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Bnol

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Everything posted by Bnol

  1. Healer stacking will not be an issue because healers will have their longevity nerfed in 1.2, thus dragging out fights will not be an advantage. A balanced group will be better than healer stacking.
  2. Pre-form versus Pug/semi-pug is the issue, not healers. They would still beat you with 1 healer if they are using a voice client or using /assist their dps will burn through players quickly because of focus fire and proper CC. A healer's usefulness is limited to the amount of damage being output by the other side. If you have good CC and focus-fire the other side will not be outputting much damage, and thus you need less healers.
  3. You complained that you didn't like solo healing in WZs. Then you talked about not having any healers in the WZ, which is what I quoted. Either way, the solution is to find and /friend other healers. It is easy to do, play some WZs, see who is healing, talk to them after the match, /friend them.
  4. What healer is spamming two buttons and which two buttons are they spamming?
  5. Yeah, got to love those 0-0 coinflip Voidstars with each team having 3 healers.
  6. If you are stalemating the healer 1v1, then you have made it a 7v7 and everything is equal. You choose to bring 2 dps to kill the healer, because of the later gains of allowing your team's dps to have full effect on the rest of the opposition while the healer respawns. You could also choose to CC the healer and focus a dps down.
  7. I see this a lot coming from dps, that they think they should be able to kill a healer, who is only healing, 1v1. What the argument tends to miss is that the healer is not killing you in the stalemate scenario. If a healer cannot keep himself alive versus 1 dps while only healing (and CCing to counter dps CC), then there is no point in bringing a healer, you would be better off with another dps
  8. Except that you can ensure that your WZ has at least 1 healer by inviting a healer and group queuing (you could even grab 3 and queue with them!). Instead of taking the initiative and solving the no healer problem yourself, you want the game to punish healers, with longer queues to ensure your 2 healer limit, because you can't be bothered to /friend them and queue with them. The only WZ that you need healers is Voidstar. You can win Huttball and Alderaan without healers.
  9. Yes, chat and mail limitations if only to annoy the credit sellers.
  10. So you want to punish players for being a healer by slowing their queues compared to others. Also, what do you do in a group situation, people queue up with 2 healers (a smart thing to do to ensure that they have healers for their WZ), but then there are no healers queuing on the other side, so their group gets stuck in a queue. This wouldn't work within a single server environment. If you want another healer in your WZ, group up with one and queue. In 1.2 you will be able to form a full premade so you can have as many healers as you want. However, you will learn that coordinated dps > healers.
  11. He isn't pulling you, he is CCing and then charging to you with the ball. Not sure how you aren't understanding that.
  12. I don't want the fire/acid to do more damage because that just further increases the strength of offensive pulls, which are already very strong tools.
  13. Without Entrench the sniper is just 1 CC away from being a great charge target. The poster you quoted is talking about using his ranged stun (cryo grenade) and then using his charge (b/c vanguards can spec for a charge) on snipers. I do that as well, although I rarely see snipers/GS.
  14. You said he had been warned/suspended before. More than likely his ban is due to having that history.
  15. I don't crash when this happens, but several times I have been stuck outside the huttball arena and/or falling through the world.
  16. IDK, after seeing the new PVP set I much rather look like a mismatched hobo.
  17. You aren't reading my posts, or not understanding them. There is no reason to further discuss this with you. Continue to think guarding and taunting is terrible and/or needs a buff.
  18. You wouldn't want to stack all tanks in a WZ and tanks do have a hard limit of 4 per WZ, and actually the real number is around 2-3 because there should only be a couple targets taking damage at any point in time, but that does not mean that tanks are not valuable. Yes, there are a limit to the amount of tanks you should have, just as there is a limit on the amount of healers and dps you should have. The best composition is a mix of tanks/healers/dps. Most WZ battles are not 8v8, but instead smaller engagements. Even so, the principle holds true if you continue to add tank/dps and make it a 4v4 or an 8v8 fight. You will still have 400 hitpoints to kill all at the same time, versus 4 X 100 hitpoints. The pure dps team will lose people faster and thus lose output faster than the tank/dps team. Your situation of healers being focused fired by 3 people is that 3 people are attacking 2 people. Yes, there is going to be an advantage in 3 people attacking 2 people, with or without guard. But, if I have guard/taunts/cc from a competent tank it takes more than 3 people to bring me down. You want to guard priority targets. Those aren't necessarily healers, but often are. Healers that melt instantly are not worth the time to guard. But a healer that is outputting significant healing, while also taking fire is someone who you should guard. Sure, if you are in a WZ with no healing and everyone doing less dps than yourself, don't guard anyone. But I doubt that is the case most of the time.
