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Azrienov

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  1. This is the legendary statement of the ignorant. This is a person who has NO experience in system design. It IS as complicated as the Devs make it. Sure, the devs could just start trying **** and changing classes EVERY PATCH. Guess what? There IS nothing balanced about it. There is no stability, no control, and no comparing because things are in flux. Perhaps instead of blaming the development team, you should look at how USELESS an Operative becomes against a player community that understands how to support each other. Instead of mindlessly running into situations that play right into a good operatives favor, imagine if you grouped around 2 other ranged classes that were all covering each other. Not only does the operative become a bad joke, he has to hunt for opportunities to successfully deploy a class skill set so heavily reliant on the stealth that he spends more time waiting than acting. Spend some time in the developer's shoes. Now look at the buffs and nerfs that have been made to classes. People argue "that's a minor nerf" and the people who play it scream "I've got a useless class now!". They may both be right. It could be a minor nerf that pushes that class to the bottom of an impressively balanced system considering that they're balancing the system for both PvE and PvP content. Next time, before you cry out "OMG devs are dumb" stand back and ask "What makes this class so over-the-top?" and you'll find out that it's a small mechanic here, or a minor number change there. Often times it's a minor gameplay change on your part to handle that issue. If you never look at the big picture, you say things that make you look like a fool.
  2. You can see the Operative coming too ya know. If he's in the warzone, he's going to be an opportunist. He's NOT going to start a fight against three people. He's going to wait until they get distracted. As he should. If you're a merc or PT, you have a stealth pop that you can lay down on the ground that makes their day ******. There are plenty of bottlenecks in the game that an OP has to go through to get to you. If you're in a HB, get upstairs as a ranged, and kick his *** off before laying DoTs on him. Doing that forces him to burn CDs to get back into the fight with stealth. Making him less effective overall. Operatives are not that bad right now. Against organization and supportive team work, I bet you a dollar Snave gets his *** handed to him because he can't effectively engage targets. When you redeploy to a lone position, guess who's coming?
  3. I actually wrote that in there earlier, but my Firefox crashed. Utilizing that Z-axis is a boon for everyone by increasing the need to play the field rather than your class. Lets face it, classes have serious issues balancing between PvP and PvE. To help ameliorate this issue, place more emphasis on intelligent implementation of class skills and positioning. 3-D warzones are a good way to do this. When combined with objectives on multiple levels, I think we would see a significant increase in channel casting class's efficiency.
  4. Huttball, minus the mechanic, is a great stage for every class in the game. Leapers have extreme utility, stealth can pick off wayward ranged that position poorly, and range can actually repulse targets and set up for maximum damage capability. Meanwhile, every warzone Bioware puts out is two dimensional. This enormously favors melee classes, as they don't need to worry about blowing a closing move like Force Leap since they'll just walk back to the target. A ranged repulse move is less effective in this environment. By changing the way the warzones are designed, we can increase the effectiveness of ranged attackers massively, while only mildly denting the capabilities of melee, and making stealth classes into an exceptional asset to teams in their drive to hunt down wayward individuals. When you can design warzones for sci-fi combat, why wouldn't the fight be above and below you as you are frantically trying to do ANYTHING YOU WANT. From blowing up a ship, to overloading power relay stations on a space station, to fighting in Cloud City people. There are enormous opportunities for warzone design to assist in rebalancing the PvP this game is finding so hard to deal with.
  5. Operatives are perfectly fine where they are. You know what scares an operative? Groups. Groups scare operatives. No operative wants to start a fight when three people are within striking distance of each other and support one another. If he does, he's just going to get mopped. Operatives excel in picking off unsupported characters. If a character is well supported, that operative generally has little hope of killing them. If you save your CC breaker for the second stun THAT EVERYONE KNOWS IS COMING you have no problem escaping an Op as a Sage, 'mmando, GS, or whatever you are. Run him through a couple of random melee, and he'll peel. Once he does, dot him, and watch him become a pretty anchor for his team. Ops can be dangerous. No doubting that. But they're not anything near as bad as people make them out to be. Learn to support each other and watch the Op pop drop.
  6. No. The spec lock for WZs is a strong idea. It encourages more rounded play for when you run into these exact issues. Allowing players to adapt gives those who have spent longer on the game the ability to exploit their longevity by changing specs and gear, while discouraging newer players because when they actually win, the other team just swaps out for a new set up. Adapt for the lockout and coordinate your strengths while protecting your weaknesses, rather than changing them because you made a bad call in the first place.
