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Emeritus

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    Virginia
  1. I am doing just as good if not better now. Before the patch if a player trinketed out of hidden strike immediately with a full resolve bar I was in trouble. Now I can follow with a stun have more control over the fight. My warzone damage actually was higher last night than it was pre-patch. No cause for alarm.
  2. I was recently in the same boat, but now my gear is starting to even out a little. First get all the orange gear you can and go to the galactic trade and buy up all of the epic slot pieces you can so that your gear is the best you can make it without pvp gear. At least then you will hit hard. Next, get your weekly pvp quest done ASAP (3 Champions bags) and your daily done every day. You will get enough commendations by doing this to buy more bags as well. If you have good luck with bags and do the above, your gear should be competitive in about two weeks. In the meantime, you will be learning valuable surviability tricks and maximizing your understanding of the pvp tools you have at your disposal. While in waiting on those champs bags, look for players at half health, look for other undergeared players, and pair up with another player. Get involved with a guild that runs good premade groups. Being able to have them run you through 3 quick dailies per day rather than getting rolled solo vs. premades all night long will help.
  3. Pre-CU SWG Real PvP is defending the base that you built with hours of your guild's work from a 50-member guild intent on destroying all your hard work. Giant player-made cities with elaborate player-made malls and even shuttles that could be placed in player cities. The only way to get a decent weapon or armor was from crafters. The quality varied widely by the crafter, so the best crafters in the game were famous for their armor or weapons.
  4. 1. Cut-up and instanced planets takes away from immersive gameplay experience. 2. Lack of complexity in the game, particularly with regard to crafting. 3. Too many loading screens, especially going to planets with orbital stations. Honorable Mention: Horrific UI, lack of sandbox features
  5. This is the perspective of a lvl 50 undergeared concealment operative. I am not posting this to whine, and I will continue to pvp in my character post nerf. I just wanted others to see it from the other side. Feel free to flame. Assuming I come up against someone of equal skill: Pre-Nerf: If I was able to hidden strike out of stealth a player without pvp gear I would likely win 80% of the time (probably too high). If I was able to hidden strike out of stealth a decently geared player, particularly a warrior/knight, I wouldn't be able to get enough health off of them to matter. My lack of damage post-opener would not be enough. I would likely lose 70% of time to a light armor class and 90% of time to a high-armor class. If the player is over 16000 health and isn't brain dead, I am not going to win. I ran into a battlemaster-geared player with 18000 health who must have left his computer unattended. It took me forever to kill this guy without him even attacking me. It was humiliating. My chance of beating him 1v1 in a normal fight would be almost 0%. I didn't mind this situation since I was looking forward to improving my survivability as a got better gear. Right now I feel like I can help my team if I am smart and choose my fights carefully. Post-Nerf: I will struggle against equally geared players. I will absolutely not be able to complete with respectable players in better gear. I will probably need to pair up with another player to be viable. I don't have enough survivability to stay out of stealth for long, and I if solo and in stealth I will need to cherry pick players with low health who are away from the pack or delay a ball carrier until one of the big kids can come along and kill him for me. If hidden strike no longer takes the entire resolve bar, I will probably still be able to do okay and once geared I should be able to be of some use to my team, but not as much as a good sorcerer or marauder by far. In short, I understand if some classes felt our opener was over-powered, but ops really didn't have much to work with if you survived the opener or especially if you used your ability to get out of the cc. The devs proabably would have been fine limiting our opening burst but they need to balance it out with either better survivability or better post-opener dps. Even if I won't win many fights after 1.1, there still isn't any better satisfaction than sneaking up behind someone and driving them into the ground with my vibroknife. I smile every time.
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