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How about lower all the damage in this game and remove all the stuns?

STAR WARS: The Old Republic > English > PvP
How about lower all the damage in this game and remove all the stuns?

Reaperdav's Avatar


Reaperdav
01.22.2013 , 09:40 AM | #11
Quote: Originally Posted by NogueiraA View Post
Because hows PVP is going, people are very tired of so many stuns. I'm about to quit PVP in this game.
Yep. If they want to keep Bubble stun then they should make it so it only works on the Sorc/Sage who casts it. Otherwise it just works as normal force armor on anyone else.

Never_Hesitate's Avatar


Never_Hesitate
01.22.2013 , 09:47 AM | #12
Quote: Originally Posted by Majspuffen View Post
Alternatively, revert the game back to 1.1 and attempt balance again.

Augments were a mistake. The problem was never use-relics, the problem was that sustained damage was too high and in 1.3 they just made it all worse. Not to mention they made twinking ten times worse. Then in 1.4 they made stuns unbearable.
At the moment the substained dmg is no problem, it's the burst dmg which is so massive.
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JP_Legatus's Avatar


JP_Legatus
01.22.2013 , 09:54 AM | #13
Quote: Originally Posted by NogueiraA View Post
If just healers and tank has a 2 sec stun with 3 minutes CD and a pure DPS min/max takes 6 or more GCD to kill a recruit, will be funnier?

At least we won't die to stunlock anymore...
Except that without nerfing heals in some way healers will once again become immortal. The majority of CC that gets randomly thrown around hits the DPS (hello stunbubbles)
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islander's Avatar


islander
01.22.2013 , 09:59 AM | #14
Quote: Originally Posted by Ryofo View Post
Pvp should be focused on doing things, not preventing things being done, it should be fast paced and flowing. Currently it is not.
I disagree. PvE is about doing things.

PvP is about killing other characters in the process of achieving an objective.
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xxIncubixx's Avatar


xxIncubixx
01.22.2013 , 10:43 AM | #15
Quote: Originally Posted by Ramtar View Post
Just cut the stun time in half and make all stun break on damage.
bad ideia, as of right now, stuns are the only thing that make ranged classes have a little chance against derp melee

Never_Hesitate's Avatar


Never_Hesitate
01.22.2013 , 10:48 AM | #16
Quote: Originally Posted by xxIncubixx View Post
bad ideia, as of right now, stuns are the only thing that make ranged classes have a little chance against derp melee
And the snipers cover.

But I agree with your point.
If my sorc didn't have any stuns, he would be killed even faster.
T3-M4 - Lvl 55 Chars:
T'hana Jugg, Saleona Sniper, S'inthoras Mara,Hannahla Merc, Eleondra&Eleondraa Ops,
Leeonira Sorc, CaphalÝr Sorc, Kindarya Assa, LeoniŽ PT,
Revuna Mando, Leojuna Scoundrel, Simon'e Shadow, Sileona Guardian

NogueiraA's Avatar


NogueiraA
01.22.2013 , 10:59 AM | #17
My idea is how to remake the PVP (only the pvp without change the PVE) so that you can CONTROL your char 99% of the time, not 20% as it is now.
Stun, dead? No, another stun.. Dead? Yes. This is how SWTOR PVP works today.

Lowering all the damage you won't die so fast anymore, like before the expertise buff, you have time to think and you'll not see your HP bar dropping with no reaction. This is what we want.
People who says "stuns is fine, resolve is fine" are snipers in 35 meters distance shooting everybody.

How will implement that? I dunno, we pay BW to think about that and find the best solution but we know they have incompetent people working there.. Like the class balance guy, what the **** he did with resolve in 1.4, smash, bubble and more stunlocking. I really miss 1.1.
English is not my first language, sorry.

Arkerus's Avatar


Arkerus
01.22.2013 , 11:15 AM | #18
Let's pretend there was an automatic 25% damage reduction in PvP...

Lowering damage directly benefits healers. Less damage means more time to heal and more room for mistakes. If healing remains where it is, healers will be able to keep themselves and multiple teammates up at the same time. PvP only works when people die and have to Rez.
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Natholomew's Avatar


Natholomew
01.22.2013 , 11:29 AM | #19
They could make Resolve more useful than "Full or Not". Perhaps giving it percent reductions at 25, 50, and 75. It's already in the game why not make it more useful?

Most of the stuns could be simply turned into interrupts and/or debuffs, with a feature tacked on pertinent to the class. Simply using more debuff properties, such as; a damage debuff, a defense debuff, a GCD debuff, an ALACRITY DEBUFF, and of course a movement speed debuff.

Man, handing them such good ideas for free...

smellmop's Avatar


smellmop
01.22.2013 , 11:51 AM | #20
Quote: Originally Posted by Natholomew View Post
They could make Resolve more useful than "Full or Not". Perhaps giving it percent reductions at 25, 50, and 75. It's already in the game why not make it more useful?

Most of the stuns could be simply turned into interrupts and/or debuffs, with a feature tacked on pertinent to the class. Simply using more debuff properties, such as; a damage debuff, a defense debuff, a GCD debuff, an ALACRITY DEBUFF, and of course a movement speed debuff.

Man, handing them such good ideas for free...
great idea, but I think the current issue for many is the delay between server/client on the resolve bar. I could post vids....but I'm sure you've all had it happen to you. Your resolve is at 100% and still get stunned/mezzed/rooted. Or more obviously when you get pulled pushed or throw a stun and you or the other player slide or rubberband to some place other than where you initially saw them.
Having the stuns work off of the percent of what your resolve bar is at would be awesome if the engine wasn't so poor at this....like if my resolve bar is at 25% and I get hit by whirlwind I would only take 75% of the duration.
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