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Kawiki

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Posts posted by Kawiki

  1. I have tried both Carnage and Fury. I do much better with Carnage. Ever since the Merc change, it is very hard to take one down. Only way to leap to a sniper is if they're moving. You have run to them while getting the **** shot out of you. You add 2 or 3 mercs and 2 healers, melee is toast. If I have a dedicated healer I can stay up. But you can get a merc down to practically dead he is back up to 75% and the healers get them back to 100. Same with Snipers. I am not the best Mara but I can hold my own and do well unless there a ton of mercs and healers in the WZ. Last night, we had two Maras, a Juggernaut and a deception sin. Other side. 2 healers and 2 mercs. We were done before it started. Even with 3 of us on the same target we couldn't take that merc down.

     

    Carnage is the way to go IMO.

     

    That being said i would rather face a merc then a GOOD sniper every day of the week and twice on Sunday. I think the only thing saving snipers from nerf screams is because of mercs and the skill needed is much higher.

  2. Well get over it. They made a mistake and it is fixed now. And fixed correctly. I'm sure you make mistakes all the time. The important thing is that they fixed it.

     

    Did they? I'd argue they come to the same result without factoring new data.

     

    Fact - The Difference is now 10 between bolster and BiS., it was 8.

     

    Fact - it took approx a week at the longest with moderate play to be 4 behind BiS.

     

    Fact - It now takes roughly 100+ Hours to be 6 behind BiS or a significant amount of credits t be 8.

     

    They made the disparity greater while also increasing the time to get close. This is not fixing it by any stretch of the imagination.

  3. As I am pretty sure the reason for the nerf was they didn't want a cap - what do you think of this (just thought of it). A weekly mission (auto start/auto complete) for kill 100 gold enemies. Rewarding 1000 points. (Much like the kill 250 enemies on planet X conquest goal). That would still give the 10 cxp per gold, but wouldn't be a 'cap' per se.

     

    I would make it a daily but I'm flexible. Keep the good ideas rolling and have the same thing for breakfast tomorrow that you had today.

  4. Part of the problem is that mercs (especially) have better or as good as defensive CDs as melee. They don't even have to move or kite. Both mercs and smipers (to a lesser extent) can face tank most melee now for far too long then can kite when needed. Add to that equal to or far better DPS and the volume of them in WZs and you have a recipe for disaster for melee.
  5. While I agree with you that it is not as big of an issue as some are letting on I believe it will be one at some point. The biggest issue being how quickly one can get the gear for PvP. In most prior versions you could be within 4 gear rating within one week, if not sooner. As it stands now that is impossible and as time goes by the gear disparity will only get bigger.

     

    I posted this in the PvP forum.

     

    The problems are not currently significant (in reality) in regs but there are problems (in perception).

     

    1. People perceive there to be a gear advantage combined with the UC and CXP disparity people are leaving at the first sign of trouble.

     

    2. There is a disparity in gear at times. Most everyone is about the same right now. But you do have those matches where one team is at a higher tier level and gear does make a difference in those matches.

     

    3. As time goes on it will get increasingly worse for new player, people returning to the game and alts. Two months from now I would expect to see a much wider range of gear. it will be a significant problem for the population of PvP as people will leave at a faster rate then new ones join.

     

    4. As a crafter prices will not come down significantly enough where the majority of new/returning people (or alts & casuals) will be willing/able to purchase the gear.

     

    tldr It is a small problem now that will only get larger as time goes by.

  6. Thanks for adding a pvp perspective! Your suggestions make sense to me, but honestly, I'm not the best judge.

     

    As to your PVE suggestions, I, too, would love an increase to gold and silver mobs. But I really think BWA won't do this (even with your cap), so I didn't put it into my Original post. That said, I'm fully in favor of what you propose. The first two days, I made sure to clear ALL gold trash when I went and did stuff and seeing a visible cxp jump from them was FUN and encouraging.

     

    I am hesitant about proposing a general mission and bonus mission cxp boost. Not that I don't think it is needed, I do, but I also feel it might have impact on the overall cxp rate in many many ways that might not be apparent until a large player base were to test and give metrics. This is the type of suggestion I would make as a phase 2 CXP modification suggestion, one which might require a bit more testing/caution.

     

    Agree on both. It is a fine line on the daily missions. I actually enjoyed doing the heroics when 5.0 first dropped due to the amount CXP you were getting for golds. Now it is just rush to the end to get the planetary reward. Hopefully at some point they can find a happy medium on both where it is worth doing but not exploitable.

  7. The problems are not currently significant (in reality) in regs but there are problems (in perception).

     

    1. People perceive there to be a gear advantage combined with the UC and CXP disparity people are leaving at the first sign of trouble.

