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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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Neoforcer's Avatar


Neoforcer
05.28.2015 , 12:55 PM | #171
Quote: Originally Posted by Hellhog View Post
With the removal of AoE to prevent capping a node, will there be any changes to Hatred/Serenity Assassin/Shadow to allow for preventing a cap beyond 10 meters?
Here is my only problem with this change is melee in general will have a tough time tab targeting to stop caps while the stealth class will just use tab mezz on 4 people rotating mezz while none stealth classes will have a harder time with this with being what resolve and cc is.

Alex my question is It has always taken skill in capping while AOE which has some affect on this and there are not a lot of matches were AOE stops a cap over good teams? The only time this becomes and issue is when you got a really bad team of pugs. So this will hurt bad pugs the most because they will not be able to stop caps like the pro's do. So how does BW expect the causal pvper to even stand a remote chance to stop big pvp guild like mine. When they can only live for a few seconds and are in the starting zone with a door lock on them?

Warlord_Maliken's Avatar


Warlord_Maliken
05.28.2015 , 12:55 PM | #172
Quote: Originally Posted by DarthZaul View Post
All great changes to increase participation in regular warzones, but as Alex acknowledged a lot of people really hate hutball and they could increase participation even more by adding some way to queue with no hutball at all or just no Quesh hutball..
ignore this. they dont know what they want/like/dislike.
huttball is your greatest warzone. do not manipulate it. people hated warsong gulch in WoW for the longest time, its still their best battleground 10 years down the line. Many people LOVEEEEE it, as with huttball. Do not do something atrocious like filtering it out for some people.
PvP @ heart is about the perpetual chaos of perception application, this applies with all maps in a unique way. Huttball is wonderful. People with neurological issues start to panic when the other team scores continuously, especially back to back and relatively quickly. This is what gives them the bad experience, not the map, but when they are losing its more stressful than say voidstar. I won't have to elaborate further, one's cognition can fill in the rest. <3

Quote:
Alex
Currently the Item Rating 168 Mods cost 400 Warzone Comms and the Item Rating 174 Mods cost 800 Ranked and 400 Warzone. In 3.3 the 168 Mods will cost 150 Warzone Comms each. 174 Mods will cost 400 Warzone Comms each.

Beautiful! Great change!
"The Sith know him as The Golden Sasquatch Of Korriban. The Jedi call him The Vicious Manbearpig in their tongue. His signature move is Sasquatch Strike. When you see this, you must run." ~Master Gnost Dural
Spoiler

Jadescythe's Avatar


Jadescythe
05.28.2015 , 12:56 PM | #173
Quote: Originally Posted by DarthZaul View Post
All great changes to increase participation in regular warzones, but as Alex acknowledged a lot of people really hate hutball and they could increase participation even more by adding some way to queue with no hutball at all or just no Quesh hutball. Instead of people queuing but leaving every time hutball pops.
The AOE things sounds kinda bad and might result in Voidstars where the attackers are pretty much guaranteed to get to get to the datacore (unless there is a huge skill gap between the teams) and it will be a race where whoever gets there fastest wins every time.
There is also a segment of the population that only likes CW or NC or VS. Queues aren't big enough to let people choose their warzone and still have fast queue times.

As for VS, isn't it more exciting to see who races to the datacore faster than who gets more kills at the first door? The change may make the game too offensive, but the warzones play out far too defensively in the current state imo.
I have opinions and stuff

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AlexModny's Avatar


AlexModny
05.28.2015 , 01:01 PM | #174 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by foxmob View Post
sorry to sound pedantic, but that statement can be read two ways: if the price is the same, and it's currently 2k rwz comms + 800 wz comms, does that mean they will cost 6800 wz comms (which is "staying the same") or are the number of comms the same but now they're only wz comms, which would be 2800 wz comms?
I apologize, let me clear this up as I made a mistake about the costs in my original post.

Currently the Item Rating 168 Mods cost 400 Warzone Comms and the Item Rating 174 Mods cost 800 Ranked and 400 Warzone. In 3.3 the 168 Mods will cost 150 Warzone Comms each. 174 Mods will cost 400 Warzone Comms each.
Alex Modny | Assistant Designer
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phalczen's Avatar


phalczen
05.28.2015 , 01:02 PM | #175
Quote: Originally Posted by TUXs View Post
I'm curious about this AOE thing...

As a Commando, if I target a guy capping a node and throw a sticky grenade (delay on detonation when I'm low on health), will that attack still stop a cap on the player I adhered it to?

It's a direct attack against a single target...so it should. I understand the splash damage not stopping other players from capping, but I want to make sure my direct attack, that happens to have an AOE effect, will still stop a single player.
Quote: Originally Posted by wainot-keel View Post
Sorry, if this has been covered befored. If an AoE ability, like Force Storm, does have a primary target, will that target get interrupted ? When playing my sorc healer I don't have many options to stop a cap, it's either Shock or Force lightning wich both have cooldowns (I don't even know if a dot like Affliction works ), or Lightning Strike, with a lame casting time....
Both of these are great questions to which I'd love to see the answer

TonyDragonflame's Avatar


TonyDragonflame
05.28.2015 , 01:04 PM | #176
Full access of f2p/preferred to warzones.

Cartel unlock for access to ranked.

Psychopyro's Avatar


Psychopyro
05.28.2015 , 01:06 PM | #177
Quote: Originally Posted by Jadescythe View Post
As for VS, isn't it more exciting to see who races to the datacore faster than who gets more kills at the first door? The change may make the game too offensive, but the warzones play out far too defensively in the current state imo.
Well I assume that the timer disparity in VS still exists. 6 or 8 to arm (been awhile since I bothered to PvP) and 3 to remove. I'd think this would make VS more easily defend-able assuming teams being fairly equal. Which may stop the crazy fast runs...

My biggest concern is that this is an attempt to lengthen the amount of time spent in a WZ. The more time people spend in a match, the less time they are spending waiting in queue, hence the perception of better WZ time spent. The doubling of XP and Coin only adds to my thinking on this. It allows better defense of VS, but makes Denova, AH, and ACW have more switching and contested nodes. This would make all 4 of these WZ average a longer uptime. In all of this I am surprised t hey did not add a cooldown timer to HB after you score that you cannot get the ball for like 30 or 60 sec...

Jimmajamma's Avatar


Jimmajamma
05.28.2015 , 01:06 PM | #178
Quote: Originally Posted by AlexModny View Post
172 Mods will cost 400 Warzone Comms each.
Will 174 mods also be 400 WZ comms?
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TonyDragonflame's Avatar


TonyDragonflame
05.28.2015 , 01:08 PM | #179
Arenas 1 vs 1: for one class and for all.
New warzone Voidstar type
New Warzone with 4x objectives mechanics (atm Huttball 1, Voidstar and AHG 2, CV and NC 3)

AlexModny's Avatar


AlexModny
05.28.2015 , 01:13 PM | #180 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by Jimmajamma View Post
Will 174 mods also be 400 WZ comms?
174 is accurate. I typo'd
Alex Modny | Assistant Designer
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