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Idea for Expertise

STAR WARS: The Old Republic > English > PvP
Idea for Expertise

Smashbrother's Avatar


Smashbrother
01.07.2013 , 01:45 AM | #11
Quote: Originally Posted by Washingtoon View Post
Here we go again with the gear exaggerations. First of all, I've always been of the opinion that only bad players are blaming gear. There's obviously some math to expertise and I'm not questioning that but the issue is not as big as some people like to think, as long as you stick to normal warzones, which is what the vast majority is playing.
Um gear does make a difference. Not sure why you're saying only bad players blame gear.

Quote:
Secondly, there wouldnt be this gear disparity you speak of if you could earn the same thing through PvP. It would give people the choice to gear up in the fashion they prefered, or possibly by mixing PvP and PvE. I don't really see how having to play both PvE and PvP for two different type of sets can be considered "content" when it's already possible to simply buy one of said sets on GTN.
The current system allows you to do what you want to obtain the gear you want. You want pvp gear? You do pvp. You want pve gear? You do pve.

In Vanilla WoW before resilience, it was you want to pvp? you do pve.

GARhenus's Avatar


GARhenus
01.07.2013 , 04:00 AM | #12
Quote: Originally Posted by Smashbrother View Post
Um gear does make a difference. Not sure why you're saying only bad players blame gear.
I think he's just saying that it does but gear alone won't be a game-changer. Proper positioning + skill usage still trumps stats any day.

If players have nearly similar skill/knowledge, of course the guy with better gear has the advantage, but someone in a partial WH gear alt can still have a good chance of defeating an unskilled guy in full WH

Ganjavus's Avatar


Ganjavus
01.07.2013 , 04:35 AM | #13
Why not use valor as some kind of expertise mulitplier?

Simple and linear example: your valor rank multiplies with a factor 20: 60 Valor would turn into 1200 exp

Maybe get a progressing scale after that to keep the hardcore folk happy.

Ravashakk's Avatar


Ravashakk
01.07.2013 , 07:02 AM | #14
There is a reason resilience was changed from crit reduction. It heavily favored classes/specs that didn't need to crit as much or had less synergy for crit. For instance, if a class had an ability that procced of of crits, then you not only lower their dmg but also the chance of it proccing. That screws the balance up over a flat dmg decrease.
Medicine/Lethality PVP Patch 2.3
I don't tab dot to fluff my damage...I tab dot so that when I'm done wrecking your buddy, I can move right on to wrecking you.

madtycoon's Avatar


madtycoon
01.07.2013 , 07:46 AM | #15
Quote: Originally Posted by Ravashakk View Post
There is a reason resilience was changed from crit reduction. It heavily favored classes/specs that didn't need to crit as much or had less synergy for crit. For instance, if a class had an ability that procced of of crits, then you not only lower their dmg but also the chance of it proccing. That screws the balance up over a flat dmg decrease.
I agree with this.

WoW crits are also a lot higher compared to non crits. Whereas in swtor crits are still huge, but not that huge compared to non crit damage, because surge drs. Not to say damage is low here lol. Most classes normally see crits in this game that do 1/4 a person's health pool. Currently in WoW since the frost bomb nerf, I think only Boomkins and Destro locks can see that kinda damage on cooldowns when compared to health pools with one attack and massive set up.

Its not really fair to compare the damage to WoW though, because in WoW you don't have the taunt and guard mechanics (at least not on such a short cooldown) which is meant to mitigate a lot of the incoming damage to players in swtor. Unfortunately when a target isn't constantly taunted or guarded against, that target does insane damage outside of defensive cooldowns

Its almost the equivalent to a warrior in WoW with all his cooldowns popped and you don't disarm him and let him run wild. Well in this game, players pretty much have warrior cooldowns popped all the time, but your disarm is a really short cooldown. In other words damage is bareable when taunt and guard are being used and its insane when they aren't. That's really the problem. That and the health pools are much too small compared to incoming damage. Larger base health pools makes damage reduction from pvp stats like expertise a lot more important, because it increases your effective health and in turn lets expertise increases survivability while keeping healing in check. Its not a good game when healers can top someone off in 6 seconds and its even worse when someone can die in 5.