Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

PvP Balance Discussion: PvP in 1.2 and how to improve it.

STAR WARS: The Old Republic > English > PvP
PvP Balance Discussion: PvP in 1.2 and how to improve it.

rjkishida's Avatar


rjkishida
04.16.2012 , 08:37 PM | #11
good post. well reasoned. good luck getting anything to happen though

NJoyTheSilence's Avatar


NJoyTheSilence
04.16.2012 , 08:39 PM | #12
Do what, commandos huge 8-9k crits are also broken... and powertech/vanguard is sickly broken right now as well. You are just as out of touch as the people you are appealing to. The problem is global damage being too high, and healing being too low.
Zerosis
50 Sentinel
<Affinity>

booshido's Avatar


booshido
04.16.2012 , 08:55 PM | #13
I think BW realizes they can't keep the state of PvP the way it is.

Karizza's Avatar


Karizza
04.16.2012 , 09:06 PM | #14
Quote: Originally Posted by Jetflair View Post
I actually like pvp lot more after changes. I can however understand OP quite well.
In one big MMO similar changes happened once and I also disliked it then.

I think positive thing is that healers are now something you actually can kill.

One of the most boring things I've ever encountered in MMO pvp are overpowered healers with good armor/defence that you can try to bring down like a half a hour.
Healers are so easy to kill they are nothing more than a speed bump. Healers made groups bring a more balanced approach. They made groups stay up longer. They made PvP more planned and thought out. Now PvP is face, assist kill, next target, next target ,next target. PvP is pathetic.

Once again a MMORPG takes aim at destroying itself. The mistake, doing too much too soon and unbalancing the game. More games fail on large patches and new content release expansions. I have left other games for the very same reason, and looks like I am headed in the same direction. Why stay and play a game that evidently is self destructive?. This was an enjoyable game. It was very very close to balanced. A few classes could have used a few tweaks.

The long enjoyable PvP match battles are a thing of the past. The game lacks strategy. It is all now who can dps and assist the other side down the fastest. And it is fast. Gear and expertise the only important things and of course a dps melee class. I can not say often enough or loudly enough this patch was poorly thought out, poorly tested, and too many changes at once. A complete fail. Some where some time I hope a gaming company will realize the same mistakes are made over and over. If game companies continue to hire devs that failed in other games without investigating why, it happens again.
Sordid:

WrykilX's Avatar


WrykilX
04.16.2012 , 09:20 PM | #15
-Tone down the damage from tanks in their dps line.
-Address Demo Round/Heatseeker
-Tone down sentinel/maras.
-Healers need to be as useful as they were prior to 1.2. Perhaps a happy medium between prior to 1.2 and now.
-Tone down all the CC and interrupts from non tank classes and/or put them on longer cool downs.
-Make dying a penalty. Warzones should not reward suicide tactics. There should be a a respawn timer associated with how many times you die in a warzone. The more you die, the longer it should take to respawn. Cap it at 20 seconds.

PvP fixed.

Karizza's Avatar


Karizza
04.16.2012 , 09:20 PM | #16
The best way to fix it is trash 1.2 and revert to a prepatch game. Go back to the drawing board and put together a working patch. Dont be so over zealous in doing to much. Take it in small steps so the effect is not so over powering.

Design some anti-cheat software prior to releasing rated wz. With out it you are only asking the community to run out and find some program that will give them the edge in rated matches.

It is easy to destroy a game based on what you may think is innovative.
Sordid:

JediDuckling's Avatar


JediDuckling
04.16.2012 , 09:22 PM | #17
nerf maurauders and sorces period


all fixed

DarthSianiz's Avatar


DarthSianiz
04.16.2012 , 09:28 PM | #18
Quote: Originally Posted by Karizza View Post
Healers are so easy to kill they are nothing more than a speed bump. Healers made groups bring a more balanced approach. They made groups stay up longer. They made PvP more planned and thought out. Now PvP is face, assist kill, next target, next target ,next target. PvP is pathetic.

