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Opinion on 1.4 balance.

STAR WARS: The Old Republic > English > PvP
Opinion on 1.4 balance.

Jerro's Avatar


Jerro
09.28.2012 , 07:21 AM | #51
Quote: Originally Posted by bglodt View Post
Heh... its the Healer vs DPS and the TTK vs DPS arms race! Without burst damage and with just sustained damage, healers can heal themselves and others through a dedicated attack, so they make burst more important, so your damage spikes can outperform incoming heals. Without burst or spike damage, fights would last forever or be constant stalemates with healers on both sides....

I agree with your comment though. Unfortunately i dont see a good solution either, at least one that does not include decreasing our ability to customize our characters. Still I hope someone who works at BW who is smarter than me can figure it out!
Thank you for your reply, yea im aware and understand what you are saying. have a thought about it, this is a basic mmog with focus on story and pve. where damage, healing and abilities are balanced around operation bosses i guess? why not go the other way around, work harder on pvp balance and buff/nerf flashpoints, operations instead. aftter all a operation boss is allready paid by bioware to get slaughtered week after week and maybe dont complain so much

Ycoga's Avatar


Ycoga
09.28.2012 , 07:34 AM | #52
Quote: Originally Posted by Jerro View Post
Thank you for your reply, yea im aware and understand what you are saying. have a thought about it, this is a basic mmog with focus on story and pve. where damage, healing and abilities are balanced around operation bosses i guess? why not go the other way around, work harder on pvp balance and buff/nerf flashpoints, operations instead. aftter all a operation boss is allready paid by bioware to get slaughtered week after week and maybe dont complain so much
Because tweaking player abilities is not the same as reprogramming entire pve sections of the game?
'Pre-2.0 PvP... The gear gap was too big and some players became non-contributors quickly because of the gear gap. It wasn’t fun for the majority of players' - Alex Modny

vimm's Avatar


vimm
09.28.2012 , 07:57 AM | #53
Quote: Originally Posted by Lowyjowylof View Post
The interrupt is the only viable thing merc/mando got. The range decrease in cryo hurts Gunnery Commando alot in PvP, the same with the nerf to stockstrike. The duration of the root is so short that the knock back was better. The snare is pointless on FA since it clears 1 second after the channel. With all the elemental and internal damage in PvP our defense is awful and we lost one ability that kept space and had one reduced to 10M.
I was surprised they made that a root, as the instat single target knockback could be quite useful. I do like the 70% snare for the duration of Unload though.
geeR
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Kalfear's Avatar


Kalfear
09.28.2012 , 07:58 AM | #54
Quote: Originally Posted by UGLYMRJ View Post
First, I want to say that I would hate for this to turn into a massive wall of arguments. Balance is a matter of opinion and perspective. It is NOT fact. Of course there are certain things that are generally agreed on such as the Merc being at the bottom of the food chain, it doesn't necessarily make it fact. There are more Muslims on this planet than any other religion... Millions of people believe in the book of Mormon... it does not make either of them fact nor undeniably true. An extreme example but I would hope that some of you see my point.

So... to the point of this thread.

It is not intended for people to complain marauders are still OP, or that mercs are still under powered. But simply, I am curious if people think that 1.4 balance in PvP is better or worse than it was in 1. 3, and why.
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Kuvox's Avatar


Kuvox
09.28.2012 , 08:12 AM | #55
Sorcs/Sages....It's been well-established for some time that going into PVP fully spec'd into the Lightning/Telekinetic tree was not particularly smart for a Sorc/Sage (it's a mostly PVE tree). However, given that in 1.4 Sorc/Sages are no longer interruptable during Polarity Shift/Mental Alacrity--a keystone of the Lightning/Telekinetic tree--I wanted to see if this tree is now viable in PVP.

So...I played 6 games fully-spec'd into Lightning/Telekinetics. While my damage was lower overall than what I'm used to, saving Polarity Shift/Mental Alacrity for those must-burn situations was nice. Because Polarity Shift/Mental Alacrity gives Sorcs/Sages incredible burst--at least compared to what we're used to--I felt a little more useful. For example, when I popped Recklessness/Force Potency and then Polarity Shift/Mental Alacrity I was able to get the assassin medal off of a tank-spec'd Juggernaut who was carrying the ball in Huttball. I didn't know Sorcs/Sages were capable of such burst.

