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Bnol

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Everything posted by Bnol

  1. Well the reason their CDs are so powerful is because TTK has become so short in this game. If TTK was longer (nerfing damage), then the CDs mean less. 5 seconds (duration of 99% damage reduction and tanksin Force shroud) is a long time if it only takes 15 seconds to kill someone.
  2. This. I stopped solo queuing because of the amount of times I was placed late into a game. The losing rewards had to be increased, or there must be a debuff for leaving to stop people from leaving WZs, they went with increasing rewards.
  3. Having blank canvas type gear would make balancing harder in both PVE and PVP. We already saw how hard an Scoundrel/Op could burst with the more limited stacking of offensive stats. I think SW:TORs system of gear customization is fine. SWTOR will not be DAoC, it just cannot handle large amounts of players. It will always be a small scale PVP game unless they can figure out a way to get around the severe technical limitations they have right now. I would rather have them focus on improving and perfecting that small scale PVP experience.
  4. This. Lack of tanks, and tanks not doing their job properly (and instead of focusing on DPS) is the problem with TTK right now. A tank/healer combination is still strong. You just won't see that combination as much in a PUG environment, which makes pugging more frustrating for a healer and makes it more of a frag fest.
  5. Bnol

    Marking Healers

    That is the point of this thread. Not wanting target marks to work on enemy PVP targets. Thanks though for your valuable insight.
  6. Bnol

    Marking Healers

    It isn't a problem with being targeted. It is the problem of having a huge raid mark on you that can be seen across the entire map and can many times be seen through LOS. It makes finding/targeting/keeping track of healers easier.
  7. You are not helpless. Every melee class has a ranged ability to utilize while rooted and roots do not prevent you from activating defensive CDs. All roots have "damage dealt after 2 seconds end the effect prematurely" (if they last longer than 2 seconds to begin with) meaning you are only going to be hit with 1 GCD (as the root will be applied and the rooter will have to wait their 1.5 GCD from applying the root before being able to damage you) before you are out of the root.
  8. That is a change for the PTS server. Doesn't mean it will carry over to the regular servers. They likely want to test the queue system thoroughly, which means they want to see if there are any bugs with filling lopsided warzone matches.
  9. Bnol

    Marking Healers

    I think they should only let you use the targeting device on opposing players or have marks be removed from opposing players when they die. The raid marks are just too big and can be seen from too far out. Part of being a good healer is being difficult to spot, but even if you are just slightly in LOS there will be a big mark showing your position. I would like the dps to have to be a little more aware of their surroundings, instead of just looking for a giant mark.
  10. I like the stat reduction for higher levels, but there is not reason to completely strip them, especially since the game requires you to go to previous lowbie zones for quests and datacrons. We can hope that the new content forces the factions into the same areas for some actual world PVP.
  11. This. A healer generally doesn't want the ball because it allows the team to focus on a healer and the ball carrier at the same time instead of being forced to split attention to CC/interrupt healer and kill the ball carrier. The guide also has very little (or nothing) on the importance of mid-control, timing caps, resetting the ball, and holding the ball sub 2-min which are important in highly contested matches.
  12. Bnol

    What is with PvP?

