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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.

JesseShando's Avatar


JesseShando
04.17.2012 , 05:04 PM | #51
Quote: Originally Posted by Slavequo View Post
If these changes came after reading feedbacks, they were from amateur pvpers. I don't mean to offend anyone, everyone is free to play how much and how long he wants, and I don't claim to be a pro player myself, but simply because Average Joe fails to coordinate with a team mate to take down a healer, it does not necessarily mean that healers can't be killed.
I totally agree on this part. I play with a premade while all being on a voice chat server.
We coordinate interupt and stuns and we were able to kill healer faily easily.
In 1.2 we dont even have to interupt anymore.

Cebby's Avatar


Cebby
04.17.2012 , 05:09 PM | #52
Quote: Originally Posted by JesseShando View Post
I totally agree on this part. I play with a premade while all being on a voice chat server.
We coordinate interupt and stuns and we were able to kill healer faily easily.
In 1.2 we dont even have to interupt anymore.
This

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Rierdon's Avatar


Rierdon
04.17.2012 , 05:19 PM | #53
Very nice.

StepkaRazin's Avatar


StepkaRazin
04.17.2012 , 05:29 PM | #54
So, PvP on our server in under lvl 50 bracket is a joke. Pubs are completely unable to compete. (probably only win 1 in5 or 6 matches). I really dont see why its so one sided in under 50 where gear is not a huge issue. I cant believe that somehow good players choose the Imps (maybe thats true)? Server population wouldn't really matter in under 50.

Since the patch its gotten worse., but not like the patch nerfed a faction..

Any thoughts.

Fdzzaigl's Avatar


Fdzzaigl
04.17.2012 , 05:46 PM | #55
I came back from vacation and spend 3 days PvPing in 1.2.

I'm really losing my appetite for the game now, what the hell where you thinking?
First off: anything that isn't a Marauder, tank Assassin or Juggernaut will die near instantly when jumped by the enemy team as a whole now, and I mean in the 2 seconds range.

Even complete and utter scrubs with BM gear can **** face if they hide in the paintrain and spam their trinkets and hard hitting abilities. It's like nearly every class you encounter is a PoM-Pyro mage from vanilla WoW, with his cooldowns on speed. In 10 years of MMO gaming, I have literally never seen such a quick overall TTK as in some WZ's now.

You should completely rebalance the expertise stat,, for example by giving a flat value throughout all PvP gear.

Secondly: WZ's are filling up with Marauders and Juggs who just go around ****** face. I don't care if you say that these classes are "hard to play": I can easily kill the bad ones 1vs1, but in a group, the only thing they have to is set up smashes in Focus spec and pop their cooldowns. Some WZ's are literally filled with 6/8 Sith Warriors now, which equates to a whole lot of numbers on your screen and instant dead.

Marauder cooldowns are ridiculously overpowered in the current build as they are a class that does hefty DPS AND has better survivability than any tank class could ever hope to achieve.
The 99% reduction for one should simply reduce all healing received by 99% as well, abilities like this should be used to delay death, not to get healed back to full and go on ****** face, without the other team being able to do jack **** about it.

Invictusthetaru's Avatar


Invictusthetaru
04.17.2012 , 06:16 PM | #56
I like PvP a lot how it is right now. It takes a lot more teamwork for the same results. Mauraders /sents now NEED to be taunted, anyone on your healer must be rooted / snared / stunned; they can't just sit there and self heal all day while keeping up another teammate.

Shadow tank spec is fine, the other 2 need a buff. Our guild rips through DPS shadow tanks. The direct counter is melee / sniper because we have so many abilities to use during resilience it makes it almost useless. Not to mention I just stun them during force lightning. I know, what a concept, stunning a class during it's best move!

Guardian is also fine. The reason they can hop around like a mad man is because they can be rooted / snared / stunned and ranged to **** town. Guess what? A guardian that's rooted CAN NOT jump to an enemy or friend. Wonder if you knew that.

The reason guardians can jump so much is because other classes can pull, knockback, root, etc. A competent team of 8 will be able to hand a guardian in huttball, period. Combat (middle tree) marauders have 2 ways to root me, snipers can root me, madness specced assassins / sorcs can root me. Root guardians.

Honestly you can't call out any of this **** until you play with good people all the time. People get focused down with no one helping them and cry nerf this nerf that, when most classes have a direct way to counter in a team environment that no one ever seems to do. Everyone is too busy with their tunnel vision / smashing buttons to notice what the OTHER play is doing and thinking of a way to counter it.


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JesseShando's Avatar


JesseShando
04.17.2012 , 07:31 PM | #57
Quote: Originally Posted by Invictusthetaru View Post
Guardian is also fine. The reason they can hop around like a mad man is because they can be rooted / snared / stunned and ranged to **** town. Guess what? A guardian that's rooted CAN NOT jump to an enemy or friend. Wonder if you knew that.
As mentioned in my post I have a sentinel. So yes, I did know that.
Other classes can indeed counter the leaps with pulls/roots. The problem is that guardians have TWO leaps, and there is no class with two pulls. You need multiple people to stop a guardian.
I didn't suggest to remove any of the leaps. I just suggested to not let them use both in a short amount of time.

I do however appreciate your input. If there are more guardians that have an opinion on this matter, feel free to reply!

SajPl's Avatar


SajPl
04.17.2012 , 07:34 PM | #58
The thing with guardians as far as I know is : guardian leap thats 1, force leap thats 2 then use force push and get an immediate force leap again.

Huttball would be fixed if the ballcarrier was immune to all stuns/roots cc and couldnt leap be pulled etc. That is the easiest fix for huttball.

As for the shadowtanks there are 2 shadows on my server that regularly rip through everything and there is no stopping them. Can I defeat an average shadow ? Yes I can. But it's not the bad players that define if a class is OP its the good ones. The shadows do not need a nerf but they do need to be adjusted. For example : vanguards cannot trigger prototype particle accelerator with ion cell (carolina parakeet considered OP and not working after 1.2) yet dps-tank hybrid shadows can use Force in Balance while using combat technique.

fungihoujo's Avatar


fungihoujo
04.17.2012 , 07:40 PM | #59
You no longer have to worry about healers- interrupts aren't even needed, just burst them. BW has turned this game into a joke where only strong dps classes have a purpose.

Thing is, that impossible to kill marauder with through the roof damage doesn't grow weaker outside of 1v1- add a guard and heals to him and he's unstoppable.

The only classes that can't kill healers are ones which had their damage output killed- like sorcs.


They won't fix it, they've decided how they want pvp to go- marauder.

JesseShando's Avatar


JesseShando
04.17.2012 , 07:46 PM | #60
Quote: Originally Posted by SajPl View Post
Can I defeat an average shadow ? Yes I can. But it's not the bad players that define if a class is OP its the good ones.
Well said.
However I wouldn't mind if shadows stay the same, so I can keep rolling people!