Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

the answer to balance

STAR WARS: The Old Republic > English > PvP
the answer to balance

Arkillon's Avatar


Arkillon
02.17.2013 , 03:59 PM | #31
Quote: Originally Posted by Raansu View Post
lol @ the people who still think the warzone buffs on the field increase damage when they changed that ages ago to only increase defense.
They changed the warzone adrenal* But thank you.

Raansu's Avatar


Raansu
02.17.2013 , 04:50 PM | #32
Quote: Originally Posted by Arkillon View Post
They changed the warzone adrenal* But thank you.
No, they changed both.

Arkillon's Avatar


Arkillon
02.17.2013 , 04:59 PM | #33
Quote: Originally Posted by Raansu View Post
No, they changed both.
son of a holy monkey i'll have to check the buff when i get home.

AngelofCain's Avatar


AngelofCain
02.17.2013 , 05:01 PM | #34
Quote: Originally Posted by Raansu View Post
No, they changed both.
no they changed warzone adrenal to increase dmg reduction by 15 percent.

the red buff on the field increases expertise by 15%. so it is a dmg buff and a defense buff.
Hallow, ägronä, <Status unknown> -(Concealment Operative)
Elite Warlord (since1.2) // Warzone Annihilator

Crerin's Avatar


Crerin
02.17.2013 , 05:16 PM | #35
Quote: Originally Posted by Raansu View Post
No, they changed both.
idk if you're retarded or a troll... but they only changed the adrenal.
Krer 50 Op
Krerin 50 Sorc
Rin 50 Mara

publicenemies's Avatar


publicenemies
02.17.2013 , 06:27 PM | #36
the biggest issue with balance is CC until resolve actually works and people cant chainstun it will never be balanced


Other issues affecting balance

1.Consulars/Inquistors rock throwing/lighting needs a HUGE cooldown or if you want to spam lightning/rocks it should start using up your health or cost 10 times the power it does now. These 2 classes need better skill rotation its all they do.

2. stealth attacks i.e 1-2 shotting people stealth skills should have a dps drop

3. Competent pvp development we have yet to have this in game. The devs spend thier time trying to beta test theories and think instanced pvp is the best thing ever. They develop the pvp based on what they want. No one wants this organic pvp garbage crap with no rewards. Until we get someone who understands REAL objective based pvp and figuring out how to do large scale pvp with a bad engine choice this pvp will always be below mediocre at best

Wainamoinen's Avatar


Wainamoinen
02.17.2013 , 06:57 PM | #37
Quote: Originally Posted by Arkillon View Post
I hit regular 6.5k's with maul on my assassin against max epertise. Against pve heroes I did a 8.4k maul though
Railshot can hit that hard, too. Warzone buff with bloodthirst \o/. But yeah, there's not as much as 8 abilities... I can think of maul, railshot and maybe ambush
You may be getting 6.5k with Maul, it's the next biggest hitter after Smash, but I highly doubt your targets are max expertise. Firstly, because I don't see how you know the expertise of these opponents you're hitting for 6k three times in a warzone. Perhaps they aren't max expertise. Secondly, because in a month and a half of warzones (Dec to mid Jan) at 1300ish expertise I was never - not once - hit for over 6k by a maul, and I was hit by plenty. I was hit by smash/force sweep for 6k 106 times.

It's the same combat logs used here, though I only listed it on the basis of 5k, so I'd get a few more abilities than Smash/Force Sweep in there. Biggest Maul was 5856:
http://www.swtor.com/community/showthread.php?t=588575

A month and a half of warzones at 1300 expertise. 407 Smash/Force Sweep of over 5k, 24 Maul/Shadow Strike over 5k. Only Smash/Force Sweep hitting over 6k. Now, I am in medium armour, maybe you hit 1300 expertise light armour targets for 6k on rare occasions. Even if you do, it doesn't mean Maul causes anything like the damage of Smash in a warzone.
Somewhere in the darkness, the Scrapper he broke even
Ilmarinen 60 Scoundrel (Red Eclipse)

Wainamoinen's Avatar


Wainamoinen
02.17.2013 , 07:00 PM | #38
Quote: Originally Posted by publicenemies View Post
1.Consulars/Inquistors rock throwing/lighting needs a HUGE cooldown or if you want to spam lightning/rocks it should start using up your health or cost 10 times the power it does now. These 2 classes need better skill rotation its all they do.

