Reva Posted April 19, 2013 Share Posted April 19, 2013 Said nobody ever. Bioware, do you even test? Link to comment Share on other sites More sharing options...
DharmaPolice Posted April 19, 2013 Share Posted April 19, 2013 Given the way healing works, without burst most teams would be unable to kill anyone ever. Link to comment Share on other sites More sharing options...
Genttry Posted April 19, 2013 Share Posted April 19, 2013 Agreed! 2.0 improved PvP. Healing and burst are closer to being balanced now. Woot woot I found 2 more 2.0 supporters! Drive on! Link to comment Share on other sites More sharing options...
Campaigner Posted April 19, 2013 Share Posted April 19, 2013 "PvP is great in 2.0, more burst damage is exactly what we needed." -Campaigner, 2013 Link to comment Share on other sites More sharing options...
DroidDreamer Posted April 19, 2013 Share Posted April 19, 2013 Don't need Alacrity to improve power regen because we don't live long enough to run out of power. Link to comment Share on other sites More sharing options...
Scotland Posted April 19, 2013 Share Posted April 19, 2013 I actually do think 2.0 is fine, minus the bolster issue. The TTK is absolutely perfect for organised PVP. But with this, comes short TTK for thrown together groups(Pugs). As long as your team has the right composition, fights are now down to tactics and fast target switching. Exactly how it should be! Link to comment Share on other sites More sharing options...
Arkerus Posted April 19, 2013 Share Posted April 19, 2013 Not sure what you're talking about. At level 55, where PvP is balanced, healing is currently running the show. Teams will 2-3 healer and a tank are unkillable. So...definitely not sure what you are referring to. If you are talking about sub 55 PvP, then you might have an argument. Link to comment Share on other sites More sharing options...
Genttry Posted April 19, 2013 Share Posted April 19, 2013 (edited) I actually do think 2.0 is fine, minus the bolster issue. The TTK is absolutely perfect for organised PVP. But with this, comes short TTK for thrown together groups(Pugs). As long as your team has the right composition, fights are now down to tactics and fast target switching. Exactly how it should be! I knew it! Scotty FTW! Edited April 19, 2013 by Genttry Link to comment Share on other sites More sharing options...
Scotland Posted April 19, 2013 Share Posted April 19, 2013 I knew it! Scotty FTW! Calm your pants. Link to comment Share on other sites More sharing options...
Genttry Posted April 19, 2013 Share Posted April 19, 2013 Calm your pants. Aye Scotty, but my pants seem to be ok. Link to comment Share on other sites More sharing options...
Scotland Posted April 19, 2013 Share Posted April 19, 2013 Aye Scotty, but my pants seem to be ok. You seem overly excited about something, you should just calm yourself down. Link to comment Share on other sites More sharing options...
fungihoujo Posted April 19, 2013 Share Posted April 19, 2013 Thing is- more burst and more healing means now more than ever you need the right group make up, and premades are a hundred times more powerful. I'd seen many groups get stomped by premades before- but with healing and burst as it is now, any game where one team has a premade ends up with 55 kills each, vs 0 kills for the other team. Basically- premade or go home now. Link to comment Share on other sites More sharing options...
Scotland Posted April 19, 2013 Share Posted April 19, 2013 Thing is- more burst and more healing means now more than ever you need the right group make up, and premades are a hundred times more powerful. I'd seen many groups get stomped by premades before- but with healing and burst as it is now, any game where one team has a premade ends up with 55 kills each, vs 0 kills for the other team. Basically- premade or go home now. How would you suggest they fix this? If i may ask. Link to comment Share on other sites More sharing options...
Paldragons Posted April 19, 2013 Share Posted April 19, 2013 (edited) How would you suggest they fix this? If i may ask. Maybe every random PUG is required to have certain components just like when you que for Flash Points. So each random warzone PUG would require 2 tanks 2 healers 4 DPS before it would even start. Just a thought. Edited April 19, 2013 by Paldragons Link to comment Share on other sites More sharing options...
DharmaPolice Posted April 19, 2013 Share Posted April 19, 2013 But with this, comes short TTK for thrown together groups(Pugs). Well as I've said elsewhere, in pugs TTK is varying massively from game to game. That's why there's contradictory posts about it on the forums - in some matches it is literally seconds from starting combat to being dead. A lot of players are experiencing that (repeatedly) and it can get a bit disheartening. At the end of the spectrum you're getting situations where a team has 3 healers and maybe a tank who knows when to taunt/switch guards and then TTK is basically eternity. Even if the dps is pretty good they tend to be too slow / disorganised to properly focus people down one at a time. The point being that a calculated mean average for TTK (if such a thing existed) wouldn't be representative of what most players face in most matches. Link to comment Share on other sites More sharing options...
Scotland Posted April 19, 2013 Share Posted April 19, 2013 Maybe every random PUG is required to have certain components just like when you que for Flash Points. So each random warzone PUG would require 2 tanks 2 healers 4 DPS before it would even start. Just a thought. Well i am not against this, but would ultimately increase wait times for queues. Maybe if they introduced cross server queues along with what you suggest, then i could see it being a VERY positive move. Agree? Link to comment Share on other sites More sharing options...
Scotland Posted April 19, 2013 Share Posted April 19, 2013 (edited) Well as I've said elsewhere, in pugs TTK is varying massively from game to game. That's why there's contradictory posts about it on the forums - in some matches it is literally seconds from starting combat to being dead. A lot of players are experiencing that (repeatedly) and it can get a bit disheartening. At the end of the spectrum you're getting situations where a team has 3 healers and maybe a tank who knows when to taunt/switch guards and then TTK is basically eternity. Even if the dps is pretty good they tend to be too slow / disorganised to properly focus people down one at a time. The point being that a calculated mean average for TTK (if such a thing existed) wouldn't be representative of what most players face in most matches. A solution? Keeping in mind, moving the TTK in either direction is goin to ultimately harm one end of the spectrum. Edited April 19, 2013 by Scotland Link to comment Share on other sites More sharing options...
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