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PvP in Game Update 2.0: Scum and Villainy

STAR WARS: The Old Republic > English > General Discussion
PvP in Game Update 2.0: Scum and Villainy
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Amberres's Avatar


Amberres
04.05.2013 , 07:26 PM | #61
Quote: Originally Posted by SentinelDranoel View Post

Doing something about premade groups against a random team would also help with matching up players. A premade team could play a premade team. That would be a good match up.
this ^^

jggoodyard's Avatar


jggoodyard
04.05.2013 , 07:28 PM | #62
The amount of stuns in the game are perfect in my opinion. The only thing I believe should be changed is the amount of resolve they rack up. If you want to make it effective atleast make it where 2 ops can't each use all their stuns before the bar fills.

And most of these complaints are probably just from people with a bad team facing a team that knows how to effectively use stuns.
I ran with a lot of groups that knew when to us them and when faced groups who also knew how it was evenly matched and really fun.
By using your stuns effectively I meen by using them to aid your team or get heat off of your healer. Not trying to 1v1 someone or 1 man army somthing, unless ofcourse thats how you want to play (and keep believing stuns are too abundant.)

LostGirl's Avatar


LostGirl
04.05.2013 , 08:51 PM | #63
If the resolve system worked stuns would be fine, but resolve kicks in after youre stunned and does not decay after the stun but within the stun so by the time a stun is over you have no resolve to avoid getting stunned gain.
LostGirl
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iSoldat's Avatar


iSoldat
04.05.2013 , 09:04 PM | #64
Resolve sucks! I get stunned and watch my resolve bar fill before breaking at which point i'm below 33% health.

If I die before it breaks, I have the privilege of watching the resolve decay behind the spawn point.

If I break it too soon, I get another stun and die to a double team while waiting for the CC breaker to count down while watching the CCr cap or score.

Thanks BW, that was so fun, I unsubbed. Only a week left.

SWGOKrenEmp's Avatar


SWGOKrenEmp
04.05.2013 , 09:19 PM | #65
At the moment I find that within warzones the re-spawn time is longer than required. In PVP you should be able to re-spawn without having to wait for an excessive period of time. A fifteen seconds wait would be ideal.

I have found that receiving stuns build the resolve bar however if you are stunned by x number of people at the same you still take damage whilst you are in a stunned therefore effectively preventing you from contributing to the game and you die due to the damage once the resolve bar is full. Being hit by stuns in this manner prevents someone from playing. Normally you see four to five players stunning one player to reduce that attackers effectiveness so in essence stun the hell out of a good player and kill them once their resolve bar is full to remove them from the game.

It would also be an idea to have a pure death match option rather than a 'capture the flag' type scenario. A ten to fiftteen minute match within a city type set-up that is based upon at the skill of the team and the number of kills could also make pvp more interesting with the above factors taken into consideration.

I see most classes in the SW universe having the ability to jump/leap/rocket thrust/hover/float however adopt this to a scenario where certain classes can jump onto objects/buildings and/or utilise their surroundings in pvp would make it more interesting. It would make the PVP matches more dymanic and give more 'edge' to the pvp matches.

Whilst I don't expect the PVP element to match anything I am used to in other SW games such as SWBF2 'hero assault' in online mode it would certainly make the game more immersive and entertaining.

MandFlurry's Avatar


MandFlurry
04.05.2013 , 10:22 PM | #66
Quote: Originally Posted by Anzel View Post
It makes me wonder if anyone there even plays PvP. I spend so much time in PvP being stunned over and over and over again. It's not working as intended guys. The game is unplayable.

If I didn't get such good XP from WarZones I would never play them. Ever. They are a total joke.

I agree, to many stuns over and over means I can't as a Mando, means a lot of times I don't get a chance to hit the player, or any players back, and Commandos don't have enough Tenacity to defend ourselves. It usually takes 3 to 4 characters useing stun and immobilizing me so i can't strike back which pizzes me off a great deal, sometimes a Sorc is all it takes to burn and immobilizing me and another person to finish me off.

Commandos need a chance with haveing a shorter cooldown, and 1 Tenacity per player at a time, then have a balanced Cooldown.
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Izorii's Avatar


Izorii
04.06.2013 , 12:38 AM | #67
I have one question. Expertise why? I know the obvious answer is to force people to grind PvP and PvE gear but this does not happen. Why not re-invent the PvP experaice and have the equipment equally useful in both enviroments (like elder scrolls online) rather than have a system which tells PvPers they can not take part in PvE and PvEers banned from PvP. I know you have the bolster system (for designated PvP area (only one I can think of) + war zones) but what about true open world PvP and I know I dont trust Bolster the argument has always been that expertise is still insanly better for PvP than any other stat. I also heard that the most power PvP stats from PvE armour now come from running into a match with just a gun. Bolster gives you better stats than the best PvE gear does. I think expertise does not encourage people to grind two sets of gear but limits the amount of end game I have to play.

Joshthecook's Avatar


Joshthecook
04.06.2013 , 03:02 AM | #68
Quote: Originally Posted by iSoldat View Post
Resolve sucks! I get stunned and watch my resolve bar fill before breaking at which point i'm below 33% health.

If I die before it breaks, I have the privilege of watching the resolve decay behind the spawn point.

If I break it too soon, I get another stun and die to a double team while waiting for the CC breaker to count down while watching the CCr cap or score.

Thanks BW, that was so fun, I unsubbed. Only a week left.
As someone who has only played a handful of 50 PvP, no ranked but a lot of lowbie PvP, I will agree that resolve needs a tweak, but it doesn't suck. On your second 'point', yeah that does suck but I have found that most CC's are on cool down by that point so getting back into battle isn't an issue. On your third 'point' I think you need to learn how to play. Even with your breaker on cool down, you should still have enough tools for when you come back into the match to last long enough for it to clear. But if you are going to leave, then so long baddie. No one will miss you. Mind sending me your stuff?

Glower's Avatar


Glower
04.06.2013 , 03:23 AM | #69
Quote: Originally Posted by Lord_Karsk View Post
Players have been telling you guys for like 1 year now how commandos/mercenary is broken
and the most unwanted classes in ranked by ALL teams.2.0 will change little
Mando merc bring no group utility to anything and is super easy to shut down.These AC are just as much a turret as
gunnslinger sniper,but those AC cannot be interupted.
Any reason why you guys ignore this feedback ?
^this X100!
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DesparadoIV's Avatar


DesparadoIV
04.06.2013 , 05:15 AM | #70
I agree the resolve bar should not disappear as quickly as it does. The sheer amount of rage and whining about the number of stuns in this thread is completely unjustified though. Your team has just as many stuns and roots as the other team. I have a lot of fun in PVP in this game and getting chainstunned only happens when you try to solo attack a turret or if you get singled out by the opposing team. While they are killing you your team mates aren't getting killed and can do some damage or try and get them off you. Just try to play tactically.

Oh and glad bubble stun got fixed thanks for that. Please don't ruin civil war though =P
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