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Interview with Alex Modny and Eric Musco on Bad Feeling Podcast

STAR WARS: The Old Republic > English > PvP
Interview with Alex Modny and Eric Musco on Bad Feeling Podcast
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TUXs's Avatar


TUXs
05.28.2015 , 09:48 AM | #71
Quote: Originally Posted by mmmbuddah View Post
Out of all the changes, that is the worst idea to be honest, I mean, sometimes my whole team just died, and I manage to get off some AOEs to prevent the enemy team, who has 6 players by node, from capping. The rest of the changes I welcome, but making aoes not interrupt cap is silly.
I felt the same way initially...but 1 person just randomly tossing out an AOE, shouldn't be able to prevent 6 from capping. I know this change is going to hurt my playstyle, but I believe it'll improve PvP in the long run.
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mmmbuddah's Avatar


mmmbuddah
05.28.2015 , 09:50 AM | #72
Quote: Originally Posted by Lhancelot View Post
Well. What it does is makes the team have to focus on the doors more to stop caps, unless the other team is simply going for kills too. Objective play will win the wz now. All of the AE spamming classes that love to put up those huge numbers by targeting the doors will not be helping with door caps, because they will have to target individuals to stop the bomb plants. Less numbers, but better team play will be required if people want to win the match. I will try it out on the PTS when available before I rush to judgment.
That is only on ONE map though, what about civil war, what about denova? Those two are going to suffer horribly from this, a lot of the time on alderaan I will be in cover with my GS, and i will notice the other team trying to steal the point while their team fights my team. As is now, I simply use an aoe to prevent them from taking the node, AFTER these changes I will have to somehow manage to get behind ALL their team mates without getting stun locked, knocked back, or focused by 7 people. Sure it will help with stalemates, but it will negatively effect people trying to defend nodes on the other maps.
Jade D.
That Republic Trans Girl You Love

Costello's Avatar


Costello
05.28.2015 , 09:51 AM | #73
Where are you getting these metrics from?

You told the Marauder/Sent players that this AC was doing amazing in PvP and was vital to a win. Yet the playerbase and the leaderboard do not support this. Now you are doing it again with the sniper class. You appear to be taking statics as a percentage ignoring the number of players involved and saying well of the 4 snipers 2 of them are winning in Ranked PvP therefore 50% of the players are doing fine. Therefore snipers are doing fine. The reason only 4 people are taking snipers into PvP is cause they suck and not because sniper players don't like pvping as I'm sure your backward metrics have it.

While we are on metrics have you thought that the reason only 10% of the player base seems to do end game content is because there isn't that much of it and it isn't very good. So people get there, they play it they find it unenjoyable and go role another class to see the story. I.e. the content that the original team produced rather than SoR which just wasn't as good rehashing the same enemy and having both factions play through the exact same content.

The same goes for GSF, the reason people aren't playing it is because firstly its only PvP and dominated by people with certain ships. Poor design has made it a mess, I take my gunship out and go long range snipe with the other gunships while the poor people in fighters are a joke. Would I prefer this wasn't the case and the galactic star fighter was worth flying and we had some dog fights. Sure I do but it aint going to happen gunships rule the game. Of course your metric will show that firstly GSF isn't very popular, which is true but not because people don't want a space sim, simply because the PvP only aspect, the lack of new ships, the lack of new maps, the god awful use of gunships, the lack of any meaningful reward and it takes forever for a game to pop cause of the afore mentioned issues. Yet your metrics will be, GSF is amazing but players aren't interested in space so lets ignore it.

As for the PvP changes, can you explain what you are doing about balancing classes. Take a look at the leaderboards to see where there is some difference in where classes rank at the moment. Though your combat team seem to be totally unable to achieve this as can be seen by the QoL improvements done to Annihilation and the defensive form utility that screwed over an under performing class and made their QoL worse. Which would make the combat team worse than useless.

MasterFeign's Avatar


MasterFeign
05.28.2015 , 09:51 AM | #74
Quote: Originally Posted by mmmbuddah View Post
Out of all the changes, that is the worst idea to be honest, I mean, sometimes my whole team just died, and I manage to get off some AOEs to prevent the enemy team, who has 6 players by node, from capping. The rest of the changes I welcome, but making aoes not interrupt cap is silly.
Agreed. And not everyone has an AoE cc either. So the advantage goes to classes like PTs and Juggs. And what about rotations from classes that are aoe heavy? Even engi snipers were fairly good node guarders, and now their aoe ability is rendered useless. A sin need only cc them in stelath, run over to the node, on top of the sniper's aoe ability, taking a little damage, and cap the node anyway. It feels like being cheated.

It's difficult enough when the enemy team is clumped up at the node, to single target the person (or people) that are capping. When you're in a tight spot like that you're not only fighting other players, you're fighting their stuns, and your GCD, why make it flagrantly more difficult when an aoe could be great at this point? As it is right now, I don't think there's a problem.

DoTs not being able to stop someone from capping, makes sense, cause in some cases some can last up to 18 seconds - a total nuisance. But AoEs preventing caps are a mechanic must.

Technohic's Avatar


Technohic
05.28.2015 , 09:51 AM | #75
On the AOE not preventing a cap; I mainly used it to keep something on the node when I was on my slinger running sab when node guarding just in case of the occasional double stealther cap. Where one saps you at the same time the other starts capping while you are a safe distance away to prevent one from doing it alone and incendiary being on the node.

