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ForceWelder

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  1. ForceWelder

    PvP is dead

    In a 1 v 1, you are most likely correct. In a match where he / she has two other healers, that bubble's sign now reads "fill me up". Any why would a sorc or sage ever use phasewalk before the bubble? The phasewalk takes them out of combat, usually gets them out of line of sight, and forces them to reposition themselves. The bubble gives them the opportunity to wait on heals while staying in the heart of the fight.
  2. The issue isn't with heals in itself. The issue is far too many sorc healers with a multiple escapes. Have a team with two healers, and it is a tough fight. Add a third healer or have a tank who knows how to use guard and taunts and the match just turned impossible. Nobody is dying. My merc or mando can all but take a healer out of the match by themselves. Either that healer is going to die, or that healer is going to disengage from combat. In the case of merc healers, they have no effective escape. So they simply die in 1 v 1. In the case of op healers, they have to emergency stealth and run away. A stealthed op isn't healing anybody. In the case of the sorc healer, they bubble, heal up, then they use their speed run to get away when they fall into trouble again (assuming the bubble hasn't gone off of CD). You effectively have to kill them three times in order to get them to completely disengage from combat. And considering sorc / sage healers easily outnumber the other two by 3 to 1, that is the problem. No class should have complete immunity to anything in pvp. It is game breaking due to the level of exploits it can generate. Ever tried to steal a node from a bubble sage or sorc? They can hold that node for 20-30 seconds or more solo. Just because of an immunity bubble that gives them complete immunity to everything for several seconds. That bubble has no place in PVP in its current form. It has to go. The bubble should give immunity to cc or damage, but not both. It also should not give a residual immunity after the bubble is gone. And if the bubble gives immunity to damage, it should also prevent any outside healing.
  3. All I can say is that as soon as you do something that requires server changes, you take you fate in your own hands. As bad as PoT5 is, I won't do a character transfer until BW does it when they decided to turn this low population server off.
  4. ForceWelder

    PvP is dead

    What makes you think I was talking about you directly? I just responded to another poster's response on the subject of forum responses. So since you made a false assumption about the intent of my post, "...what (you) said is right" would be incorrect in this case. But if it makes you feel better, I don't really agree with you position on the subject. But does that make you a internet troll? Only if that is not how you truly feel about it. And in this case, no of us will ever truly know where you stand.
  5. Yes, there are some players who have yet to learn the class or have the appropriate gear to do the level of dps that they should be able to generate. But facing a team with three healers and odds are you won't be able to fight long enough to get those numbers. Put an entire dps team (or a team with just one healer) in a round against a team with three healers and they get melted. I have seen it more than a few times myself. Group goes into the initial round of combat, melee get blown away, and then the healer heavy team takes out the range players one by one. By the time the range players are down, the melee players are returning, and the healer heavy team just picks the opposing team off one by one until the team without the healers just completely get demoralized. By the end of the match, the healer heaving team has healers showing 3k HPS, and their average DPS is showing, 2k each themselves. The opposing team on the other hand won't even break 800 dps.and their solo healer just gets focused as soon as he or she is back from rezing.
  6. I think you have missed the point all together. The issue isn't with immunity bubble by itself. The issue is with immunity bubbled stacked with multiple healers. Plus it is a focus break on top of other existing focus breakers that the class has. Face a team with three healers (two of which will likely be sorc / sages) and you aren't killing anybody. As soon as you get close to dpsing a sorc / sage healer down, they bubble and get healed to full by themselves or by the other healers on the team. And with multiple incoming heals, the possibility of guard and taunts being aimed at the sorc / sage, giving them immunity is a game breaker. In order to take them down takes an ungodly amount of corrdination on the part of the opposing team which just isn't possible when they still have the opposing team's DPS to contend with. Or even worse, both teams have three healers and you end up with a stalemate and nobody completes any objectives. That is the issue here. The issue is the immunity bubble gives them two much defense. Other CC breakers force the player to leave the fight to heal up. Whether that is due to emergency stealth, phasewalk, or burst run away. But with the immunity bubble, the sorc / sage can stay right where they are at and still be in a position to receive all incoming heals while negating all incoming cc or damage.
  7. I completely agree. A solo healer on the team can easily be soloed by many of the burst spec classes. But as soon as you throw in guard, taunts, and other healers it becomes an impossibility to do it solo. Especially if said target healer has the immunity bubble.
  8. I am one of those who is a believer that when a full team is facing a partial, the last man out of the gate is just SOL. If less than a full team leaves the gate on the opposing side, then only the same number of players should have been able to leave the gate. I realize this will never happen. Probably impossible to code all things considered. The only other option I think to even things up is give the smaller team a 10% healing and damage bonus for each player missing. Or at the end of a match award a medal to the lighter team for each player they were short. If the team was in a 6 v 8, that is two additional medals for staying in the match until the very end.
  9. I have been in two arenas where I faced a 4 man team by myself. One match was on my commando. The opposing team didn't even give me the consideration to earn a single medal. It was stun, boom, dead. Complete waste of time for me on that one as I was awarded nothing since I didn't earn a single medal. The second time was on my OP healer. I stealthed and made the team search for me until the acid fell hoping I would give the match time to team me up with more players. (I ended up with one more in round two.) But at least with a stealthed healer, I was able to get a medal or two before being completely steam rolled in round two.
  10. I have seen more matches won by a group of players with leap than anything with roll. I have also seen matches won by a single stealth player in the enemy's goal lline (original huttball not quesh) than I care to think about. Roll. I can't think of a single match I have played that was dominated by a team using this. I have seen teams do nothing but leave 5 players to control mid. Have a tank with healer carry the ball through the obsticles and then toss it to a player who just broke stealth at the goal line. Goal stealthier throws emergency stealth, and tank runs back towards mid, to get handed the ball all over again. Rinse repeat. Game over in 4 mins or less. As for Quesh ... You let the opposing team get the ball on the bottom level. Slaughter any hold outs at mid tier, take the ball from the ball handler, and then the whole team rushes up the final ramp and plows through any resistance with push backs and stuns. Game also over in 4 mins or less. This map actually doesn't even require special abilities to finish and win quickly. Just simple determination to follow up on a very simple strategy.
  11. ForceWelder

