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Change to rewards is a step in the right direction, but TTK is still way too short.

STAR WARS: The Old Republic > English > PvP
Change to rewards is a step in the right direction, but TTK is still way too short.
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mordredz's Avatar


mordredz
04.21.2012 , 07:58 AM | #171
Quote: Originally Posted by Laylyn View Post

Equalization created an environment some people don't like. Not everyone practices sportsmanship or wants a fair game.

Some want to hide behind gear. Some want to hide behind broken, imbalanced mechanics that steer people toward the favored classes and the favored specs.

Those players are now faced with the environment they created for their opponents when the mechanics were more broken. Fixing the current resolve issues will create the same scream fest from those that benefited most.

The "I get sixty individual kills farming, while the entire other team got 2 total" war zones was only causing the newer players to quit. We have longer ques now and they just kept getting longer prior to 1.2. Now with recruit gear and some newer players having a chance we might keep the pvp current base or actually increase it.

Time will tell.

You're ques got longer when ppl came back for 1.2? i think you're the first, sorry to hear it...

Laylyn's Avatar


Laylyn
04.21.2012 , 08:04 AM | #172
Quote: Originally Posted by mordredz View Post
You're ques got longer when ppl came back for 1.2? i think you're the first, sorry to hear it...

Nope, they started to go twice as quick and they've been running faster than the month prior to 1.2 ever since. I had meant longer than the were the first month of the game.

They had been up to 20 minutes during prime time prior to 1.2. They run about 5 now. During launch they'd que every 2 minutes on even the Imperial side (Blue side was instant then).


Build a man a fire and you warm him for a night. Set a man on fire and you warm him for a lifetime...
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croza's Avatar


croza
04.21.2012 , 08:04 AM | #173
Quote: Originally Posted by LiveandDieinLA View Post
I like PVP better now.

12 minute voidstars where i did 600k damage and got 3 kills, that wasn't fun.
haha, exactly.

joeypesci's Avatar


joeypesci
04.21.2012 , 08:06 AM | #174
The rewards are now better but again you're ruined it with expertise making gear and not skill more effective. It shouldn't be about gear, it should be about skill so drop the expertise. And the TTK now seems to be way off what you originally said on release that you want fights to last long, so there'd be tactics. Now they're isn't and again gear and expertise are ruining it.

croza's Avatar


croza
04.21.2012 , 08:07 AM | #175
Quote: Originally Posted by ronniehenlau View Post
Yeeeah... Im a PT tank, who really loves PvE, and used to love PvP. However, after 1.2, I dont find it fun as a tank. Pre-1.2, I could stay alive long enough vs 1-2 dps'ers (depending on how skilled) to call for help in voidstar or civil war.
Post-1.2, I can hold my own for ~8-15 seconds vs 1 dpser (again, depending on skill, and class now).

Figured this was just me, as I have stacked quite a bit of PvE gear (needed endurance because of guard). Only have three BM pieces, and if I swap over to recruit, I drop insane amounts of hp, which renders me even more useless (Guard a healer at 15k hp = me dropping 50% of my hp from healer dying = me beeing piss easy to kill).
However, I talked to some other tanks, and they have the same experience as me. Three of the five i talked to have swapped to dps, two have stopped doing pvp until we are useful in pvp again.

Me, well, I've stopped pvp'ing at the 50 bracket until I get my operative to 50 (can at least see if it is possible to heal at all in warzones.)

If that doesnt pan out, well, there is always PvE. :-D Which atm, I find a helluva lot more entertaining than PvP.

But meh, guess I'm gonna get flamed for using pve gear in warzones now. But pay notice: One of the tanks I talked to (Guardian), is full bm with 2-3 war hero pieces, with the same experience as me. (10k hits from marauder lolwut?).

TL;DR: Lazy bastard, read the post.
Although use recruit gear instead of rakata gear makes you HP very low, expertise is more crucial in this patch. So another learn to play post

mordredz's Avatar


mordredz
04.21.2012 , 08:08 AM | #176
Quote: Originally Posted by Laylyn View Post

Nope, they started to go twice as quick and they've been running faster than the months prior to 1.2 ever since.