2. stealth attacks i.e 1-2 shotting people stealth skills should have a dps drop
You reckon that the biggest things to balance are those OP DPS sages and Operatives?

I thnk you can make a claim to individuality there.
Somewhere in the darkness, the Scrapper he broke even
Ilmarinen 60 Scoundrel (Red Eclipse)

Enexemander's Avatar


Enexemander
02.17.2013 , 08:33 PM | #39
I think probably the biggest problem the game has currently is that there is a real lack of actual tanks in unranked warzones. With the addition of a dedicated main tank on your team, the game slows down considerably and enters further in the realm of strategy rather than twitch.

Tragamite's Avatar


Tragamite
02.19.2013 , 04:23 PM | #40
Quote: Originally Posted by JackNader View Post
Increasing the health pools wouldn't fix the balance issues at all.

What would happen :-
Jug and Powertech tanks would become weaker as their damage would not be able to close the gap when their cooldowns dropped off.
Sin tanks would become considerably stronger as their self heal would gain a significant boost.
High sustain damage classes like combust spec powertechs and marauders would become stronger.
Concealment operatives would become considerably weaker as all they have is their opening burst.
Sorcs, not really sure as their self heal might actually help them to outlast higher sustained damage classes. My guess is they would actually become weaker.
Mercs still won't get a cast off so they would still be useless.
Speculations not factual information. Currently CC is key in this game. While what you say does merit review honestly there are keys towards your points. Utilizing your abilities and ccs at proper moments in combat assist in success in a 1v1 match, but the biggest point is that PvP is supposed to be a team thing! 1v1 some classes will become better or worse against other classes but really no less or more than the gap is now.

If you changed gear in that recruit is more about suitability and WH+ about function then the "gap" there would also tighten up. Low damage output is assisted by the high damage output of others.

People who depend on cc to make a kill will need to rationalized cc uses to be efficient. Shield tanks can spread cds to stem the flow of damage intake. Burst damage will still be the key to a quick kill but you'll need to manage when you cc to seal the deal not cc then kill before the player responds.

Take any for instance you will, compare the ideal result to one with all players having a bit more health and review the outcome. I'll start:

A sorc is running to snow turret at the beginning of ACW. Said sorc has 15k health. Just before he can cap the turret he he stunned by an scoundrel that is sheathed. Sorc says he has a stealth at snow. Scoundrel pops out of stealth and attacks the Sorc with a barrage of hits and ccs killing the Sorc in less than a second and begins capping.

Now 2 things have happened, 1 the sorc got off am inc allowing an opportunity for his team to respond and 2 the scoundrel killed his opponent in less than a second for a total of 10 seconds to achieve the cap.

So now increase both players health and what changes? The scoundrel might have to cap in 11 seconds instead of 10 the sorc has a chance to try and do something to combat the scoundrel.

A million things could happen in either scenario but ultimately the 1 thing that did in fact happen was the sorcery had options before dying.

Play this out with any number combination of players and it is always unknown. But to die in 3 hits is disheartening and damaging to pvp. If you get owned by 5 players you shrug it off when you constantly get OWNED by any class 1v1 makes many quit.

Health can balance pvp in so many ways
Whocsllessur Jugg Tank 55, Etim'a'grt Sorc DPS 55, Ruspe-Rurob PT Tank 55, Tolan'dass Snipe DPS 55, Skêlêtor Sin Tank 55 Pesch-rushi Guard Tank 55, Tragamite Scoundrel Heals 55, Slåughter Van DPS 55, Shê-Rå Sage DPS 55