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Tanks: That which will kill SWTOR PVP.

STAR WARS: The Old Republic > English > PvP
Tanks: That which will kill SWTOR PVP.

Pandanks's Avatar


Pandanks
01.31.2012 , 11:47 AM | #151
Quote: Originally Posted by Pawlaar View Post
How so, I'm just curious, haven't gotten a chance to play since I'm at work.
The Operative/Scoundrel patch complete boned them in pve. Were they needing to be nerfed in pvp? One way or another, yes.

They were bad in pve before, not they are even worse. Pretty hilarious.

Pandanks's Avatar


Pandanks
01.31.2012 , 11:48 AM | #152
Quote: Originally Posted by Xilrasis View Post
Sorry to say that you're wrong.

I was a warrior priest. I loved having melee corner me and aoe detaunt them with guard on. I literally would only have to heal the tank.
As a DoK, I can confirm this. Unless it was changed after I quit because Mythic finally realized how bad they were at balance, in which case good for them.

Xilrasis's Avatar


Xilrasis
01.31.2012 , 11:51 AM | #153
Quote: Originally Posted by Pandanks View Post
As a DoK, I can confirm this. Unless it was changed after I quit because Mythic finally realized how bad they were at balance, in which case good for them.
Except you could only single detaunt. Lololol balance.

Acanti's Avatar


Acanti
01.31.2012 , 12:07 PM | #154
The OP isn't saying remove tanks... OF COURSE tanks have a place in PvP.

Have any of you gone against a team of competent Tanks and Healers on Voidstar? It's like smashing your head against a brick wall. I could coordinate with other people to kill the healer, or even the tank, but guess what? All they need to do is to survive long enough for that same person you just killed to come out of spawn and start the process all over again. As long as the healer or tank was alive, all they needed to do was interrupt your plants.

The OP is simply saying take a look at the ridiculous synergy Tanks + Healers are able to provide for a team. Although I don't encounter this regularly, I can understand how this could be an issue.
Acanti 50 Jedi Sentinel
Demilion 50 Scoundrel

Jooji's Avatar


Jooji
01.31.2012 , 12:14 PM | #155
Quote: Originally Posted by Pawlaar View Post
Man, I finally find a game where being a tank in PvP is entertaining cuz it's useful and ppl cry about it. I do so enjoy being FotM.
There's a difference between being overpowered and useful. Anyway who's arguing tanks don't need nerfs on their protection abilities is certainly a tank who doesn't want to see his lolezmode medals or infinite survival nerfed.

Loxion's Avatar


Loxion
01.31.2012 , 12:19 PM | #156
Quote: Originally Posted by Xilrasis View Post
Problem:
Tanks.

I'm sure all of the tanks in here are going to jump in here and tell me how i'm an idiot, and tanks suck, or tanks don't contribute anything, or that being "hard to kill" and "annoying" is what they're supposed to do.

Let me just tell you that its not the class/spec that sucks. Here's a hint (google it if you're not familiar with the acronym): PEBKAC

With teams that are 8 players (and lets be honest, much more than this... or maybe more than 12 would make it even less fun for different reasons) in all of the Warzones, tanks are a HUGE problem. Why?

Typical WZ Composition: 2 -3 Healers. 2-3 Tanks. 3-4 DPS

"But Xil! You havn't told us why tanks are a problem yet!"

There are three major reasons: Guard, Taunt, and Durability. A team with two tanks can guard 2 targets simultaneously, and a good tank will switch guard immediately upon a focus swap. With 2-3 healers, these targets are practically unkillable by 4 DPS being rotated through taunts. Whats the other problem? AoE CC. There is SO much AoE cc in this game that if you come anywhere close to killing someone, its just a matter of popping one of your teams choice of 6: AoE fear, flashbang, AoE knockback + root, AoE knockback (the 100 yard variety), or some other of the nearly limitless arsenal of CC in this game. This normally isn't a problem, except for tanks. By the time you recover from CC, taunts are back up -- people are healed to full -- and you start your cycle all over again, except this time without adrenals, relics, etc.

The problem is compounded to a level beyond frustrating (and far beyond fun) when you have an abnormally high number of healers and tanks. If you're any class that does weapon damage primarily (snipers, marauders), I seriously feel for you. You are utterly screwed as you watch your abilities bounce harmlessly off of shields and armor.