I do realize that my class is not the best for doing this duty but it happens. With the change, its just going to be an even worse idea.

mmmbuddah's Avatar


mmmbuddah
05.28.2015 , 09:52 AM | #76
Quote: Originally Posted by TUXs View Post
I felt the same way initially...but 1 person just randomly tossing out an AOE, shouldn't be able to prevent 6 from capping. I know this change is going to hurt my playstyle, but I believe it'll improve PvP in the long run.
It isn't random if you do it for the sole reason of preventing them from capping. This wil force the last person, if ranged, to run in, and just die, instead of saving the day. I cannot in any way see this as improving warzones. Sure, make it so the initial damage done only interrupts, and not the chanelled damage after, but the way it is going to go, is just going to hurt pvp, not help it.
Jade D.
That Republic Trans Girl You Love

AlexModny's Avatar


AlexModny
05.28.2015 , 09:52 AM | #77 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by Force_Seeker View Post
Hello Alex,

Thank you for sharing the information about PVP changes coming in 3.3. I have a couple of follow-up questions I was hoping you could address.

Will the XP and Credit rewards increase also include an increase to valor gained in a warzone (at roughly the same percentage)?

With the removal of ranked warzone comms, when 3.3 arrives will existing ranked comms be converted back to regular warzone comms at a 1 (ranked) to 3 (regular) ratio allowing the warzone comms cap to be exceeded for a period of time?

Thanks again!
Howdy Force_Seeker,

The XP and Credit change does not impact Valor.

Ranked Comms will be converted automatically at a 1:1 ratio when 3.3 goes Live. In addition, the Warzone Comm limit is being raised to 200,000. And if some player has more than that then there will be a soft cap where the comms will be added but more can't be gained until under the cap. For players in this extreme situation they can purchase the new Warzone Comm Legacy Lockboxes detailed in the podcast to get under the cap on a certain character if they have no gear, medpacs or vanity items they wish to purchase.
Alex Modny | Assistant Designer
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mmmbuddah's Avatar


mmmbuddah
05.28.2015 , 09:54 AM | #78
Quote: Originally Posted by MasterFeign View Post
Agreed. And not everyone has an AoE cc either. So the advantage goes to classes like PTs and Juggs. And what about rotations from classes that are aoe heavy? Even engi snipers were fairly good node guarders, and now their aoe ability is rendered useless. A sin need only cc them in stelath, run over to the node, on top of the sniper's aoe ability, taking a little damage, and cap the node anyway. It feels like being cheated.

It's difficult enough when the enemy team is clumped up at the node, to single target the person (or people) that are capping. When you're in a tight spot like that you're not only fighting other players, you're fighting their stuns, and your GCD, why make it flagrantly more difficult when an aoe could be great at this point? As it is right now, I don't think there's a problem.

DoTs not being able to stop someone from capping, makes sense, cause in some cases some can last up to 18 seconds - a total nuisance. But AoEs preventing caps are a mechanic must.
Exactly, this only benefits melee classes, ranged classes will get majorly shafted from this change.
Jade D.
That Republic Trans Girl You Love

ForceWelder's Avatar


ForceWelder
05.28.2015 , 09:55 AM | #79
Quote: Originally Posted by Fellow-Canadian View Post
You do not need 2 defenders. Ever.

People who don't know how to guard a node will stand right next to the node. People who know what they're doing will stand far enough away but still within reach to stop a cap. That way if you are sapped by a stealther they cannot reach the node in time to cap before you snap out of it.

What separates good players from bad ones is the good ones use positioning correctly in PVP. Spamming AE to prevent caps takes no skill. Just push a button every few seconds and you can stop their whole team from capping. This change will introduce a dynamic where players can use line of sight to protect their cap and their teammates can now peel to prevent opponents from getting within line of sight.
I think you missed my point. Especially about the ranged stun. It has a range of 10 meters (if memory serves) so if the defender isn't out of range, they can be popped and the operative has to move very little to break line of sight. The defender (if melee) then has to close the distance plus get line of sight in order to break the cap. Even range DPS might have issues breaking the cap depending on the angle between them and the capper at the node. Because your range DPS would now have limited AOE options that could be used to break the cap.

It might not be an issue in voidstar, or novare coast but I could see it being an issue with civil war and hypergate simply because of the node design. It seems to me to make this change, you would need to redesign the nodes so that they can't be used to hide behind when capping.
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Fellow-Canadian's Avatar


Fellow-Canadian
05.28.2015 , 09:55 AM | #80
Just finished listening to the podcast. A lot of good changes coming out so I'm happy.

I want to point out though when it was brought up assassins and PTs are dominating the response was that the community has a perception problem because we don't see all the data Bioware does.

I have to point out the community does have data to work with that has been reviewed by actual statisticians and they have provided the community with their analysis. If you combine that with the insight players have from PVPing every day I think the community as a whole has a pretty good grasp that there are significant class balance issues.

I have to ask Bioware, compared to your data where did the community get it wrong?

I wholeheartedly disagree there is a perception issue and I think the community understands some classes just simply have better tools than others for PVP. Classes that have loads of cc, cc immunity, good DCDs, and entirely mobile rotations do better than the classes that don't have as much to work with.
The Canadian Legacy
Check out my PVP videos on my YouTube channel.