  19. But taunts are off the GCD and cost no resources, which means you get 30% damage reduction 40% (6 seconds duration with a 15 CD) of the time for free. I don't break that down to X% over time because you should rotate taunts with CC/Roots/snares to disrupt the damage output significantly.
  20. Shield only applies to ranged and melee attacks (not tech and force), and armor does nothing to elemental and internal damage. Sure, I much rather have a sniper attacking me as a tank, but for most other classes I would rather reduce their damage by 30%. 6 seconds is 4 GCDs or with latency about 3 abilities (unless it is something you should interrupt). But the importance is in reducing burst, to make the damage more manageable to heal through, and thus easier to keep people alive. Here is a very simplified example of the power of just the damage transfer of guard, and also an example of why it isn't always a bad thing to attack a tank. In this example I will not be counting any taunts or the 5% reduction that guard provides. Say you have a 2v2 situation tank/dps versus dps/dps. For this example everyone has 100 hp, and the dps can do 10 dps, while the tank does 30% less damage at 7 dps. The tank/dps group thus do 17 dps combined, and the dps/dps does 20 dps combined. The tank/dps group will kill someone in 6 seconds (17*6=102), in those 6 seconds the dps/dps will do 120 damage, or because of damage transfer 60 damage to each leaving the tank/dps with 40 hp each (or 80 total). Now, if the dps continues to attack the other dps, it will take 8 seconds to kill both the tank/dps members, but we already know that the tank/dps can kill someone in 6 seconds, thus the tank/dps would win. Even if the dps switches to attack the tank, there is no transfer, he will kill the tank in 4 seconds, during those 4 seconds the tank/dps team will do 68 damage, thus the dps/dps would have a dps with 32 hp left, and the tank/dps would have a dps with 40 hp (still likely able to take out the dps/dps, but much closer). I understand that this was a very simple example, but it didn't take into account taunts or healing, which makes guard an even more powerful tool.
  21. You are just making a tactical choice, take damage or wait. Sometimes it is better to just take the damage than to wait. Further, while increasing the hazard damage would slow progression of the ball (by taking away the decision to take some damage), it would also increase the strength of pulls and knockbacks, which are already powerful tools in Huttball, that do not need an increase.
  22. Guard and taunts save lives, particularly healer's lives as they are more often targeted by focus fire. Taunt reduces damage by 30%, not 15%. That 30% is significant (particularly the AoE version), especially when paired with guarding that target in a focus-fire situation, especially when the healer is being CCd. You really don't want them to change targets because a flat 30% damage reduction is going to be better than whatever mitigation you have as a tank because the difference between the armor types is smaller, and armor does nothing for internal/elemental damage. In regards to guard, splitting damage can keep someone alive when they would have otherwise died to focus fire. Even someone at low health is more useful than a corpse. Guard also provides 5% damage reduction, in addition to the main purpose of splitting damage between two targets. You pair the taunts and guard with a rotation of various CC abilities and you can protect someone for a long time as a tank.
  23. It isn't the traps that are OP, it is the pulls/knockbacks that are made even more powerful if the traps did obscene damage. 40% is just too much.
  24. Very constructive posts. Perhaps you would like to expand on what you think is not balanced?
  25. They will provide a ranged MS, ranged root, and are the only class that can be un-ccable (and thus unleapable) for 20 seconds every minute. Yes, with Entrench down you need to adjust your positioning like every other ranged class has to. A sniper might not have anything particularly flashy when it comes to Huttball, but they do have a combination of abilities that make then a very strong mid-control/defense dps.
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