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Devs/Mods: Make a Choice

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

cashogy's Avatar


cashogy
01.10.2013 , 02:54 PM | #41
http://www.swtor.com/community/showthread.php?t=549824

i just dug up this post i made a while back about resolve
Da'ny - Attomm - Dan'y - Fogel
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Ottoattack's Avatar


Ottoattack
01.10.2013 , 02:57 PM | #42
I like the OP idea to fix resolve, but I would go way further. I think the decay of resolve in WZs should be completely removed, in addition, once resolve bar is full it will not activate automatically, the player will have control over its activation. This will stop people from spamming CCs.

The idea is that CCs need to be used to provide tactical advantage, not thrown out at every encounter. And if they get spammed, the spammer team gets penalized as the opponents can save the resolve and use for an opportune moment for advantage (Huttball ball carrier, etc...).

L-RANDLE's Avatar


L-RANDLE
01.10.2013 , 03:01 PM | #43
Quote: Originally Posted by Totaltrash View Post
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.)
but would you say TTK is not that short if you were not subjected to CC?

I say the opposite though. In Jan. 2012, TTK was too long. I mean once you won a node, that was it...

To make WZ dynamic (which I coin "fun & exciting") TTK needs to be short.

Change Trauma accordingly
or
Adjust EXP curve accordingly

Plenty of in-game formulas that you can change to affect TTK without gutting a class or subjecting everyone to SO much CC.


Here is a example of how lopsided it is..
Avg per player has:
2.5 Stuns
2.5 Roots
2.5 Mezz

x8~ 60EA+ CC's per team in a WZ.

VS.

1 CC break, some spec'd/talent prevention(very class/AC specific), and a questionable Resolve system...




I guess "balance" is the part where each team has them.... /facepalm...../facepalm.../facepalm.../facepalm
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L-RANDLE's Avatar


L-RANDLE
01.10.2013 , 03:14 PM | #44
Quote: Originally Posted by cashogy View Post
http://www.swtor.com/community/showthread.php?t=549824

i just dug up this post i made a while back about resolve

I forgot to mention the part about gray bar decay. This is an issue too...


Excellent post Cash.
PvP Gear Viability? Read this first.
Tired of being broke? Stop being Felica and read this.
I'm not trying to be Rambo..... I'm trying to be Ray Tango

Totaltrash's Avatar


Totaltrash
01.10.2013 , 03:22 PM | #45
Quote: Originally Posted by L-RANDLE View Post
but would you say TTK is not that short if you were not subjected to CC?
Ok, if there was no CC at all, TTK may be ok - but that's pretty unrealistic!
There will always be some form of CC in the game, since some classes really need that to have a purpose.

Quote: Originally Posted by L-RANDLE View Post
I say the opposite though. In Jan. 2012, TTK was too long. I mean once you won a node, that was it...
If you look at CW (which was the only node capture we had back then), it's really not that different today.
You still can't make a 3-cap comeback!
But I think that is a problem with that WZ mechanic, rather than an issue of TTK.

Quote: Originally Posted by L-RANDLE View Post
Change Trauma accordingly
or
Adjust EXP curve accordingly

Plenty of in-game formulas that you can change to affect TTK without gutting a class or subjecting everyone to SO much CC.
Those are good ideas.

Obviously Resolve affects TTK and vice versa:
My point was that EAware needs to look at both before they start messing with the classes.

Zataos's Avatar


Zataos
01.10.2013 , 03:24 PM | #46
Whoever designed this pvp, seemed to do so around huttball and expecting huttball to be the main form of pvp in this game, cause that's the only warzone where there is a need to constantly "slow down" players.

If it were me I would just make the resolve system much more simple, you are stunned, rooted or mezzed you get 100% stun, mez and root immunity for 15 secs.
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L-RANDLE's Avatar


L-RANDLE
01.10.2013 , 03:28 PM | #47
Quote: Originally Posted by Totaltrash View Post
My point was that EAware needs to look at both before they start messing with the classes.
True Dat...
PvP Gear Viability? Read this first.
Tired of being broke? Stop being Felica and read this.
I'm not trying to be Rambo..... I'm trying to be Ray Tango

Joesixxpack's Avatar


Joesixxpack
01.10.2013 , 03:38 PM | #48
All those yellow points I'm in favor of.

OP with all these thoughtful solution threads I expect you'll either be banned soon for making them look bad, or given a free lifetime sub and Whitman sampler.

L-RANDLE's Avatar


L-RANDLE
01.10.2013 , 03:50 PM | #49
Quote: Originally Posted by Joesixxpack View Post
Whitman sampler.
Chocolate is a lie, you always know what you gonna get...

Spoiler
PvP Gear Viability? Read this first.
Tired of being broke? Stop being Felica and read this.
I'm not trying to be Rambo..... I'm trying to be Ray Tango

cashogy's Avatar


cashogy
01.10.2013 , 04:04 PM | #50
Quote: Originally Posted by l-randle View Post
chocolate is a lie, you always know what you gonna get...

Spoiler
lol
Da'ny - Attomm - Dan'y - Fogel
The Original Stormborn Commando Representative
The King of Bads