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Arena Report


Xinika

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And what about Bolster? Seems you've created a monster BW. Sooner or later you'll have to address this elephant in the room because from what I've seen on the PTS, you're only sweeping the dirt under the carpet. Thing is, this won't be an easy fix either. You've based a lot of PvP around it and to strip it away would not be an easy feat. However, this problem is growing and now you've added a new layer to the problem. Stop band-aiding this mess and clean it for good. Get rid of bolster.

 

 

Why would you wanna get rid of bolster? Check this out. Seems to me you were enjoying it.

I totally agree with you, on the get rid of bolster, but I'm having trouble respecting you when you have blatant use of such. More time coming up with ideas for fixes please and less time exploiting them thank you.

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smash mara

smash mara

op

jugg

 

is the best comp and is only beaten by "DONGCLEAVE" that was probably designed to beat this comp because of its overwhelming strength. dongcleave i would imagine does not perform against any other comp near as well as god cleave does though. its simply a "counter pick" to what is by far the best comp you can run at a high level.

 

vengeance jugg is laughable.

 

jugg tank is godlike. no nerf needed though as its very dependent on skill of player and a well built class for arenas in this game.

 

carnage is highly overrated by a lot of people right now. and is vastly inferior to rage.

 

annihilation is completely unviable.

 

deception sin is pretty good and can replace one of the maras for a comp that is still winnable against good teams but not as good as double smash. (and there are comps that you will face that will make a sin very weak and a huge handicap for your team. deception sin performs very well against all of the classes that nobody will/nobody should be running with)

 

all 3 sorc trees are completely and utterly awful and not even close to being viable at high level play. (time for the god buff or gg)

 

op healers ruined ranked 8v8 and they will ruin arenas, on many levels, unless they are nerfed into the ground. (time for the god nerf or gg)

 

snipers are pretty bad but probably no worse than they thought they would have it. they are fine for mid level play and solo queue against low/mid level players though.

 

despite what many people thought, and many still think, mercs are not very good. they arent on sorc level of bad or anything, but they are still bad and I cannot imagine why anyone would take a merc over a smash mara against any comp (at high level)

 

...............................................................................

 

I seriously hope that if they nerf smash they dont leave carnage and annihilation alone, believeing them to be "good enough". Because they are not.

 

(Right now people have a choice of running rage or carnage. If smash is nerfed into the ground then carnage will be marauders only choice. Snipers, the other 3 tree dps class, have always had 3 viable builds. I really hope they dont ruin a class in an attempt to balance it.)

 

alright i have a few things to say.

 

1. im still laughing that the DONGCLEAVE is actually a thing

 

2. im still laughing that the DONGCLEAVE is actually f.ucking good, even though i kind of figured it would be and plan on running it sometimes

 

3. the almighty legendaryquan has spoken, and as usual, he has pretty much hit the nail on the head in every respect with brutal simplicity.

 

his god comp is correct

 

veng does suck (for the most part)

 

jugg is in a good place and amazing (other tanks need to be tankier and have more on demand damage reduction)

 

EVERYONE for some reason thinks carnage is still really good. its not. way too proccy and rng-y and easy to shutdown (like lightning)

 

annihiloltion

 

1 of 2 things i disagree with is that deception is "pretty good." wouldnt say pretty good id say decent and good in a beast player's hands. too op-like in that all the burst is out of stealth and has trouble sustaining and lag can make maul-positioning absolute hell, plus its pretty squishy

 

he is almost spot on with sorcs. everyone knows madness sucks. people who arent delusional know that lightning is way too easy to shutdown (like carnage) despite being less based on rng and is also squishy, plus can barely do any damage while kiting. good luck getting a 3-4 cast and 1-2 instant burst rotation off more than twice in a round. the surprise for most (myself included) isnt that heal sorcs are bad/difficult to play in arena/inferior to ops, its just HOW bad they actually turned out to be. it is tough as sh.it to play one competitively. i watched a stream of one of the best heal sorcs i know get f'd up after he was out of force, he couldnt heal his teammates because his innervate got interrupted, and he couldnt regain force because he was getting sat on. fix the healers

 

ops are going to ruin arenas. dont nerf them into the ground but put them only a little above where sorcs are now

 

i also disagree that snipers are "pretty bad," id say they can be actually pretty good, far better than i thought they would perform. only marksman tho

 

mercs suck

 

 

to bw: nerf op healing, buff merc heals, buff sorc heals, nerf smash, buff pts (all), buff merc dps just a little, buff madness a lot and lightning only so they can burst more often, and fix sins good god

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i also disagree that snipers are "pretty bad," id say they can be actually pretty good, far better than i thought they would perform. only marksman tho

 

<snip>

 

to bw: nerf op healing, buff merc heals, buff sorc heals, nerf smash, buff pts (all), buff merc dps just a little, buff madness a lot and lightning only so they can burst more often, and fix sins good god

 

I've seen very little LoSing in the streams I've watched. And that's pretty much the only way to shutdown two spaced out snipers/ranged w/o building a team exclusively to counter them.

