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Expertise is a giant mistake, didn't you learn from Trion?

STAR WARS: The Old Republic > English > PvP
Expertise is a giant mistake, didn't you learn from Trion?

Killadrix's Avatar


Killadrix
01.14.2012 , 12:31 PM | #51
Quote: Originally Posted by SandTrout View Post
Only if PvP and PvE gear are non-equivalent.
It's not possible to make them 100% equivalent, and therein lies one of the major issues.

How do you propose to balance the speed at which someone can grind PVP gear through Warzones/Open world PVP (keeping in mind some people play them 16 hours a day, and some people play with 1-2 hours a week), and people relying on a random drop chance off a boss + winning the subsequent roll.

Making PVE and PVP gear equivalent in stats = no problem.

Making PVE and PVP gear equivalent in progression = huge problem.

Gorto's Avatar


Gorto
01.14.2012 , 12:32 PM | #52
Remove expertise and a fully geared players HP,Crit,Surge and DPS will still be way higher than a fresh 50. The fresh 50s are still gonna get rolled.

All expertise does is put a barrier between PvE and PvP.

Dont have good gear you are gonna get rolled expertise or not.

Corpsevapor's Avatar


Corpsevapor
01.14.2012 , 12:36 PM | #53
Quote: Originally Posted by Noctournys View Post
As raid tiers progress, and difficulty, perforce, progresses, PvE gear will scale exponentially - it has to, to keep up with bosses that might literally have 2-3x as much health as an entry level raid boss. At the same time, player health pools simply DO NOT scale thusly, and CANNOT, due to the way items are built.
Sounds like they need a PVE stat not a PVP one.

Just think if expertise was for pve it would make alot more sense then as a gating mechanic for pvp. Bosses get more health and damage which means player need more armor, more damage, and more healing.

Expertise is the perfect PVE stat.
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Swaay's Avatar


Swaay
01.14.2012 , 12:42 PM | #54
Quote: Originally Posted by Barentar View Post
But.... why? What is better - to have a unified community that is able to enjoy thoroughly all of the games content, of separated stratas?
So here's the thing man, this was already tried. There was no resilence when wow launched (hell, there was no pvp for that matter). They tried just putting in the Warzones for fun, giving rankings that really didn't matter for nothing more than bragging rights etc.

This did not unite the community, in fact quite the opposite. The forums were full of people crying and complaining about the hard core raiders having all the advantage. The same arguements your making, I only have X time to play, I dont live to raid, I have a life etc etc etc

PvP stats were introduced for a reason, the other way failed.
Death is merely the final failure of the weak.

Corpsevapor's Avatar


Corpsevapor
01.14.2012 , 12:55 PM | #55
Quote: Originally Posted by Swaay View Post
So here's the thing man, this was already tried. There was no resilence when wow launched (hell, there was no pvp for that matter). They tried just putting in the Warzones for fun, giving rankings that really didn't matter for nothing more than bragging rights etc.

This did not unite the community, in fact quite the opposite. The forums were full of people crying and complaining about the hard core raiders having all the advantage. The same arguements your making, I only have X time to play, I dont live to raid, I have a life etc etc etc

PvP stats were introduced for a reason, the other way failed.
They should of instead put in a PVE stat that they would scale with teirs instead of raiseing all the other stats and creating a gear imbalance.
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SandTrout's Avatar


SandTrout
01.14.2012 , 12:56 PM | #56
Quote: Originally Posted by Swaay View Post
So here's the thing man, this was already tried. There was no resilence when wow launched (hell, there was no pvp for that matter). They tried just putting in the Warzones for fun, giving rankings that really didn't matter for nothing more than bragging rights etc.

This did not unite the community, in fact quite the opposite. The forums were full of people crying and complaining about the hard core raiders having all the advantage. The same arguements your making, I only have X time to play, I dont live to raid, I have a life etc etc etc

PvP stats were introduced for a reason, the other way failed.
This was because Blizzard was stupid with their gear distribution. Another person's stupidity does not excuse your from repeating their mistakes.

PvP stat doesn't help against hardcore PvP grinders any more than it helps against PvE raiders. Casual gamers still get screwed because they don't have the top-end gear that's only accessable by valor 60 PvP players that have been able to dedicate a couple of weeks of playtime. Casual gamers don't have the time to dedicate to that much grinding in PvP any more than they did for PvE.

The problem isn't solved, a new one is created.

