place. It's a poor system that fails to alter any given encounter most of the time. Like you said, a 2 min CC break with no duration doesn't help even a little bit. WAR achieved better balance via immunities, in my opinion. I realize CC used to be a big deal in MMOs, but I think more and more players are finding that they'd rather be able to play a game instead of just watch it. I'd add to that by mentioning the rather awkward terrain in WZ, archetype imbalance, and lack of WZ queue options.
  8. While true it seems that defensive stats aren't accounted for correctly in wz. Consider for a second, these stats from a WZ yesterday. Apologies up front for not having exact timing on the combat, etc. Mitigation through armor ~58% Defense chance ~9% Shield chance ~29% Shield absorb ~35% And a melee dps (energy dmg is mitigated by armor) got a solo kill in under 10 seconds, with about half of his health remaining. This was level 25 vanguard vs 26 marauder - both bolstered, defensive skills used, as much as dps as can be expected from tank spec. Now, losing the fight is one thing. But those stats don't really match the fight results. And that doesn't include the minor kiting that was involved. I'm not really arguing class balance here, though I certainly could, just that the defense stats and time to kill don't seem accurate. This seems to be a consistent event in pvp so far. ------------- I don't know about ranged classes being too strong, it goes both ways really.
  9. Never mind the fire, too many other problems with that WZ. The fire damage was certainly much worse in beta.
  10. I like them both, generally speaking. I have a preference for open pvp... If the WZ here were any good I'd enjoy them. A shame they didn't learn more from the things that Mythic has been doing right for a long time. It's possible these things will get attention later on, but that's usually not the case. The systems currently in place need more than minor touch-up work.
  11. If the game allows participation in pvp from level x and beyond, it should be as balanced as possible for that entire range. If they don't want to put in that kind of effort they should've just made it level cap content. Choice is everything. The lack of options regarding which warzones we participate in is bad design. TOR will be large enough that they didn't need to use such extremes controlling the WZ queues. The bolster mechanic is decent, but the queue could still use some form of brackets. As for other games.... TOR has yet to improve in pvp design comparatively. It plays very much like the competition. And no, not every class/spec gets comparable utility, dps, durability - which is exacerbated by the enormous level gaps currently in WZ.
  12. Bioteks

    PvP Analysis

    I haven't had a problem with controls yet and this just be a case where you'll have to adapt. I agree that respawn timers should be added. They obviously thought there was a problem in voidstar with rapid respawns, hence the annoying barrier blocking defense from leaving the spawn area (which is incredibly long and annoying by the way). I feel they've fallen into the same traps as other MMOs. For example, Rift and TOR both had the advantage of access to Mythic's experience (via EA in TOR's case) and failed to capitalize on the opportunity. Rift copied most of the bad parts from WAR, and TOR seems to have copied some bad from PvE games in general. Crowd Control - everyone's favorite thing to love and hate. Not only has TOR included excessive cc but they also failed to control it properly for pvp, in my opinion. WAR had immunities that occurred immediately after the current cc ended. It didn't build up a resistance bar, leaving you subject to a cc chain, but granted full immunity for about 30 seconds. The immunity was broken into two categories of cc, each on it's own timer. This system has worked better than any other I've experienced. But TOR gives every player a cc break skill right? That should have been a clear sign that it was out of control to begin with - and CC breaks are irrelevant in group content without immunities. As is generally the case with PvE MMOs, the class balance is terrible at low levels. Maybe it's all better at 40-50, but people have to enjoy themselves enough to get that far. Again, WAR had very good class balance from 1 to 40, not perfect but awfully good. On that note, low level tanks aren't even remotely as good as in WAR. The bolster mechanic is ineffective. Bolstering worked quite well in Warhammer but WAR also used level separated brackets to control the balance. TOR throws all levels into the same Warzones and gives low level players a weak bolster. In less than a month there will be level 50s in excellent gear, what chance will anyone really have after that? The current bolster can't even account for the level difference portion. The queue system is incredibly poor. Forcing players to queue for every warzone, whether they enjoy it or not, is a bad decision. That's equivalent to forcing players into random flashpoints or operations instead of the ones they want or like. Others have said that forced join-all will lead to better queue times. I say if people are trying to avoid certain warzones they're obviously in need of redesign or re-balance. And is it really any better to have fewer people in queue for all warzones, or many more in queue for select and/or all warzones? TOR's group queue was an interesting attempt at keeping preforms from trashing PUG warzones, but still failed miserably in that goal. The only system that works is a separate queue. Others games have the nerve to add separate queues for "rated" warzones while insisting that splitting queues otherwise would segregate the queue population too much. And if I read correctly (been a long time, correct me if I'm wrong) they've already talked about adding "rated" warzones to TOR at a later time. I could keep going but this is getting long enough... I will continue to give PvP in TOR a chance as I level up and otherwise progress - based on my impression up to 25, I'm not optimistic. (I won't accept level based arguments contesting my complaints about game mechanics. If players can participate in PvP from level 10 to 50 then PvP should be as functional, balanced, and fun as is humanly possible for that entire level range.) Any other opinions/additions?
  13. In my experience there are two main points of view on this topic. Those who have participated in high-end content for years without any mods whatsoever, and have developed the skills necessary to understand raid problems through their collective observations. Those who have participated in high-end content for years without the lack of mods that help them understand raid problems, and only have the "observations" of a utility to discuss. Both ways can be effective. The first method requires more overall experience with the various classes and content. The second method is easier and faster for the average player. I'm not trying to tell anyone how to play... just keep in mind that there's a difference between data and information, and a simple display of statistics doesn't paint a full picture.
  14. I agree, it all comes down to choice. Some warzones are enjoyable and some are not. Why should players be forced into warzones that they utterly hate? If a warzone is under populated there's a reason. They need to fix the reason, not force players to put up with it.
  15. Any CC knocks you out of cover... warzone terrain in particular isn't terribly good for cover, very easy to simply walk around to an exposed side. Sniper will certainly be good in some PvP situations, but not because they have cover to hide behind.
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