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  • Posts

    • Not to me, and I'm sure I'm not alone - I loved modable legacy-bound aspects of it, and hated when it was taken away.
    • 156k IIRC was my highest in 328's. It's plenty capable of damage, but defensively it falls flat to anything that can hit it. Here's a 136k on a heavy armor target.  Also - in general topic of having fun, the meta is just too bursty. I can as a burst player out do HPS by just running around single targeting players. That shouldn't be happening and didn't happen in prior expansions - which felt better. Blaring issues with healing not keeping up, health pools being potentially too low. Burst doesn't need nerfed, really, nothing really needs nerfed if it's done right. Simply increasing health pools would mix things up enough + add more build diversity. Throw in some new healing set bonuses and things could be a lot more fun. The TTK is comparable to some of the older expansions but not comparable when played correctly, which is the biggest problem. The majority won't play correctly and when it does happen the match is a perma respawn fest. While most may not be on that level to experience that it's not difficult to reach that point and one of the main reasons I have zero interest in the game at the moment - along with the general lack of attention from devs & failed PvP update as a whole. Meta is stale, players are too quick to give up and quit. PvP has basically just become a casual players conquest farming sim, occasionally going into the meat grinder of people still actually trying to PvP in the mode that isn't treated like PvP anymore. 
    • In general terms you're correct, but within the limits of swtor pvp I don't agree. You need a roughly even game, or one side being just a little bit stronger, so you're relatively free to take initiatives on the map, make an actual difference, maybe end up in some 1v1 situations, and so on. But as it is, with so many games being one-sided where you can usually predict the winner within the first 30-60 seconds, the learning suffers. As one side dominates the other, the losing team will spend a lot of time locked out respawning and its players will be constantly outnumbered everywhere on the field. No matter how skilled you are, under circumstances like that you don't get much of a chance to be a good player, not to mention actually develop your skills. The same goes for the winning side, it's easy to *feel* like you're doing well and kicking ass when the opposition just melts away before you, but just like story mode pve, it doesn't really help you improve.
    • Are you advocating for more PVP objectives on GS track? I don't see PVP players complaining about having to do PVE objectives, so they are fine with what's offered. We have PVE player (with support) complaining about the presence of PVP objectives on GS track which is unwarranted considering they have 9 others to choose from. If you only like Vanilla then, sure, stick to it. But simultaneously complaining about presence of Mint or Cherry options is selfish to say the least. And the said player decided to blame PVP when they have 9 others to choose from. I feel like we're going in circles. It's literally in the title of this thread as well as in very first post.
    • I agree that it sucks. I disagree there is nothing you can do about it. Plus, percentage-wise, most matches are not like that (based on my experience of PVP-ing almost every night). Yes, some matches may require you to suffer through it - sometimes, the whole night is like that. And the next day you may get 4 close matches with the team you're on winning every time, and your weekly is done in no time. So, you never know what you'll get. But if you quit after that one frustrating match, then that's the only thing you end up remembering. And it's your perception that is preventing you from going back, when the reality is you barely experienced the mode at all.
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