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Regarding smash:

 

Just curious, because I'm seeing a lot of opinions that could lead me to believe either..

 

When people are calling for smash to be nerfed, do you mean Marauder smash or are you including Jugg in there as well? Its my opinion that Guardian/Jugg isn't nearly as bad as Mara/Sent, mostly because of the defensive cooldowns/group utility the Mara brings to the table. The situational tanking is nice, but its hardly exclusive to the class. The positioning is really good on the Jugg/Guardian, but it really takes skill to make it as useful as it can be.

 

Only reason I bring this up is because considering what I've saw in the past, every time they gut a spec to fix it they usually break the shared spec for the other advanced class. I just don't want another PT/Merc situation on our hands.

 

Actually I think Jug smash is almost balanced, damage is a bit over the top but the class is pretty squishy once saber ward is gone.

 

Smash marauder is way too over the top. Which is why I think ravager should be switched with decimate, so the squishier class gets compensated with better damage.

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Actually I think Jug smash is almost balanced, damage is a bit over the top but the class is pretty squishy once saber ward is gone.

 

Smash marauder is way too over the top. Which is why I think ravager should be switched with decimate, so the squishier class gets compensated with better damage.

This is what I don't get. The difference between Jugg / Mara smash is almost night and day. Jugg smash performs like it should - high burst, high risk. Mara smash performs like... godmode.

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And so begins the balancing dance I dreaded with the introduction of Arena style pvp.

The balance is not awful but the irks are still there. Godcomp can be defeated, dongcleave can be defeated. Operative healers can be killed. There just needs to be some slight adjustments such as tune ups and tune downs on certain specs.

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Warrior here. Awaiting suggestions for our imminent nerf. So if I'm reading correctly marauder most specifically "smash" marauders need a nerf and op heals need a nerf.

 

I'm honestly surprised to hear people say smash jug is bearable but marauder is not. I personally feel the taunts, knockback and reflect make the juggernaut superior to the marauder . I personally canned the marauder a few months back.

 

So since this is a not so thinly disguised nerf post what would the masses suggest we do about it? I do see a bit of irony, this request coming from the class rep of what has "arguably" been the dominant pvp class since launch.

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2x Mara 1x Jugg 1x Op isn't the best comp. It is the easiest comp to be competitive. It isn't the best. When I was fooling around with different comps I steam rolled them with 1x Mara 1x Sin DPS 1x Op 1x Jugg.

 

Honestly if they kept 2.4 the way it is currently I simply cannot WAIT for it to go live. All those believers in 2x smash will have a rude awakening.

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Run op heals without 2 smashers against op heals with 2 smashers. Op heals isn't the problem. 2 aoe mezzes with 7-10k aoe attacks are the problem. Merc healing needs a buff and sorcs need a better defensive cd or something to add survivability to the heals tree (maybe something that increases damage reduction or armor rating. or maybe a proc'd defensive buff attached to a something)

 

and on op heals being easy to play. Its easy to be average, but not everyone is Scold or Hood-rat.

 

Sounds like an op healer getting defensive right? Well mind you I also play merc and commando heals along with other classes.

 

Troll away.

 

Wakalord for president

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2x Mara 1x Jugg 1x Op isn't the best comp. It is the easiest comp to be competitive. It isn't the best. When I was fooling around with different comps I steam rolled them with 1x Mara 1x Sin DPS 1x Op 1x Jugg.

 

Honestly if they kept 2.4 the way it is currently I simply cannot WAIT for it to go live. All those believers in 2x smash will have a rude awakening.

 

Agree to some degree however Drama ran Jug/Mar x2/Op and is 80-1 or something around 80 wins, with 1 loss to Dongcleave. What does that tell us? Really that its all relative. Teams that have played together for while have an advantage of teamwork and familiarity. It need to play out a little longer for a meta to develope as well as player strats.

