Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Please reassess the PvP set bonuses.

STAR WARS: The Old Republic > English > PvP
Please reassess the PvP set bonuses.

Dee-Jay's Avatar


Dee-Jay
03.19.2012 , 05:15 AM | #1
Premise: Set-Bonuses on PvP gear are designed to alleviate weakness of a class in a PvP setting.

Explanation: Since PvP set bonuses have little/not impact in PvE they are a good way to address class specific weaknesses with a minimal-impact fashion.

That said, I think some of the current PvP set bonuses don't do that and occasionally even enhance strengths, rather than addressing weaknesses.

Now I haven't played all classes and can't evaluate the implications of each individual set-bonus but I can for Juggernauts and Operatives just to give an example.

Operative PvP Bonus:

Quote:
(2) Increases the duration of Infiltrate or Smuggle by 5 seconds and Evasion or Dodge by 1 second.
First off, nobody ever uses Infiltrate in a PvP setting. So that part is totally meaningless. The extra second on Evasion however does go in the right direction and helps somewhat alleviate the survivability weaknesses of an Operative in PvP.

Quote:
(4) Increases max energy by 5.
Now Energy isn't commonly an issue in PvP as much as it is in PvE since you don't spend that much time DPSing. I dare say the 4-piece bonus is practically inconsequential for DPS Operatives.

A much better bonus would be something that helps alleviate either open-fight survivability or mobility. In fact, something like "30% more movement speed while "Sneak" is active" would probably be a lot more useful.


Then there's the Guardian PvP Bonuses

Quote:
(2) Intercede or Guardian Leap heals you for 8% of your total health.
Again, the 2-piece bonus here is doing it right. Adding a small but noticeable self-heal to a class that doesn't have any other means of self-healing is a good concept. Overall it's still a little too situational but the idea is good.

Quote:
(4) Increases all damage dealt by 10% for 5 seconds after using Force Charge or Force Leap.
This is an example of the worst kind of set-bonus. Instead of alleviating weaknesses it is further buffing strengths of a class. Rage Juggernauts already do some pretty sick burst and this bonus just adds to the problem. Simply removing this bonus might be enough to curb the somewhat legitimate complaints about Rage burst without it affecting PvE.

Instead of buffing damage, the set-bonus should address the weaknesses of the class. For example "You retain the Health gained by Enure after the effect ends" would be a much better bonus as it help with survivability issues instead of buffing already high damage.


These are just two examples of poorly conceived PvP set bonuses and I assume this logic could be applied to at least 50%.

Again, PvP set-bonuses should alleviate weaknesses, not buff strengths.

So please Bioware, take another look at the set-bonuses before 1.2 and consider changing them accordingly.

unclekaula's Avatar


unclekaula
03.19.2012 , 05:24 AM | #2
Quote: Originally Posted by Dee-Jay View Post
This is an example of the worst kind of set-bonus. Instead of alleviating weaknesses it is further buffing strengths of a class. Rage Juggernauts already do some pretty sick burst and this bonus just adds to the problem. Simply removing this bonus might be enough to curb the somewhat legitimate complaints about Rage burst without it affecting PvE.

Instead of buffing damage, the set-bonus should address the weaknesses of the class. For example "You retain the Health gained by Enure after the effect ends" would be a much better bonus as it help with survivability issues instead of buffing already high damage.
They nerfed it in 1.2, what else do you want? And you cant be serious about endure pain, thatd be more op than a dmg buff.
Flyboy Shaquandra - BM Pyro Merc - Keller's Void <RogueFive>
Flygirl China - War Hero Rage Jug - Keller's Void <Scum and Villainy >
LatoyaJackson The Merciless - BOSS Sorc - Keller's Void <Evil Bastards>