    This. They didn't deceive anyone intentionally. If you actually heard/read the devs comments about the game the focus was always about the story. Ilum was a failure, and the devs themselves admit it. Bioware can't win, because either they keep Ilum in a failed state until they overhaul it, or essentially remove it until they overhaul it and people will be unhappy with either option. At the core of the RPG genre of games is progression. This progression can take many forms, from levels, skills, gear, stat points, etc. Gear is the easiest form of progression because you can alter gear the easiest. Gear provides a natural reset button for expansions and new tiers of content. You can provide gear for new players to catch up to the gear curve. If there wasn't gear progression there would be some other kind of progression in the game.
  13. This. Like it would matter if they used their game name, you likely wouldn't know who they are, and there are plenty of in-game trolls. Also, why is this in the PVP section?
  14. Learn to use the CC breaker at the right time. Bad play should be punished. There is no need to have the CC immunity.
  15. You have no idea of my PVP experience, so you shouldn't comment on it, especially considering you didn't appreciate players commenting on your PVP ability. No, I have not been in full 8-man premade versus full 8-man premade in voice client. I have been in double 4-man premades (or at least I assume it was premade with the same guild tag) of quality players on both sides, and it is a lot of fun. You are bringing up a particular problem (CC, in particular CC combined with hazards and catwalks) and saying Bioware fix this problem that I can't overcome, instead of trying to figure out a way to solve the problem yourself. The fact is that there are multiple avenues available to you towards addressing the problem, yet your only argument is "you guys just haven't experience the PVP I have experienced". PVP is about adapting to an ever changing environment, but that does not mean strategy and figuring out ways to overcome things theoretically have no place. As I posted before, I have regularly used stealth scan in obvious locations in Huttball to reveal stealth players so that my team or I could deal with them, so this is not just theorycraft, but actual practical experience. You dismiss these things out of hand without even trying them based on one night of playing PVP with your guild, which is not necessarily a balanced (especially tanks/healers)/skilled/geared pvp team.
  16. You do know that Ilum was a last minute thing, this game has always focused around the story and the leveling process, you see even more of this focus continuing with the Legacy system. They could have (and my opinion should have) scrapped Ilum before launch. But instead they tried it out, to see how it would work, and it failed, it was worse for some server than others. For as little time and attention PVP got in this game it is still fairly solid.
  17. Countering stealthers in general and countering a stealth pull into fire are separate things. The problem you describe is a stealth assassin pulling a ball carrier into fire. Depending on the position of the ball that stealth assassin can only be in a couple places to accomplish this, which makes revealing them much easier than revealing a stealther waiting for a pass or waiting to be intervened to. Many times I have stealth scanned awaiting stealth players because I have not seen them in awhile and if they are going to stop the ball there are only so many places that they will be. Your team should identify pullers (even place marks on them in huttball instead of healers) and communicate if they have recently been seen or not. I never said it was easy, but there are tools at your disposal to try to counter it. In soccer their are penalties for repeated fouls or fouls in certain positions. Repeated fouls don't happen in SW:TOR because of CDs and resolve. In soccer you are punished for fouls near the goal. Similarly, you are punished for pull/stunning ball carriers near the goalline fire if you fail to kill because of a counter (extricate, dispel, CC break) because of now having full resolve. There is no offsides in Huttball, if the opposing team's pullers can just focus on pulling the ball carrier into fire, then your team is not playing ahead of the ball and open for passes on multiple levels. You can also counter that with a pull stun of your own. Many times someone has pull/stunned a ball carrier near the goal and I have returned the favor and scored. No it assumes that a particular ability cooldown is balanced around the CDs of other abilities and changing one drastically (ie cutting it in half) would necessitate changes elsewhere. They are nerfing the talent in the Arsenal/Gunnery tree that reduces the CD of their knockback from 10 seconds down to 5 seconds. So they are making some adjustments. If your problem is the AoE nature of knockbacks then you are staying too close together with your team. You need to spread out more, give multiple options and directions for the ball to travel, it is like a fast break in basketball you don't have everyone running in the same lane. Only melee would have a problem with aoe knockbacks as they have to be centralized to focus fire, but then melee have gap closers or other abilities to utilize to deal with knockbacks. At least Huttball you can win without scoring, and possession of the ball is a much better tie-breaker than the coinflip of Voidstar. For organized play, Voidstar will need more work than Huttball.
  18. I don't think that was aimed directly at you, however just because you raid Nightmare mode and are War Heroes does not mean you are good at pvp, all it means is you have played a lot of PVP (or abused a lot of Ilum). I know of a lot of terrible War Hero+ players on my server. Use stealth scan or aoes near fire to get those stealthers out of stealth and deal with them accordingly. If that is their tactic you need to find a way to counter it. A single GCD and instant cast ability can counter the pull/stun (extricate, dispel, CC break). Your analogy is incorrect, because using pulls is within the rules of the game in Huttball. If the game is interrupted because of cheating/hacking then you would have a legitimate complaint. If those knockbacks had their CD cut in half, then gap closers (and other abilities) would need their CDs adjusted accordingly as well. This doesn't help your position any, and in fact weakens it if you think only you have ever experienced a competitive 8v8 match. We also provided our feedback that we like competitive games where it isn't a breeze to score in Huttball and have provided you with multiple ways to counter the pull/stun in fire tactic. You just brush that off as "You just haven't played against the awesome Nightmare mode, War Heroes that we are" instead of actually discussing the mechanics and tactics.
  19. This. I just hope they design zones in the future that have Imp/Rep coming into contact a lot more and start to put FP/Op entrances out in the world (even if there is a drop ship on the fleet that places you near the FP/OP) so that there is actual PVP on PVP servers.
  20. A 6 second stun (loss of control that does not break on damage) would fill your resolve bar since stuns give 200 resolve per second, so a 6 second stun would give 1200 resolve (or actually 1800 resolve because of the additional 50% resolve for going over 1000). There are no 6 second stuns in the game.
  21. You will be able to trade merc comms into WZ comms at a 1 to 1 ratio in 1.2.
  22. This is what I have been waiting for. Rarely do you have that highly contested back-and-forth match where you must use skill, creativity, and sometimes a bit of luck to pull out the victory. A pull (400 resolve) and a 4-second stun (800 resolve) will white-bar players meaning you just need a dispel, friendly pull, or a CC-break up to be able to counter it. Sure they can be rooted, but roots do not prevent you from passing the ball. If your major problem is people being pulled to their death in the fire, then you should focus your CC and knockbacks on pullers, your sorcs should save their pull to get someone out of fire, your team should pass rapidly and should pass in the air while being pulled (make sure to have the pass bound to an easily accessible key!) , your healers should learn to dispel the CC (using focus target for the ball carrier, with focus modifiers can help), try to get the ball to studier carriers with better defensive CDs. So many possibilities, so many strategies and counters. I hope there are a lot of close full-premade games out there. 6-0 steamrolls get boring pretty fast.
  23. Ah, that makes sense, the never ending stream of enemies. I just actually like tower defense games.
  24. They said using "Dutch Rudder" in a gaming context couldn't be done. The OP says nay! Also inb4tl.
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