  7. This probably has more to do with the bottlenecking that all MMOs need to have to prevent people from rampaging through their content. By making things expensive for optimizers, you can keep even the most hardcore of players busy for longer. That gives you more time to create the next wave of grinding so you can cycle players through upgrades. From a design model, these overpriced components are perfectly adapted to the situation. I don't imagine anyone will see this changing any time soon.
  8. In all PvP warzones, the issue comes down(and it comes down quickly) to "this is where you need to be, this is the passive play you have to do." To earn the medals associated with this, players are forced into small zones that quickly favor fast moving AoE attacks. Voidstar, Civil War, and Novare Coast and Hyper Gates are all guilty of forcing you into small areas where you cannot hope to maneuver. This makes Smash seem even MORE overpowered then it likely is. The game is slanted to it's design. The same could be said for a Sorc who AoEs, or for Advanced Prototype for Powertechs(I haven't ever heard of that being a problem). Large areas melt down quickly until you get stuck into having to fight in a small 20x30 area. That'd be where you earn your medals too. So a concealment operative attempting to attack a healer who is in the killbox can't HOPE to get to that healer while in stealth. A mercenary can't stay in that area and expect to live long. Sorc/Sages are fine with their new bubble, because they can pop it, and still receive healing. Sins have similar issues, but are less likely to suffer with their force/tech immunity when well used. Ultimately, force melee classes come out ahead strongly in these situations. The argument against this is that there are lanes that force travel. I disagree. Against a team that is playing well together, a ranged character or stealth player attempting to interdict an orb carrier are on the clock to kill their target before reinforcements arrive. If it's a sage... lol. Healers are well equipped to shrug off one or even two characters. The solution to this is decreasing the TTK. This, historically, has proven to be a mistake in this game. On top of these sins, the game adds on the fact that all warzones(except maybe huttball) require passive play. This is inherently boring and demonstrates the designers lack of focus on the player perspective. How many people have guarded one door in voidstar for 6 minutes while NO ONE came. I can say I have, and it was awful. The last design oversight is this games inexplicable transition from single target focus in PvP to suddenly having AoE take over. 14 months ago, the game revolved principally around single target damage. It was fairly enjoyable, and personally a huge bonus in my mind. I've played too many PvP games where AoE killed everything and took that personal touch out of the fight. Now, this game has become just as mind bendingly bad about it as, say, Warhammer Online was. These flaws are hideous demonstrations of incompetence, indifference, or a staffing shortage; possibly a combination of the three. The designers behind moving this game forward are disappointing a growing number of people, and do little to address most of the posted concerns. It's almost as if they don't care what people have on their minds.
  9. I will call this guy on this; Pyro Powertechs used to be a nightmare for everyone on the map because of their ability to unleash enormous damage in a short period of time. Smash was annoying yes, but a smash monkey got crushed when he was playing a strong pyro player. And yeah, it's not hard to succeed at. It has some of the best cooldowns in the game for DPSing, as it is the only DPS class with a pull(Tank sin doesn't count. They got melted by PTs pre 2.0 as well.) and a 15% increase to critical damage. A stacked thermal detonator that coincided with a second railshot in 4 GCDs was the end for any class before the fight started. Thats the complaint: this aspect is GONE. PT got nerfed because PT needed to be nerfed. I've seen people still inflict enormous damage, but DoT classes are a joke in PvP. That's just a fact: healing is so much faster than dots. Lethality can claim to be an exception because of Cull. Otherwise, a good healer that manages to stay out of interrupt arcs can basically expunge the enormous amounts of damage a DoT class can do. It's all about burst now. Arsenal mercs are GOOD in PvP because they can stack railshot to HSM for 15k damage followed by a 12k channel with excellent critical procs. Sorcs are topping the charts with strong AoE, and snipers are snipers. In the current meta, spike damage is in, dot damage is out, and it really upsets teh PTs of the world. But I was a merc from launch on. Get over yourselves PTs. You're still good contenders. Maybe not the end ALL be ALL. But when you play a merc for a year and never seen anything for it, I'll listen... otherwise...
  10. Maybe not. I like the idea of my shield being better, but I take more damage than ever. I usually end up soaking 600k damage on my tank alone. With a healer= awesome. Without a healer... crap. Buuuut my protection is pretty sweet with a healer that mixes it up with deeps.
  11. Azrienov

    Crazy idea...