That said, the cooldown on Polarity Shift/Mental Alacrity is still 2 minutes so in-between that time Sorcs/Sages spec'd into Lightning/Telekinetics can be interrupted like they always were. As such, I still don't think this spec should be the preferred spec for PVP by any means but at least it's a little more viable. But, if saving burst for important situations is your thing over overall damage then maybe this tree is something you should consider for PVP.
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Keypek's Avatar


Keypek
09.28.2012 , 08:19 AM | #56
Well so far resolve is more useless then it was before. And the focus/sith equivalent did not need a buff to it because now they are out of control. Not to mention ability lag and overall server quality diminished but that was more from the merging before 1.4.
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CharterMonkKent's Avatar


CharterMonkKent
09.28.2012 , 08:45 AM | #57
From my second night playing.

-Probably won't pvp with my jugg until smash is fixed. I started another thread about it. In short it's too annoying, too unreliable.

-The jugg issues got me to play my sorc... Super fun. I approve of the changes. People who are complaining about it, sigh, well, there isn't much to say about them. If you're getting under 100k damage and 2k objective as a madness sorc in WH gear during a 11min WZ... there is nothing the devs can do for you. You just aren't good at pvp, it's not a big deal, it's just one part of this game. Proof? The other madness sorc in BM gear with 350k damage and 13,000k objectives seems to be doing fine. (Actual scenario from last night)

-The free heal is probably too strong, but I like it Bubble + Free heal = get out of jail free

-The sorc KB is finally useful. You can now be sure who you will hit with your KB, it's very easy to use effectively. The animation is awful though haha. Make it a Gandalf animation "YOU SHALL NOT PASS!". Slam the butt of the saber on the ground. Perfect.

-Last thing I'll mention is the addition of in your face attacking information. I love this change. You can now see "immune", "miss",etc. I imagine this will be very useful in helping people learn the ins and outs of pvp. I have seen some threads of people complaining about "missing all the time". Well, you were missing before 1.4, at least now you can see its happening and figure out why.

I won't be playing again until next week but I plan on trying 31 point lightning in pvp again. I'd be interested in hearing from anyone who has tried lightning at 50 in 1.4.
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TUXs's Avatar


TUXs
09.28.2012 , 08:54 AM | #58
Quote: Originally Posted by cycao View Post
Still not sold on the new changes to resolve I seem to have spent more time CCed than usual but its only one night and it might get better.
This!

This new "improved" system sucks.
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DaedalusV's Avatar


DaedalusV
09.28.2012 , 09:13 AM | #59
Quote: Originally Posted by TUXs View Post
This!

This new "improved" system sucks.
The new resolve system removes the mechanical useage of your CC breaker (oh, I'm whitebarred, I pop it now) Instead, now, you need to take a gamble sometimes. The new Resolve system is fine IMO. Bioware could/should look at the cooldown on our CC breakers instead of reverting the resolve changes.

On a ranged char (sage) the resolve changes are a non-factor in my experience.
On my fresh lvl 50 sentinel, the resolve changes are something of a pain, but I don't see it as a problem,

The metagame will change after 1.4. Melee trains are not the IWIN button it used to be. More ACs, specs and group comps are viable. Evolve your gameplay with the changes and you won't be as frustrated.

*edit* lolsmash got buffed. stacking lolsmashers is viable, right up until you face a team with a good bubble spamming sage.
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Xena_Shepard's Avatar


Xena_Shepard
09.28.2012 , 09:25 AM | #60
Funnily enough, I have 3 of the (majorly) affected classes and thus can give optimal opinion

Assassin(and by extension Sorcerer)!: The new overload is great. For a long time I've been upset that Inquisitors had the weakest knockback in the game. Sure, it was AOE, but it was also pitiful in range. This was compounded by the fact that Bounty Hunters/Snipers got AOE knockbacks with ridiculous range to them. Now overload actually has range! I highly approve of that particular change.

The change to force speed was nothing really new to me. I was already spec'd as Darkness/Madness hybrid and already had a 20s force speed cooldown.

Now, the Deception tree, however, is freakin' awesome! Before I went Darkness/Madness I played around with Deception but found it too squishy. It's pretty alright now! Increased damage output with more survivability makes it a great burst class, finally on-par with its cousin, the Concealment Operative. It still lacks the utility of my hybrid spec, however, and thus I will not stick with it.

Powertech!: All I heard was people whining about their reduced range. From my view, though, I always saw them as the melee ranged class, so this change simply brought them in line with what I felt they always were. Not to mention they still have a lot of ranged abilities they can use: unload, explosive dart, rail shot, rapid shots. Not much else to say, as they weren't changed too much.

(Smash)Juggernauts!: Smash Juggernauts have always been easy to play. These changes just made them even more easy mode. Spec'd properly I never run out of rage and put out even stupider damage than before. Not much else to say!

And finally, a note on resolve!: I played many games yesterday and the day of the patch, and I have to say, what change? Honestly, I barely noticed a change in resolve, so there's really nothing to whine about...
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