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tomroark

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  1. I'm a returning player after many, many years away. Juggernaut is my favorite class, but it's a bummer to see this bug in game. I was very confused when I selected the Warmonger utility to then start experiencing increased cooldown for Force Charge. I can confirm this specific utility is bugged. Upon exiting combat, if Force Charge is not already off cooldown, it experiences an increased delay beyond the original 15s cooldown (upwards of 20 seconds, which is very noticeable and a huge hit on mobility). I was hoping to see a mention of this in the patch notes today, but no mention. As a returning player that wants to properly experience one of my favorite classes, could we please get some acknowledgment on this bug and a fix? Would be so much appreciated.
  2. Can it be saved? Not with this dev team. /unsubscribe.
  3. Correct. It would be the game it should have been at launch.
  4. I understand this. To clarify: by swift I mean within the foreseeable future (perhaps within the year?), not two or three years or a couple expansions away.
  5. I want to start off by saying that now is the time for action, and that swift action by Bioware's part can save the PvP in this game. My recommendation basically revolves around the implementation of one or two new servers that will be vastly different than the current PvP servers, which are basically the same as PvE servers currently. These servers would implement a new PvP theory and construct. Since this theory that has gained widespread support has already been posted about (even before the game launched, this type of theory was pushed for and the development team was warned against the implementation of Warzones/BGs/Arenas), I will just post a link to that thread from here: http://www.swtor.com/community/showthread.php?t=234156 In my opinion, it is too late to implement this type of system on the current PvP servers. The implementation of Warzones that award gear has already ruined the possibility for fun, engaging, objective based World PvP with faction wide consequences. These new servers would: 1. Implement this new system, minus Warzones: Warzones would be left to the current PvE and PvP servers. Players who prefer this type of system would be at luxury to stay. These new servers would focus solely on the new system. 2. A clean start: No character transfers. Everyone would be able to start on a fresh, new slate. This is a suggestion. I believe it would help immensely. If it's a fail, Bioware can shut it down. If it proves to be successful and helps revive and stimulate the PvP community, Bioware can expand upon it. Feel free to post your suggestions and ideas. Edit: To clarify, I'm calling it the PvP lifeboat because, currently, the ship is sinking. It's our only chance. We either go down with the ship, die at sea, or have a hope of finding some glimmering ray of hope. It's worth a shot. Let's take it.
  6. In short: The majority of accessible and good gear should be player crafted. This requires a fun and engaging crafting system, which Bioware failed to implement. The very rare, or at least much harder to obtain gear should be acquired from raiding or PvPing. This gear should have comparable stats, perhaps different looks. Or even better... tokens that you can turn in to a vendor to acquire the gear pieces you want. PvP gear should not be obtainable from Warzones/BGs/Arenas. These should be left out of the game completely since they get old and boring fast. Open World PvP that is objective based should be implemented. When players die, they drop tokens, x amount of tokens will allow you to turn them in to vendors. EQ2 had a similar system that worked fantastic. It had amazing World PvP in its prime.
  7. The game could have been more if the development team for PvP had actually listened to the PvP community when many of us warned against the implementation of Warzones/Battlegrounds/Arenas which award PvP gear. They didn't. Now we have a PvP gear grindfest to valor 60 and no fun reason to stay. Edit: I will also be cancelling my subscription when GW2 comes out. Even if the game isn't perfect, the PvP will still be 50x closer to what I enjoy when it comes to PvP. Warzones/Battlegrounds/Arenas can all burn for all I care. They do NOT promote a healthy PvP community or a fun PvP experience.
  8. What boggles my mind the most is the blatant disregard the developers had for the PvP community when a large amount of the player base warned and fought against the implementation of Warzones/Battlegrounds/Arenas. This could all have been avoided.
  9. I'm currently leveling a Juggernaut in primarily PvP and Flashpoints, and I have to say that I love it. After playing a Guardian for a while, it just "feels like home." One thing that I think the community is well aware of, considering I've seen other posts semi-touching on this topic, is the fact that armor mitigation and defense rating currently are negated by the fact that most hard hitting attacks are Tech/Force attacks that ignore our armor, making our tank able to be burned down pretty quick. Changes/thoughts as follows: 1. Buff Tech/Force mitigation and defense in the Immortal tree: As a tank I want to be that: A tank. Hard to kill. What troubles me is that some other heavy armor wearing classes (see: BH and Trooper) can last just as long, if not what seems like longer, than many Juggernauts and Guardians while outputting much more damage and still retaining group utility. 2. Damage: I've seen some people mention that they'd like to see a damage increase to the Immortal tree. Here is where I disagree. As a tank in an actual tank spec, I don't foresee myself doing a lot of damage. I've traded doing extra damage for extra survivability. At least, that should be the case. Currently the trade-off between damage input to damage output is off balance. By losing about 5% defense I can change talent points over to a DPS tree and achieve about 3x damage output. That's huge. Anyways, these are just my thoughts concerning the Immortal tree (and mirror tree for Guardians, whom I still have love for!). If you guys have any thoughts or suggestions yourselves, feel free to post them.
  10. Any high crits or hits you've seen from Guardians/Juggernauts are from those that have specc'd into their damage trees, forsaking some defense abilities. These guys are in fact pretty squishy considering most attacks negate armor mitigation anyways.
  11. Being able to back up statements with actual numbers can make a huge difference in getting a response from the development team. No facts equals "It was a buff, these are just variances due to 'x' circumstance." Combat logs can highlight the truth.
  12. We could lay all this to rest by using the long-waited for Combat Log they just implemented! Oh wait. Nevermind. Who needs a Combat Log anyways?
  13. I would love to see this type of system implemented. Unfortunately, this would take a dedicated and committed dev team, and I haven't seen this yet. What is especially unnerving is that this isn't an original idea. Many people, including myself, posted very similar ideas back when the game was being developed. The OP is actually a very well written and much expanded upon idea that I myself had posted about. My point is that none of this is new to the development team. Many people touched on the importance of staying away from Warzones that awarded gear and instead focusing on actual objective based PvP. The development team decided to ignore that and is now facing the consequences and the realization that the PvP community isn't equivalent to a little kid who has silly ideas and notions. A dedicated and serious PvP development team, preferably a new one, might be able to save SWTOR PvP, and perhaps the entire game itself.
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