    It's a business. That's the short and long of this. You go into business against a competition that has you by the balls before you ever start, you better be willing to book it like the devil himself is after you because the chips are stacked against you. You have to be smarter, faster, more efficient, and dedicated to your customer base. When you provide a competitive non-essential service to the community, your ability to service that customer is the difference between bankruptcy and success. SWTOR from the start has been plagued with issues that represent a poor infrastructure and a consistent inability to meet design deadlines. Furthermore, a number of systems have outright failed and had to be completely reconstructed. SWTOR defining feature is that it has a monopoly on a universe that many people love. That's it's big strength. It's why people still play it. They've done some really interesting things, making the whole game vocalized and have a strong story telling ability through the game. But that's why I buy console games: SWTOR didn't go F2P because it was rolling in cash, and it didn't restructure it's business model before it's first anniversary because it was enjoying massive success. Those are signs of distress, and with a clever system they managed a huge cash infusion that ameliorated many of this games issues. Having said that, it won't last. SWTOR still needs to meet industry standards for quality, stability, and customer service. That requires a corporate effort from the ground up. With ingenuity, innovation, and inspiration this game can still fulfill everything people want it to be. Everyone knows that: SWTOR has fantastic potential. That's why they stick around. The thing is, potential means nothing without application. SWTOR needs to understand that(and I think they do) and always has to aspire to greater things. So far, they haven't delivered on that need.
  12. I recently came back and ground out my PT to 55. I was pretty excited about the fact that shields were finally being enacted in a sensible manner, and wanted to enjoy tanking again. Unfortunately, I didn't realize just how badly the stats for absorb and shielding had been reduced. I lost 25% of my absorb and 18% shielding. I realize they also adjusted other values; critical is a good example of that. On paper it looks like a balance. Until you factor in the sheer number of opportunities to critically hit a target and the bonus damage that critical hit does. Adding in the fact that there are a couple of classes that get strong critical hit bonuses, or even automatic critical hits on high damage attacks, and it doesn't look as balanced to me. What about the other tanks out there? How do you feel about how they've changed the PvP capabilities of your classes? I imagine Jugg/Guards are pretty happy with the new tank cooldown they picked up. Sins I'm not so sure about, as it is more of an escape. Even so tactically applied it's a real nice move. Shoulder cannon is..... eh.... So it boils down to the tanks; what do you think of this change and how are you coping to make your performance matter?
  13. One guy posts something on Darth Hater, and this thread turns on itself and starts eating each other. Jesus. Lets remember a few things: Whoever datamined this isn't a developer at bioware. Inevitably, that means they will need to interpret the data they find. Interpretive liberties include these things: Electronet prevents escapes. BW haven't defined what constitutes an escape as it relates to this ability. 9 seconds still makes this ability a marauder killer considering you also have a cannon that acts independently of the GCD and is most likely instant cast. Saber Reflect may very well be Guardian/Jugg only, as BW hasn't released it yet. Even then it specifically states "Direct Damage". This more than likely has nothing to do with PERIODIC DAMAGE as electronet will be. Commando healers got a nice gift with their instant cast puddle heal now. If it heals for even 75% of what the Sorc's does, we're looking at a seriously nasty addition to the game there. Assault got shafted with the preliminary data. Until we know what the modifiers are, it'll remain on the shafted list. Gunnery gets the potential for 2 instant cast abilities. This is actually a nice idea because in a bad situation a well geared, intelligent gunnery commando will net, knockback, double instagrav, demo round, hib, and finish up with a full auto on a target. Thats ALOT of damage to anyone if you can get that all off, and with a long snare time, its more than feasible. Add in the shoulder cannon chipping away that entire time and we're looking at the potential nerf bat here. Now thats all theory crafting. All of whats being said here is. What I can say is that Bioware threw 'mando/merc a bone. It's all we've ever really asked for here. A bone. We already have to play twice as well as any other AC to be successful anyway. With a few more tools, we're more than capable of demonstrating a respectable capability for murder. Stop flipping out going "OMG BIOFAIL IS FAIL." Be patient and be realistic. Nothing here is concrete, and all of this is subjective to personal interpretation until it comes out.
  14. This is about heavy armor in general. Not about pyro powertechs. I added that in because that was a statement made by bioware about how the range redux was justified. I play a Tank PT and a DPS merc. I've got a tank jugg in the lowbies. Armor is useless in this game after penetration or circumvention is accounted for. That's all I'm sayin'
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