@Killadrix If you're worried about progression speed of PvP gear compared to PvE gear, the numbers can be adjusted with relative ease to achieve whatever progression rate is desired.

Example: quadruple the commendations cost of PvP gear and quarter the rate at which commendations are awarded.

Result: PvP progression is 1/16th as fast as it was, and slow enough that the raiders don't feel gimped.

Naturally, I just pulled those numbers out of my ***, but its just math, as another poster stated. If people are progressing too quickly in PvP, adjust the numbers and the math will sort itself. If people aren't getting adequate equipment in PvE, adjust the drop-rate numbers or commendation awards to fit the desired time frame.

Simply because 1 game was successful in spite of it's PvP system, which is incredibly flawed, doesn't mean that all games should follow its example in every aspect.
Nerf not, lest ye be nerfed.

sildoor's Avatar


sildoor
01.14.2012 , 12:56 PM | #57
Quote: Originally Posted by crustie View Post
lol... in vanilla wow my pvp group would encounter t3 groups and slaughter them because we were more organised and better at pvp.. the gear didn't make that big of a difference.. sorry but you are just wrong on that point. and most of our group were a mix of t1 and pvp gear. alot in pvp blues with some t1 and t2. if you were rickrolled by t3 groups.. it's probebly because you were pugging.. or your group was bad.
but say that a t3 group are as "godlike" as you and your team claime to be .. then they would rapeface.jpg your group would they know? if u dont belive me .. take a look at the stats on t3 compard to blues and t1-t2 .. the gap where in that time hugh ...
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TheStratovarian's Avatar


TheStratovarian
01.14.2012 , 01:00 PM | #58
Kheldor... If only they would. If only they would, Daoc had quite a bit right in pvp, and its never been done right yet since. Ah well.

If bioware would simply use armor for secondary stats, the surge, crit, defense rating, shield, alarcity. So that, well, look at what you have, everyone is the same for their class at 50, outside the stat talent boost (Which there in makes a choice talent wise from the cookie cutter options) And that with armor boosting those secondaries, you have much more diversity in how you approach your class. Are you a massive crit fiend, or one that with a lower crit chance, but outright destroys when you can land one.

Orange gear would let you keep the aesthetics of your look the way you want while offering a means of keeping up to date still. This prevents also the naysaying as well for pve/pvp difference of scaling up, with brackets especially. If bioware kept things in a 5-10 range for brackets, pvp would be a blast, especially above, there would be for both sides, only a little bit of difference, and how you play as a team is everything, if you have more tanks than they do, you can push more aggressively, though if they have more healers, they can afford to let damage add up faster.

And finally, if you remove the trauma debuff, you teach the biggest issue, kill the medic, kill the medic, and kill the medic. This encourages guard/taunt, keeps the medic with folks, or risks being hit with stealthers who should be going after them first. Someone with healing focus talent wise, is the biggest threat to your teams winning. If you dont have a healer, a dedicated one, you have a few class wise options that let you play more into having at least, someone that can heal in combat, if slower. This encourages healing variety too. Are you a high crit/surge healer, or a speedy/strong one? You can vary the styles of what you have as a max, because armor itself is the gate here. Because your main stats are set by level alone, its armor that gives your character focus along with talent lines, and it lets folks customize their look the way they want.

IceManLoneWolf's Avatar


IceManLoneWolf
01.14.2012 , 01:02 PM | #59
How about we just make gear in PVP (warzones anyway) a non-issue? I understand the reason for gear progression in PVE, but it doesn't make sense in PVP at least not in the traditionally executed way.

I mean is it really fun for someone fully decked out in PVP gear to fight someone without a bit of PVP gear or even gear in general? If you want to keep the current type PVP gear progression then you have to make it like PVE where you are only doing instances for your gear level which in PVP would mean you are competing against people wearing comparable PVP gear or maybe with a comparable PVP Ranking or even Valor level.

Now it's not a MMO, but look at Team Fortress 2. In it there is a crazy amount of unlockable gera and items. This gear provides alternative benefits, but is not needed in order to compete.

Illuziun's Avatar


Illuziun
01.14.2012 , 01:08 PM | #60
The special stat for PVP makes getting PVP gear another tier of progression. More progression = more time playing the game trying to get the stuff you want.

If everything is just geared towards everything, you would alienate the lesser gear paths, like PVE stuff, because one or another is simply better. By making a PVP stat, you make the PVP gear demanding for PVP, while the PVE stuff is better for PVE, thus providing two paths of progression.