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Run op heals without 2 smashers against op heals with 2 smashers. Op heals isn't the problem. 2 aoe mezzes with 7-10k aoe attacks are the problem. Merc healing needs a buff and sorcs need a better defensive cd or something to add survivability to the heals tree (maybe something that increases damage reduction or armor rating. or maybe a proc'd defensive buff attached to a something)

 

and on op heals being easy to play. Its easy to be average, but not everyone is Scold or Hood-rat.

 

Sounds like an op healer getting defensive right? Well mind you I also play merc and commando heals along with other classes.

 

Troll away.

 

Wakalord for president

 

I main a sorc for healing and totally agree with you, good arena teams will force an Operative healer to cast heals (addresses the energy management issues), and roll is basically useless.

 

I do think they still have a bit much in the utility department - an increased CD on their 4 second stun, disable conceal in arena, and all instant aoe mezzes should be reduced/removed.

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I main a sorc for healing and totally agree with you, good arena teams will force an Operative healer to cast heals (addresses the energy management issues), and roll is basically useless.

 

I do think they still have a bit much in the utility department - an increased CD on their 4 second stun, disable conceal in arena, and all instant aoe mezzes should be reduced/removed.

 

I agree with that. I can see taking/toning down my flashbang if they did something with intimidating roar

 

edit: Cut the mez time in half but let concealment have it in their tree where it gets the full length because God knows they need every little bit of help.

Edited by PhatMcMuffins
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Update on PTS:

http://www.swtor.com/community/showpost.php?p=6666772&postcount=2

Star Wars™: The Old Republic™

Game Update 2.4: The Dread War - PTS Update 1 Patch Notes

 

August 22nd, 2013

 

 

The patch notes published for the Public Test Server are intended to guide testing. They are not final and are subject to change.

 

The new Obroan PvP armor set is currently using placeholder art that will be updated before the release to the Live Servers; the sets themselves are incomplete on the PTS and are subject to change.

 

The Public Test Server Patch Notes will be provided in English. The final release notes will be provided in English, French, and German when the content is moved to live servers.

 

 

Classes and Combat

 

Sith Inquisitor

 

Assassin

 

Phase Walk now goes on cooldown as intended when used.*

 

Bounty Hunter

 

Powertech

 

Pyrotech

 

Increased the chance for Flame Burst to trigger Combustible Gas Cylinder in the Bursting Flame skill by 5% per rank (now 20/40/60% chance, up from 15/30/45%).

Sweltering Heat has been redesigned: While Combustible Gas Cylinder is active, damage dealt by Flame Burst has a 50/100% chance to reduce the target's movement speed by 40% for 6 seconds.

 

Trooper

 

Vanguard

 

Assault Specialist

 

Increased the chance for Ion Pulse to trigger Plasma Cell in the Ionized Ignition skill by 5% per rank (now 20/40/60% chance, up from 15/30/45%).

Sweltering Heat has been redesigned: While Plasma Cell is active, damage dealt by Ion Pulse has a 50/100% chance to reduce the target's movement speed by 40% for 6 seconds.

 

 

 

Missions and NPCs

 

PvP Missions

 

All PvP Daily and Weekly mission descriptions have been updated to indicate that they now require Unranked Warzones.*

 

 

 

PvP

 

Warzones

 

Arenas

 

The prematch countdown has been extended from 60 seconds to 90 seconds, to allow more time for players to load in. The time in between rounds remains at 30 seconds.*

The Orbital Station Arena now had all intended Cover Points.*

Warzone Medpacs now properly reset at the beginning of a new round.*

Players will no longer be erraneously kicked as AFK while the Arena spawn doors are closed.*

Removed environmenal fire from Tatooine Canyon and Corellia Square Arenas.*

Warzone matches will end properly if the last player on a team leaves during a round.*

 

Warzone UI

 

The Scoreboard (end of round/match board) now displays awarded medals and teammates properly in Warzone Arenas.*

If closed, the Scoreboard (end of round/match board) now opens again as intended when players click on the Warzone icon of the mini-map.*

Players in Warzones other than Arenas now receive a Scoreboard at the end of the match.*

Loading screen messages are now associated with the appropriate graphic.*

 

 

 

*These notes apply to fixes for PTS-only issues and will not be included in the final Game Update 2.4 Patch Notes.

Edited by Xinika
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