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Devs/Mods: Make a Choice

STAR WARS: The Old Republic > English > PvP
Devs/Mods: Make a Choice

jizerai's Avatar


jizerai
01.10.2013 , 12:30 AM | #31
I would rather see a smaller window of CC immunity after a full resolve bar is achieved, but it taking less stuns to get there. That way, you wouldn't become unstoppable (no pun intended) in Huttbull for far too long periods of time. It would also mean that those 8-13 second stuns wouldn't be a problem either.
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fungihoujo's Avatar


fungihoujo
01.10.2013 , 12:37 AM | #32
Roots on resolve- I've been saying it for months, it's simply no fun to get half your health blasted away while stunned, only to get a white bar but spend the entire thing standing still rooted while a pair of mara interrupt lock your healing- and if you actually are still alive through some miracle, back to the stun lock.

People don't like not having control of their characters- people like not having control even less when they're supposedly under a mechanic that is supposed to allow you a few seconds of character control after you've spent 10+ seconds unable to move.

L-RANDLE's Avatar


L-RANDLE
01.10.2013 , 09:47 AM | #33
Quote: Originally Posted by Pvtcarnage View Post
but sure it makes it easier
Hey Carn, I was thinking about what you said again, and I would like more perspective on this question:

Was resolve ok in it's previous form, even though we had the same complaints about it?

The reason I ask is because you been here for awhile and I just want to know if you didn't feel any difference then compared to now.


Quote: Originally Posted by fungihoujo View Post
Roots on resolve- I've been saying it for months, it's simply no fun to get half your health blasted away while stunned, only to get a white bar but spend the entire thing standing still rooted while a pair of mara interrupt lock your healing- and if you actually are still alive through some miracle, back to the stun lock.

People don't like not having control of their characters- people like not having control even less when they're supposedly under a mechanic that is supposed to allow you a few seconds of character control after you've spent 10+ seconds unable to move.
Well roots are not tooooo much of an issue because you can initate offense and defense while rooted. You still have some control. So I guess that why I have a problem with hard/soft stuns more than roots.

Wasn't the point of CC was to stop counter healing?
Yet all classes get them?

Again DEVS I am BEGGING YOU:
Adjust TTK using the EXP formula only; quit the butchering of specs.
Add the Situational Burst back into the game.
Please give player control back.


Then you could finally tell players its a L2P issue...
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ArchangelLBC's Avatar


ArchangelLBC
01.10.2013 , 12:30 PM | #34
/signed

God yes. Also that last post of yours was pretty spot on too.

Except fix Merc/Commando regardless of changes to resolve.
Also nerf operatives I suppose.
In update 2.9 the game will simply uninstall itself for you.

-Wnd

Killtastrophe's Avatar


Killtastrophe
01.10.2013 , 12:35 PM | #35
/signed

TUXs's Avatar


TUXs
01.10.2013 , 12:36 PM | #36
Quote: Originally Posted by L-RANDLE View Post
Adjust TTK using the EXP formula only; quit the butchering of specs.
I firmly believe that the TTK feels too low because of all the CC. When people can't use any defensive skills because they're stunned, of course they will go down quickly.
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LanceCorporalDan's Avatar


LanceCorporalDan
01.10.2013 , 12:40 PM | #37
Very well put together post! I agree with most of what was said here.
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DaedalusV's Avatar


DaedalusV
01.10.2013 , 01:17 PM | #38
Quote: Originally Posted by TUXs View Post
I firmly believe that the TTK feels too low because of all the CC. When people can't use any defensive skills because they're stunned, of course they will go down quickly.
By that logic, me and my team would survive less when I run my bubble spec sage than if I ran full heal spec. (that's clearly not the case though)

CC slows down PvP, it gives longer TTK than with no CC.

(I'm signing the OP since I'm sick and tired of all the nerf threads in the PvP forum. People get so very focused on their own experience of the game, they forget to acknowledge the fact there's 8 ACs that needs to be fun to play in PvP)

Doing another rework on resolve would improve things by a large margin (the first attempt they did only made it possible to do more CC before whitebarring someone)

TBH If we had the old resolve, then bubble spec wouldn't be OP, it would create alot of white bars in a zerg if you just spam it. (pre-change a smasher who popped 4 bubbles in 1 smash would equal a whitebar (1500 resolve gained (3x300 and 600 on the one that put him over 1000) But now it just gives the smasher 300 resolve, regardless of how many bubbles he pops)
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L-RANDLE's Avatar


L-RANDLE
01.10.2013 , 02:18 PM | #39
Quote: Originally Posted by DaedalusV View Post
CC slows down PvP, it gives longer TTK than with no CC.
<-----This is why I poo-poo CC. TTK right now would be fine in a stunless world... Taking away player control for the sake of extending TTK is not the right route in PvP.

In PvP, they already have a formula in place to control "general" TTK. The Expertise Curve. Not the amount, the contribution percentages. CC is a PvE tool to control mobs. The whole point of "skill" in PvP is reaction time, which CC contradicts 100%. This is why I said CC in itself dumbs down this game, along with GCDs. I can deal with globals though because I am still in control the majority of the time I am playing, that is, of course until I'm stunned...


Tone down the CC, by adjusting resolve.
Give back the situational burst.
Adjust classes to be within a certain percentage of each other (maybe it could end up being a nerf to some since you are giving situational burst back).

You are right back to having the same TTK, but players are now determining their own fate (without losing as much control as you do now).

Classes are nerfed and CC is put in its place. The CC is too much, then they are nerfed again. yada, yada its a vicious cycle, while CC is really the only common thread among all threads here...

What makes WZ dynamic is lower TTK. <------This is what the community needs to fight for because then real tactics would rule.. It is also why I say something like Smash is about where it should be from an output perspective, but you are using two CC's to generate that, which there is really no way to stop consistantly ? ...... DUMB..


POWER TO THE PLAYERS!!!
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Totaltrash's Avatar


Totaltrash
01.10.2013 , 02:28 PM | #40
Quote: Originally Posted by L-RANDLE View Post
<-----This is why I poo-poo CC. TTK right now would be fine in a stunless world... Taking away player control for the sake of extending TTK is not the right route in PvP.
<snip>
I agree with you on the CC, but TTK has independently changed in the last year as well - here is why:

TTK was ok for unaugmented, non-optimized BM gear in January 2012, but since then, we have seen the following:
(I'm not going to look up all the patch notes, but it's all in there if anyone wants to check it out)

- reduction in heals
- reduction in defense cds
- boost to expertise across the board
- much easier optimization & much easier gear farming in general (no RNG token bags, much higher comm rewards)
- full augmentation
- 2 better gear sets

What worked then, no longer works for fully augmented, optimized EWH gear - TTK is just too short in January 2013.

(I just posted this in another thread, but since it's related, I post this here as well.)