    PvP is dead

    One of the things I actually miss with ESO is the forum option to give thumbs up and thumbs down on the comment boards. It gives you a chance to treat the trolls with the same impunity as Roman gladiators.
  12. I disagree. I honestly don't think the metrics will show the issue. The only way to see it, is to see actual game play where multiple healer sorc / sages prevent zero or near zero deaths throughout the match. From a metrics point of view, all they see are the hard numbers. DPS did X amount of damage. Tank did Y amount of guarding. Healer did Z amount of healing. I seriously doubt that they measure number of kills / match. And even if they did, there are a number of variables that could explain a team not dying. For example ... Lopsided team (6 v 8) DPS not focusing. DPS under geared. And in node style matches, somebody is on guard duty so their numbers are practically non-existent anyway. I don't think PVP factors into their class decisions at all. In the past year and a half I seen them post that changes are coming and they all are either nerfs to off heals, changes to CC (that in the merc / mando case did more harm than good), or simply were tweaks to the damage / healing base. When the devs make a class more mobile, it is because of PVE boss fight dynamics. The only major change I see coming won't even be with healers and it won't be because of PVP. The change I'm talking about is to tanks wearing DPS gear instead of tanking gear making their endurance go up and their damage increase while losing little to none of the tank capabilities. That is something the metrics will show and probably do now show. How they will fix it, I have no idea. Other than possibly nerfing their base damage on their attacks. But even that will dramatically impact the performance of tanks who are in the appropriate tank gear.
  13. Not that I will recommend this because of the conversion rate, but you can convert Warzone comms into green data crystals.
  14. My take on this? Because I need to use the comms on something. And on my Imp toons I can earn comms a heck of a lot faster than I can on my Repub toons. While 3.0 was still active, it took me close to two months to get enough comms on my mando to get fully DR geared. Switching over to my OP, and I did the same feat in just a couple of weeks. Now on my Imp merc, I have earned enough comms to completely suit out 3 characters in tier 2 and was half way to working on a fourth. The comms just fall like candy on the Imp side. Playing Repub it is like pulling teeth.
  15. I disagree. The immunity bubble is an issue. It gives the class an unfair advantage in PVP. With it, they can become the kings of node defense. They can drag out a node capture by an opposing team for a ridiculous amount of time. It also makes killing them a virtual impossibility when multiple healers are on the same team. They can pop the bubble and wait for the incoming heals with no fear of death. Trying to bust down a group of healers is bad enough. Giving a heavily used class a free pass on all incoming CC and damage is game breaking. Just think about it. If you focus down one sorc healer, he bubbles. He is getting heals from at least one other healer. So you switch targets go after a second sorc healer. The first one is completely healed back up Assuming you still have the resources to burst the second one down (or haven't been killed off), that one bubbles. It is like a crazy, game of duck, duck, goose where no matter who you tag goose they simply can't be taken down.
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