Ah guess i misread you're post, my apologizes then, and ya faster ques are nice

Pourekos's Avatar


Pourekos
04.21.2012 , 08:16 AM | #177
When will you guys (Bioware) realise that having a pvp stat that is implemented in the way it is now is a bad model for pvp? For pve it is fine to have a gear-progression that makes you more effective, since if you decide to not log in for a week the pve NPCs will not gear up and kick your arse next time you play. For pvp though, this system simply enforces a grinding race before you can start having fun with the game. On top of that, the RNG factor of what your team/opponents have in terms of gear makes this system very bad and unenjoyable.

Look at all major sport and e-sport competitions where the participants have the best gear available so that the matches revolve around their skills and tactics. Do you think anyone would want to watch any match where one team has a vast advantage over the other simply because of gear? If no, what makes you think that this is fun for the actual participants to do so (other than the ones that can grind faster than the rest)?

TLDR normalise either all stats or at least expertise for instanced pvp and come up with a different reward system that does not affect combat. This will also allow you to have a much better grip with the cross-class balance in WZs and implement the needed changes in relation to the desired TTK.

Laylyn's Avatar


Laylyn
04.21.2012 , 08:16 AM | #178
Quote: Originally Posted by mordredz View Post
Ah guess i misread you're post, my apologizes then, and ya faster ques are nice

Word, I was tired of dead ques myself prior to this patch. I even went back and added approx. prime time averages to that post.

Build a man a fire and you warm him for a night. Set a man on fire and you warm him for a lifetime...
Laylyn of HAUNT www.ghost-pa.com
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Laylyn's Avatar


Laylyn
04.21.2012 , 08:24 AM | #179
Quote: Originally Posted by Pourekos View Post
When will you guys (Bioware) realise that having a pvp stat that is implemented in the way it is now is a bad model for pvp? For pve it is fine to have a gear-progression that makes you more effective, since if you decide to not log in for a week the pve NPCs will not gear up and kick your arse next time you play. For pvp though, this system simply enforces a grinding race before you can start having fun with the game. On top of that, the RNG factor of what your team/opponents have in terms of gear makes this system very bad and unenjoyable.

Look at all major sport and e-sport competitions where the participants have the best gear available so that the matches revolve around their skills and tactics. Do you think anyone would want to watch any match where one team has a vast advantage over the other simply because of gear? If no, what makes you think that this is fun for the actual participants to do so (other than the ones that can grind faster than the rest)?

TLDR normalise either all stats or at least expertise for instanced pvp and come up with a different reward system that does not affect combat. This will also allow you to have a much better grip with the cross-class balance in WZs and implement the needed changes in relation to the desired TTK.

I would not mind seeing one type of gear only, if its equal for both pve and pvp. I played Vanilla wow, I don't want to see this game de-evolve into one where raid teams come in, with awful tactics, smashing people (1 raider vs 3 pvpers who can't kill them), and auto win due to the stupidly overpowered raid gear.

Sadly, most of the politics for no expertise in the game, on these forums, are for that vanilla wow advantage. Ideally, gear should be a non factor. It should be so in warzones and world pvp.
Build a man a fire and you warm him for a night. Set a man on fire and you warm him for a lifetime...
Laylyn of HAUNT www.ghost-pa.com
Belgoth's Beacon's Community Forums
http://www.belgothsbeacon.com/forum/index.php

Pourekos's Avatar


Pourekos
04.21.2012 , 08:30 AM | #180
Quote: Originally Posted by Laylyn View Post

I would not mind seeing one type of gear only, if its equal for both pve and pvp. I played Vanilla wow, I don't want to see this game de-evolve into one where raid teams come in, with awful tactics, smashing people (1 raider vs 3 pvpers who can't kill them), and auto win due to the stupidly overpowered raid gear.

Sadly, most of the politics for no expertise in the game, on these forums, are for that vanilla wow advantage. Ideally, gear should be a non factor. It should be so in warzones and world pvp.
I agree with what you say, that's why I said "normalise the stats in instanced pvp". Think of it as an extension/improvement of the 10-49 pvp bracket in terms of gear mechanics. All I am asking for is that gear does not affect the outcome of a match. Then it will be easier to have descent class-balance and implement the needed changes in order to have the TTK the developers want.