Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

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

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

Vetril's Avatar


Vetril
02.28.2012 , 06:58 PM | #221
http://www.youtube.com/watch?v=Z_cSnpoKMMk

'Twas time

No more running away dotting people like mad

JediDuckling's Avatar


JediDuckling
02.28.2012 , 07:02 PM | #222
Quote: Originally Posted by TyrantLeader View Post
Players affected by a Damage Over Time ability are no longer interrupted when interacting with objectives.

Are you kidding me? This is particularly helpful when you are solo defending and want to delay cap because your team is half way across the map... BW can't be serious. This doesn't make any sense. What is the reasoning for doing this....

Here is the RIGHT WAY TO DO THIS:::::

The right way would have been to have dots interrupt cap until the person is ALIVE, but once the person is dead the dots wear off.

damage from a alive player should stop cap even if i take off my shorts and fart in your direction for 1 hp damage or atleast slow.

Damage from my previous death should not still occur.. same effect can be seen on stealth classes sometimes that can't stealth after respawn for some reason be cause they are sitll in combat??? this is retarded.
putting a dot on someone then running so they cant grab objectives was pathetic and broken. it was stupid how 1 person could defend an objective from about 5 players by just putting dots and them respawning and repeating.

now your scrubby exploitation of the broken game mechanics are now fixed


now you will have to find something else to abuse learn to aoe noob lol

Knightfire's Avatar


Knightfire
02.28.2012 , 07:06 PM | #223
DoT = Damage over time.

current format= each TICK of damage from DoT interrupts plant/capture. having DoT doesn't stop u from capturing, its when it ticks and it causes damage that breaks plant/capture. A DoT that did 0 damage would not stop you. (had to clarify. some early post on thread didn't seem to understand that)

people complaining about them nerfing DoT specs are kidding themselves. Most DoTs deal Direct Damage immediately after it applies. THIS WILL STILL INTERRUPT AND CAUSE DAMAGE. however, in the new update, each TICK of damage AFTER the DD will NOT interrupt.

Thus, players will now be forced to deal with the immediate threat of people at the objective. no more heroic spartan standoffs.
1 Vs. 2+ encounters now require TEAMMATES to help defend and players to call out inc.

why is that wrong?

as for it being easier? defense now requires players to coordinate and not have 1 player alone spamming DoTs .

savionen's Avatar


savionen
02.28.2012 , 07:08 PM | #224
Quote: Originally Posted by Vid-szhite View Post
Someone's never played a stealth class! You do have to exit stealth to cap.
There's a bug/exploit where you can stealth cap, has been around for a good 2 months.

hellczar's Avatar


hellczar
02.28.2012 , 07:08 PM | #225
Quote: Originally Posted by ComeAndSee View Post
DOTS preventing you from capping is stupid.

When you prevent somebody from attacking the door you should physically have to commit the act.
So how easy it for you to set a bomb when a person sets you on fire? it's a just a little damage over time....

Grubfist's Avatar


Grubfist
02.28.2012 , 07:10 PM | #226
Quote: Originally Posted by Vid-szhite View Post
Someone's never played a stealth class! You do have to exit stealth to cap.
Yes you do.

At first, starting the cap existed stealth, now you are required to manually exit stealth before you can start a cap.

Taren's Avatar


Taren
02.28.2012 , 07:10 PM | #227
I rarely speak on these boards in regards to the current PvP system that is in place, but this particular patch note change has struck a chord with me.

What possible reason could there be for this change?

I've trolled the PvP forums for a while now. I've seen all of the comments from each side about PvP. The good and the bad. I've always been of the opinion that despite various issues that we all have to deal with in regards to PvP on a daily basis, Bioware is working to make things better.

Today, with this patch note announcement, I can honestly say that my opinion has been changed. It seems that Bioware, with this one simple move, is starting back down the PvP path in the opposite direction.

From a player that truly enjoys his PvP time in SWTOR...Bioware you have really disappointed me.

Vetril's Avatar


Vetril
02.28.2012 , 07:10 PM | #228
Quote: Originally Posted by hellczar View Post
So how easy it for you to set a bomb when a person sets you on fire? it's a just a little damage over time....
As easy as it is for you to come back from the dead
Leave realism out of the discussion please.

Grubfist's Avatar


Grubfist
02.28.2012 , 07:11 PM | #229
Quote: Originally Posted by Taren View Post
I rarely speak on these boards in regards to the current PvP system that is in place, but this particular patch note change has struck a chord with me.

What possible reason could there be for this change?

I've trolled the PvP forums for a while now. I've seen all of the comments from each side about PvP. The good and the bad. I've always been of the opinion that despite various issues that we all have to deal with in regards to PvP on a daily basis, Bioware is working to make things better.

Today, with this patch note announcement, I can honestly say that my opinion has been changed. It seems that Bioware, with this one simple move, is starting back down the PvP path in the opposite direction.

From a player that truly enjoys his PvP time in SWTOR...Bioware you have really disappointed me.
How could this change your mind? Now attackers are encouraged to fight, people don't give up in warzones when they don't get the initial cap, and there's more action all around.

Faulhaber's Avatar


Faulhaber
02.28.2012 , 07:12 PM | #230
With this change I am convinced BW has no idea what is good for their game.