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Dots no longer helpful in defense???????

STAR WARS: The Old Republic > English > PvP
Dots no longer helpful in defense???????

T-Nutz's Avatar


T-Nutz
02.28.2012 , 04:07 PM | #131
Quote: Originally Posted by T-Nutz View Post
So you are requesting that the server handles all DoT interactions with players, and checks every time a DoT ticks, whether it has applied damage greater than 0. Currently, if the programmers have any sense, the DoT will be placed on a player, and the client of that player will tell the server when the DoT ticks for damage, and the server will then tell the player who applied the DoT that the damage was applied.

But all of that is irrelevant, because in my opinion, a DoT tick is a passive action, and I believe an active action should be required to defend an objective. Don't see it as "whenever you take damage it interrupts" but as "whenever you are ATTACKED it interrupts". It is lazy coding that BioWare originally coded this interruption into the TakeDamage action on the player character.

Opinions are like ******es, everyone has one?
Besides that, It is lazy coding that BioWare originally coded this interruption into the TakeDamage action on the player character.


So you agree that it can be fixed, but isn't being fixed? I don't see any reason it can't be re-coded and fixed properly. or did I miss something?

Dakan's Avatar


Dakan
02.28.2012 , 04:07 PM | #132
Quote: Originally Posted by iceperson View Post
no serious pvper has a problem with this change. it's only scrubs complaining.

^^ This.

Twenynge's Avatar


Twenynge
02.28.2012 , 04:09 PM | #133
Quote: Originally Posted by iceperson View Post
That isn't even the funny one. This: http://www.torhead.com/ability/99CSg...ndiary-grenade
Is the funny one. Even better: It is a 31 point talent.

Bioware is trolling gunslingers with this talent.

Chiefy's Avatar


Chiefy
02.28.2012 , 04:11 PM | #134
this is a good change

ive seen many a good attacks on side turrets on civil war fail simply because dots were applied while said player took speeder back and forth before being murdered over and over, our team could not cap as 2-4 of us had dots and could not cap, by time said 8 sec dot wears off.. they had already used speeder and back fighting next to turret. Defied all logic

if you have a good team and organisation you should not need to rely on a 8-10 sec dot (on top of an already 8 sec capture timer)..

also it helps towards all those boring 0-0 voidstar matches


how can this not be a positive change?

KilmarFyrewynd's Avatar


KilmarFyrewynd
02.28.2012 , 04:11 PM | #135
Quote: Originally Posted by Khadroth View Post
Because you have to kill people first, that part hasn't changed. If you're dumb enough to blow resilience and try to tap in the face of an enemy it's not my problem. You know they're dotting? Kill them, then use it and profit.
I am not trying to argue if it's one on one on Alderaan. I can easily kill the sorc, cleanse and cap. It's voidstar when you are trying to cap and all the AoE dot spammers need to do is run in, spam aoe dot, run out. Another sorc will run in, AoE dot, run out. 3rd sorc will run in, AoE dot, run out. See the pattern? With this, it is IMPOSSIBLE to plant the bomb.

Or, you can suggest just killing the 3 sorcs. If you do, you've never played against 3 bubbled sorc healers.

I can't see how people can say this fix is not a good thing. As I said, what about people who have no cleanse? Then what? Spam "cleanse cleanse cleanse cleanse" until a healer sees it and finds you, hoping that the spell is not in CD and will actually target you to cast it?

Khadroth's Avatar


Khadroth
02.28.2012 , 04:13 PM | #136
Quote: Originally Posted by KilmarFyrewynd View Post
I am not trying to argue if it's one on one on Alderaan. I can easily kill the sorc, cleanse and cap. It's voidstar when you are trying to cap and all the AoE dot spammers need to do is run in, spam aoe dot, run out. Another sorc will run in, AoE dot, run out. 3rd sorc will run in, AoE dot, run out. See the pattern? With this, it is IMPOSSIBLE to plant the bomb.

Or, you can suggest just killing the 3 sorcs. If you do, you've never played against 3 bubbled sorc healers.
I fail to see how this changes that situation. Now they just run in, throw down aoe, run out.

You're basically arguing that you shouldn't be able to be stopped. If the player is present they will stop you, dot or not.
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hrelas's Avatar


hrelas
02.28.2012 , 04:14 PM | #137
Quote: Originally Posted by T-Nutz View Post
Besides that, It is lazy coding that BioWare originally coded this interruption into the TakeDamage action on the player character.


So you agree that it can be fixed, but isn't being fixed? I don't see any reason it can't be re-coded and fixed properly. or did I miss something?
As you can read from my post I am criticising BioWare from allowing DoT's to prevent to begin with. Another poster earlier suggested that it was probably not intentional/well thought out. Then I provide a reason that I see from your point of argument would be a satisfactory solution in the form of a change of definition.

Bovinity's Avatar


Bovinity
02.28.2012 , 04:16 PM | #138
Quote:
how can this not be a positive change?
The people who think it's not a positive change are the ones that thought they were extremely skilled when they rez-zerged the opposing team and threw DoT's around.

T-Nutz's Avatar


T-Nutz
02.28.2012 , 04:17 PM | #139
Quote: Originally Posted by hrelas View Post
So you are requesting that the server handles all DoT interactions with players, and checks every time a DoT ticks, whether it has applied damage greater than 0. Currently, if the programmers have any sense, the DoT will be placed on a player, and the client of that player will tell the server when the DoT ticks for damage, and the server will then tell the player who applied the DoT that the damage was applied.

But all of that is irrelevant, because in my opinion, a DoT tick is a passive action, and I believe an active action should be required to defend an objective. Don't see it as "whenever you take damage it interrupts" but as "whenever you are ATTACKED it interrupts". It is lazy coding that BioWare originally coded this interruption into the TakeDamage action on the player character.
Sorry to keep quoting you, I don't want to lose my place in this thread. From what you are saying, it seems like the game is coded with a trigger event of "Attacked" instead of "taking damage". This is not correct from what I see using my Scoundrel.

My DoT on my Scoundrel does not upfront damage, the samage applies like 3-4 seconds later.

If you were trying to cap the left turret in Civil War and I applied just my DoT, no one elses DoT, you will not be prevented from taking over the turret at first. You will be prevented when the DoT applies DAMAGE. I just tested this out in a WZ. All other DoTs except for my mirror class counterpart, cause damage up front.

So therefore, the game does not seem it is coded to a trigger event of "attacked", but it is coded to see a trigger of "taking damage". Try it out for yourself.

Can any other smuggler or the mirror class confirm this?

KilmarFyrewynd's Avatar


KilmarFyrewynd
02.28.2012 , 04:18 PM | #140
Quote: Originally Posted by Khadroth View Post
I fail to see how this changes that situation. Now they just run in, throw down aoe, run out.

You're basically arguing that you shouldn't be able to be stopped. If they player is present they will stop you, dot or not.
What it will do is make the sorc actually try to attack you. They cannot just cast AoE dot 2 times and KNOW you cannot cap and then hang back behind a pillar. They will need to actively be close to me to prevent me from capping. Since I am an Inf spec melee, I will shred that sorc if he does and actually gives me a chance to cap. This will actually help with people using teamwork instead of having a 1-button cap prevention method.

Regardless, BW is implementing it. I like it. If you don't, then I'm sorry it didn't go your way. It was cheesy, others do on this thread, and obviously BW thinks it's imbalanced enough to have it fixed.

I never posted about before they posted the change and it was only a minor issue for me since there is a chance for me to escape via Resilience. But other classes without a cleanse skill? Well too bad for them because they were SOL until now.