Once again a MMORPG takes aim at destroying itself. The mistake, doing too much too soon and unbalancing the game. More games fail on large patches and new content release expansions. I have left other games for the very same reason, and looks like I am headed in the same direction. Why stay and play a game that evidently is self destructive?. This was an enjoyable game. It was very very close to balanced. A few classes could have used a few tweaks.

The long enjoyable PvP match battles are a thing of the past. The game lacks strategy. It is all now who can dps and assist the other side down the fastest. And it is fast. Gear and expertise the only important things and of course a dps melee class. I can not say often enough or loudly enough this patch was poorly thought out, poorly tested, and too many changes at once. A complete fail. Some where some time I hope a gaming company will realize the same mistakes are made over and over. If game companies continue to hire devs that failed in other games without investigating why, it happens again.
I think this is mostly a perspective matter... since for me fast reaction in pvp = skill. A fast paced pvp not necesary mean that it lacks on strategy. There are just players that react faster than u do. So in my perspective yes they are using their tactics more faster and adapting to the new speed of the game better.

After patch 1.2 i have seen the best thrilling, fast paced, exiting WZns matches in all the SWTOR history. The fast reacting PvP really put the thrill that SWTOR pvp has always lack.
Also there are healers doing fine after the patch. Obviusly PvP its not perfect yet, but for me patch 1.2 was a step on the right direction.

darkpagandeath's Avatar


darkpagandeath
04.16.2012 , 09:32 PM | #19
at least i got a boost sharpshooter did lol at a mara 1v1 took him to 30% in gcds then he poped god mode. I flash granade watched him for a while for the buffs to drp them kill him he took off 10% of me hp :P mara aint that bad if you counter them

SajPl's Avatar


SajPl
04.16.2012 , 09:39 PM | #20
First of all I believe the expertise should balance like pre 1.2 right now the DPS classes get an unfair advantage over tank and healer classes due to expertise giving the biggest buff to damage.

As for the Vanguard in my oppinion this class recieved the least love from the devs. An example of this is the fact that for a can-tank class vanguards have only 1 defensive ability - reactive shield on a 2 minute cooldown.
A few changes that would make the class more attractive to players :
A talent in the tanking tree reducing the cooldown of the shield to 1 minute.
Another idea is : the debuff from static shield should stack up to 10-20% (target deals 20% less damage) - this could make up for lack of a second defensive cooldown but in order not to make this ability overpowered the debuff should last only 8 seconds if not reaplied (15 seconds now for a 4% debuff).
Another idea for the tanking tree is some kind of self healing ability because in pve it takes a bit of the burden off the healers and in pvp sometimes it makes all the diferrence.
Right now the other tanking classes have :
Harnessed shadows - telekinetic throw heals the user for 9% of their hp (this can be done by a skilled player every 20-30 seconds).
Guardian leap - as far as I have learned a certain gear set makes this ability heal the user for 8% of their health, cooldown 20 seconds.
For the vanguard in the tanking spec there should also be some kind of self healing ability or a talent reducing the cooldown of Adrenaline Rush by 50/100/150 seconds - because right now a 15% self heal every 3 minutes is a joke. To balance this, adrenaline rush should heal the user for 8% of their health (30s cooldown fully talented) - a talent like this should of course be very high in the tanking tree.

The tactics tree is not working, the abilities and various buffs like Pulse generator are not applying the additional damage or slow.
Tactics tree should have a talent increasing the critical hit bonus of High Impact Bolt by 30% (simply add high impact bolt to havoc training in skill tree).
Hold the line should grant immunity to all cc not just movement impairing.
Slightly increase the damage of fire pulse.
These changes or at least some changes for tactics are dramatically needed because right now the tree lacks the damage of Assault specialist and survivability of Shield specialist.

Assault Specialist is basically fine, the only change I would make is to the burnout talent, it should increase damage by periodic elemental effects by 5/10/15% (I'm not sure if this wouldnt make our dots too powerful, so perhaps a 3/6/9%) not just 30% on targets below 30% max health, because when a target is below 30% max hp it will be killed most probably before the dot gets a chance to tick twice.

Lastly with the amount of stuns in this game, the stun-breaker ability should be on a 30s cooldown (20s talented for some trees/classes perhaps).