     

    2. There is a disparity in gear at times. Most everyone is about the same right now. But you do have those matches where one team is at a higher tier level and gear does make a difference in those matches.

     

    3. As time goes on it will get increasingly worse for new player, people returning to the game and alts. Two months from now I would expect to see a much wider range of gear. it will be a significant problem for the population of PvP as people will leave at a faster rate then new ones join.

     

    4. As a crafter prices will not come down significantly enough where the majority of new/returning people (or alts & casuals) will be willing/able to purchase the gear for alts

     

    tldr It is a small problem now that will only get larger as time goes by.

  8. For OPs PvEers I think it helped a significant amount. From a PvPer perspective it was a slap in the face. The UCs are not nearly enough or on par with what is possible from PvE and it is now quicker to gear for PvP by doing OPs. It is a disparity that can't happen.

     

    The changes to bolster is big part of the above. 5.1 was extremely damaging to PvP.

  9. Great Post.

     

    A couple suggestions:

     

    PvE -

     

    1. I would bump daily and bonus missions slightly.

    2 Revert to 10 CXP per gold with a daily cap of 5,000. I never farmed golds but I was enjoying doing heroics and not skipping what ever I could. Honestly I just run past/around everything i can now.

    3. Give 2 per silver. Daily cap - 5,000

     

    PvP -

     

    PvP is a bit trickier as some people only do PvP while other do stuff in between pops while other just do dailies etc.

     

    1. I would shoot for 4,000 per hour based on a a 50/50 win loss ratio and 3.5 regular warzones per hour.

    2. I would give roughly the same CXP for a win or loss but keep the disparity in UCs where they are at. Regs are a mess right now as being on the losing team has poor rewards. Give incentive to continue try (and stay) but reward the winners also. Too many leavers in 5.1.

    2B. Increase 4X4. The current rewards are bunk, especially on those matches that last the full time per round. I left everyone last night that had a healer on both sides as soon as they popped because it is a waste of time now.

    3. Increase the weekly reward to be at least on par with your PvE suggestions. PvPers only have two weeklies.

    4. Increase the daily reward also.

  10. So basically raid... Man I hate raiding...

     

    On another note, I have about 20 mil saved up on my account. Is it worth it to get mods from auction house? What would be the fastest progression path with that amount of credits?

     

    Thanks!

     

    Sorry I was being sarcastic. Though sadly raiding is now the best way to gear for PvP.

     

    The economy has changed quite a bit. 20 mil is not a lot of cash at this point in time. Though you could buy 228 gear with that comfortably. Arm/Mod/Enhance run about 70-100k per piece and relics/implants etc run about 100K. You can gear up for around 3mil. Augments and Augment Kits run another ~100k a piece so for a total of ~6mil you can be fully augmented in 228. 230 gear runs about triple. 240 gear will run 100mil+ currently.

     

    That be said, I'd level to 70 and just grind out some GC boxes as green 228 and blue 230 items drop consistently. The purple "set" gear is rare so you will be behind other that have been grinding since 5.0 dropped.

     

    5.1 is not new or returning player friendly (or alt friendly) at all. Good luck and welcome back.

  11. Hey folks,

     

    We have tracked down a number of notes that were missing. They have been added to the notes, but they are listed below so you don't have to hunt them down:

     

    • Arenas that popup in the regular Warzone queue now reward less CXP than a Warzone.
    • Matches that last less than 2 minutes no longer reward CXP.
    • It is no longer possible to change Shae Vizla's armor.
    • Curative Agent and Sly Surrender no longer provide more healing than intended.
    • Cosmetic gear gained through Galactic Command can now be sold on the Galactic Trade Network.
    • Warzone Bolster now improves players up to 232 Item Rating (down from 250).

     

    -Tait

     

    Hmmm... it just so happened that most of the changes that people are complaining about were missing from the notes. Interesting.

  12. Most PvPers welcome newcomers into matches as long as people try to understand and know their character. Of course there are exceptions and you have those d'bags that mock and curse anyone they think is "bad". Now if you are going into ranked and have no clue then that is really on you.

     

    In all honesty I have seen more d'baggery when running a PvE pug then I have in PvP and I PvP 90% of the time.

  13. Yea, that is true. I forgot about that. That was only from 3.0 to 4.0 wasn't it?

     

    You could do it all the way through 4.x until a couple of days after they announced crystal/comms etc were going away and converting to credits. I think it was a month or so before 5.0 dropped.

  14. Synth also has the Critical Augments. Very usefull.

     

    Ahh right. I believe they make the alacrity ones also.

     

    An Armormech (or is it armortech?) makes the mastery ones which is what you want after you hit your desired Crit/Alacrity.

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