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-Crowley-

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  • Location
    Vancouver BC
  • Occupation
    Overlord - EA
  1. Because small scale focus on pvp is a horrible idea.
  2. The change will cause the sides to flip more often or to have teams balance out their defenders in a way that they can be overcome by numbers. As is 2-3 people can hold a side node from 5-6 attackers give a heavy advantage to the defenders. I am happy that they are trying to make any sort of rated play way more interesting than grab and hold or beat head against wall. Forcing teams to balance how many defenders to leave or how many attackers to send will definitely improve CW. I would also like them to remove the places where you can go over the wall into the middle because it would make the decision to drop off much more risky. In this the answer? who knows but i am glad they are trying to make it a bit more back and forth than it currently is.
  3. The best thing for competitive skill based PVP is no gear progression, which is completely at odds with whats best for a successful MMO.
  4. As a shieldtech spec you will need the shield generator to proc the heat reduction talent. Everything else is debatable.
  5. There needs to be gear separation and i would rather all those expertise threads were on the operations forums so we could go back to nerfing sorcs.
  6. You don't have to wait at all, wow implemented them ~5 years ago. Enjoy.
  7. (The set up) Players need to advance or they will quit playing, this is true for player who enjoy leveling level alts, PvP, PvE or even just muck around on the GTN all day. When you pick your focus, be it PvE or PvP, your setting your character down a path. As a parallel; Do I want to study business or psychology? You spend your time and effort going through school(progression path) to hit the desired result, but going down one path or the other would and should not qualify you in both disciplines. If you want to be qualified on both sides that requires additional time and effort on your part. Although there may be some overlap it is a different journey. PvP and PvE need(yes I bolded that) to have separate gear progression. The level of gear needed for developers to keep making new harder encounters cannot be handcuffed by the need to also balance the content around PvP encounters. Also the skill level and competitive play should not be impacted by the inflated stats needed for the increasing difficulty of PvE encounters. The problem becomes how do you separate the two, because if there is no way to separate PVE and PVP gear, players will take the easiest path. Resilience was added in WoW because AQ40 and Naxx gear skewed the competitive nature of PvP by trumping HWL/GM gear significantly. SWTOR originally didn’t have expertise, it was added a couple months before release because players were grinding PvP gear and skipping HM flashpoints and moving strait on to nightmare operations. Unfortunately resilience/expertise stat IS the best way to separate the two. (The meat and potatoes) Where I think MMO’s have gone wrong with this stat is applying it to the PvP gear as opposed to the PvE gear. I only PvP , and I have to admit that due to the short nature and time commitment of BG/WZ it definitely has more casuals than endgame PvE. Creating this gear handicap for new/casual PvPers is rough and can cause a lot of frustration. If expertise was on the PvE gear it would allow the causal nature of PvP to be open to more people, and allow developers to create content, difficulty, and add gear without inflating base stats. In example if expertise were a PvE stat: Added X% damage done while in flashpoints and operations reduced X% damage taken while in flashpoints and operations Added X% healing done while in flashpoints and operations The gear would look something like this: Battlemaster Combat Tech's Body Armor Binds on Pickup Chest 861 Armor (Rating 140) Durability: 120/120 Total Stats: +112 Aim +116 Endurance +48 Critical Rating +51 Accuracy Rating Rakata Combat Tech's Body Armor Binds on Pickup Chest 861 Armor (Rating 140) Durability: 120/120 Total Stats: +94 Aim +92 Endurance +50 Expertise Rating +48 Critical Rating +51 Accuracy Rating The result would be that because of the lower stat inflation needed by PvP gear that top end PvE gear would ALWAYS be the best for PvE and the top end PvP gear would ALWAYS be the best for PvP. Another bonus is that it would be an original system in the MMO world, something Swtor needs more of. My opinion of course, but would love to hear all opinions including the people who rub their only two braincells together and call it trolling.
  8. (The set up) Players need to advance or they will quit playing, this is true for player who enjoy leveling level alts, PvP, PvE or even just muck around on the GTN all day. When you pick your focus, be it PvE or PvP, your setting your character down a path. As a parallel; Do I want to study business or psychology? You spend your time and effort going through school(progression path) to hit the desired result, but going down one path or the other would and should not qualify you in both disciplines. If you want to be qualified on both sides that requires additional time and effort on your part. Although there may be some overlap it is a different journey. PvP and PvE need(yes I bolded that) to have separate gear progression. The level of gear needed for developers to keep making new harder encounters cannot be handcuffed by the need to also balance the content around PvP encounters. Also the skill level and competitive play should not be impacted by the inflated stats needed for the increasing difficulty of PvE encounters. The problem becomes how do you separate the two, because if there is no way to separate PVE and PVP gear, players will take the easiest path. Resilience was added in WoW because AQ40 and Naxx gear skewed the competitive nature of PvP by trumping HWL/GM gear significantly. SWTOR originally didn’t have expertise, it was added a couple months before release because players were grinding PvP gear and skipping HM flashpoints and moving strait on to nightmare operations. Unfortunately resilience/expertise stat IS the best way to separate the two. (The meat and potatoes) Where I think MMO’s have gone wrong with this stat is applying it to the PvP gear as opposed to the PvE gear. I only PvP , and I have to admit that due to the short nature and time commitment of BG/WZ it definitely has more casuals than endgame PvE. Creating this gear handicap for new/casual PvPers is rough and can cause a lot of frustration. If expertise was on the PvE gear it would allow the causal nature of PvP to be open to more people, and allow developers to create content, difficulty, and add gear without inflating base stats. In example if expertise were a PvE stat: Added X% damage done while in flashpoints and operations reduced X% damage taken while in flashpoints and operations Added X% healing done while in flashpoints and operations The gear would look something like this: Battlemaster Combat Tech's Body Armor Binds on Pickup Chest 861 Armor (Rating 140) Durability: 120/120 Total Stats: +112 Aim +116 Endurance +48 Critical Rating +51 Accuracy Rating Rakata Combat Tech's Body Armor Binds on Pickup Chest 861 Armor (Rating 140) Durability: 120/120 Total Stats: +94 Aim +92 Endurance +50 Expertise Rating +48 Critical Rating +51 Accuracy Rating The result would be that because of the lower stat inflation needed by PvP gear that top end PvE gear would ALWAYS be the best for PvE and the top end PvP gear would ALWAYS be the best for PvP. Another bonus is that it would be an original system in the MMO world, something Swtor needs more of. My opinion of course, but would love to hear all opinions including the people who rub their only two braincells together and call it trolling.
  9. Make the MVP voting for the opposite team. It is easier to see who was doing well when playing against you, will stop players from just voting for guildies/friends, and will encouraging voters by seeing if anyone on the opposite team felt they were an impact on the match.
  10. Honestly I have never played a game this balanced at launch, and as long as they don't make small scale warzones (2v2,3v3,5v5) they should be able to keep making small tweaks and get it right.
  11. I typed in a bunch of random letters to make the prompt go away, it was popping up every time i changed zones.
  12. Static 3 award at the end of the match.
  13. No macros that can call skills or abilities.
  14. Rated WZ will have up to 8 man queues... Confirmed at guild summit.
  15. PT get 0 throws 1 pull 1 specced charge 2 stuns 1 interupt
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