Once a tank and healer are properly geared, they make a near unkillable combination. If you do happen to kill one, good luck killing the other before his buddy is back. It simply isn't happening. Again, with the level of CC in this game combined with the utter unkillability of a well geared tank (And lets face it, some of them do a not-so-shabby level of DPS), it can make the life of this game drain out very quickly.


DISCLAIMER: THIS ONLY APPLIES TO GOOD TANKS. IF YOU ARE A BAD TANK, PLEASE FIND A GOOD ONE AND REQUEST ADVICE. AS SOON AS POSSIBLE.

You heard it here first, though. The near indestructability of tanks and their healer buddies in (organized) PVP will utterly destroy this game in the long run.


I'm sure everyone has had one of "those" warzone matches where both teams have a premade (or two) with good tanks/healers and you literally rack up 400-600-700k damage and 1,000,000+ healing because NOONE can kill ANYONE and you spend the entire time hitting guarded player after guarded player for 100 damage. (This mostly happens in Alderaan).

*edit* to make people understand that i'm referring to a group vs group circumstance, not a "me vs the world" circumstance.

AND JUST SO EVERYONE UNDERSTANDS IT, THE PRONOUNS "I" AND "ME" IN THESE CIRCUMSTANCES REFER TO MY TEAM AS A UNIT, NOT JUST MYSELF. I'M SORRY I DID NOT MAKE THIS CLEAR IN THE BEGINNING. I WILL BE SURE TO EDIT THE ORIGINAL POST TO INCLUDE THIS PRECISE STATEMENT SO PEOPLE STOP THINKING I'M TRYING TO RAMBO SOLO ORGANIZED TEAMS

Tanks aren't the problem, you not knowing how to deal with them is the problem.

Guard can be dealt with easily, knock the tank away from their target, pull the target away from the tank. The same applies to healers.

AND JUST SO YOU UNDERSTAND IT, THE PRONOUN "YOU" IN THESE CIRCUMSTANCES REFER TO YOUR TEAM AS A UNIT, NOT JUST YOU AS AN INDIVIDUAL.
Anything above is purely the opinion of the poster, unless otherwise stated

The Knights Who Say Ni - Republic Guild

DarthOvertone's Avatar


DarthOvertone
01.31.2012 , 12:21 PM | #157
Tanks are OP in PvP. Riiiigggghhhtttt...

lulz
Alphanoob, Alpha-zen (among others) - Garbage S1 Champion
Ebon Hawk | Harbinger
SWTOR 4.3: It was good while it lasted. Thanks BW

Xilrasis's Avatar


Xilrasis
01.31.2012 , 12:28 PM | #158
Quote: Originally Posted by DarthOvertone View Post
Tanks are OP in PvP. Riiiigggghhhtttt...

lulz
Your signature says it all. Obviously you are someone who is too interested in 1v1 more than actual teamplay to understand where the problem lies.

Quote: Originally Posted by Loxion View Post
Tanks aren't the problem, you not knowing how to deal with them is the problem.

Guard can be dealt with easily, knock the tank away from their target, pull the target away from the tank. The same applies to healers.
Same argument, different page. If you really think that pulling/knocking a healer away from their tank is going to drop their guard for any more than .5 seconds, then you either play against some really terrible tanks, or really terrible players in general. Mobility is way too high for most classes when it comes to closing a gap with that large of a margin of error.

Loxion's Avatar


Loxion
01.31.2012 , 12:38 PM | #159
Quote: Originally Posted by Xilrasis View Post
Your signature says it all. Obviously you are someone who is too interested in 1v1 more than actual teamplay to understand where the problem lies.



Same argument, different page. If you really think that pulling/knocking a healer away from their tank is going to drop their guard for any more than .5 seconds, then you either play against some really terrible tanks, or really terrible players in general. Mobility is way too high for most classes when it comes to closing a gap with that large of a margin of error.
I would say quite the opposite, it is your team that is bad because they can't keep them away. Guard only has a 15m range and as the target of the guard is often moving around its actually very easy to break it.

My main is a Vanguard, I have my guard broken quite often and I can break the oppositions guard easily. When I break it they never get it back that quickly .... ever. You need a better team who actually knows how to deal with different scenarios.
Anything above is purely the opinion of the poster, unless otherwise stated

The Knights Who Say Ni - Republic Guild

thrashpower's Avatar


thrashpower
01.31.2012 , 12:39 PM | #160
Totally agree with op, this is also why arena won't work in this game. Nothing would ever die.