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Rhyn

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Posts posted by Rhyn

  1. There is no exploit period. This games solo Que was designed for solo players and groups up to 4. This was designed this was period. Like one poster said you couldn't get groups for 8V8 ranked, and not everyone likes deathmatch games all the time. Yes, matchmaking is desperately needed. However, you need to keep in mind that this is an MMO not a single player game. Not trying to be mean or rude but the me me me me everyone needs a trophy crowd is killing the real world please don't do it here too.
  2. If you feel class balance isnt the biggest issue then you play the stronger classes. Thats not an insult but the weaknesses of some classes is very well known and documented and the fact that 3/4 of every WZ is the same classes and every premade is running the same tank/healer combo speaks volumes.

     

    As a Merc i would rather a balance patch to a new WZ any day. I dont want to be forced to play a class i dont enjoy to actually have a chance. Especially these new WZs that are forcing us all into a mosh pit cap point as though thats going to be even remotely viable for ranged classes.

     

    Oh and to say there are many viable specs, is a half truth. It is true but yet what do you see people playing? viable and clearly optimal are different.

     

    The point I am trying to make are issues with mechanics need to be addressed 1st. Just trying to continually balance doesn't work. Just look at this game's history in 4 years it hasn't worked. So address some of the issues look at you design concept and see where it is failing. Now I know having the Dev's do anything to PvP is a bigger long shot the winning the powerball, however, adjusting a few mechanics to make more competitive matches that focus on diversity is a step in the right direction and may help make smart balancing choices.

  3. Cross server wont fix class balance and in current situation biggest problem in PVP is class balance. If they start ranked season how many merc-sniper will even gonna participate it? Currently there is no balance and no matchmaking, i just had a imp vs imp we had 0 healer other team is 4 man premade and they got 2 more healers other than their 2-1-1 comp and we lost it and it was not fun for both teams unless you like easy wins. I dont see any benefit from cross server q other than shorter q times. It will be same **** with more people in it.

     

    I disagree that the biggest problem in PVP is Balance. I'm not saying it is perfect but i would like to see 2 big changes before we look at balance.

     

    1) Add Matchmaking to all PvP ques - This would not solve all the issues, however, I believe it would greatly help the issue and usher in way more competitive matches.

     

    2) Place a cap on the amount of similar DOT's that can be placed on a player. Examples would be only 2 types of force dots, 2 types heat dots, ect..... - It would indeed make people have to pay attention and remove easy mod for many, but I also believe it would add diversity to the classes. Then I would like to see balancing changes added.

     

    There are too many classes with viable specs to say the balance is completely screwed up. YES some classes need some help and some classes may be over performing, but without matchmaking can we accurately say what is what? I don't think so. IMO PvP should be balanced off a group concept, not solo just like PVE. When we a game doesn't then we have issues with PVP passes affecting PVE and PVE affecting PVE.

  4. When stuns are used as openers and in a rotation there is an issue. The CD's on stuns are too low and because of this, there is really no penalty for not using your CC's strategically. Add into the mix overlapping stuns and you have your problem with the resolve system. Roots and slows should NOT add to resolve. However, they should respect resolve. The Amount of CC's, the low CD's makes, and Overlapping stuns makes PvP way to forgiving and are they way BW/EA make PvP more appealing to casuals. Unfortunately, this is the exact reason so many PvP'ers left in the first place.
  5. So who is are the developer/s working on the PvP side of things on this game.

     

    Would be interested to know.

     

    I truly don't think there is a team. I mean when was the last time a dev posted in this forum or attempted any discussion at all with this community? Always responses in the general thread and other forums but not here. They have live streams but nothing that talks or discusses PvP. We are an afterthought at best. Hate to say it but this part of the SWTOR community is not cared about at all. I have never seen the lack of communication from any game like we have here. It truly is a shame.

  6. PvP issues

     


    1.  
    2. Absolutely no communication at all between Dev’s and community
    3. Need matchmaking in all WZ.
    4. No Dot cap or DR on players
    5. Overlapping stuns
    6. CC CD’s are too short need to be doubled
    7. Ranked is only deathmatch Need 8V8 objective ranked back
    8. Need more than 1 map every 1.5-2 years

     

    I truly believe balance is not as bad as it seems. IMO 2 & 3 are making it seems like balance is way off. A little communication goes a long way. When YOUR community reaches out for this long, raising legitimate concerns over and over, it shows they have passion for the game. When you ignore them and brush them aside YOU create a toxic community. A stream once every 3-6 months is not too much to ask.

     

    When the PvP community sees you answer Cartel Market question and ignores them YOU create the problem. When you answer questions in general discussion and ignore PvP community YOU create the toxicity. When you have a stream and repeatedly refuse to answer anything PvP related YOU are the problem. We don’t want much really, just our concerns addressed and an understanding of the thought process for PvP.

     

    This is all my opinion and yes I know what many of you will say “they don’t read these forums”. I know but I feel compelled to try.

  7. I agree with that entirely. I guess we are resolved, then. Better ways to counter CC, rather than dumbing the game down. Excellent.

     

    Sorry I have to disagree with you here. The current CC system is already dumbed down with the amount of them and low CD's. CC are used as a crutch instead of balancing abilities. When it is possible to stun someone for 10.5 seconds every min it is excessive and broken and that is the point. The CC in this game was made worse when they overlapped the stuns. A system should not reward players for poor play and have a built in crutch with no penalty. With any system, good players will always figure out how best to use what we have but that does not mean it is a good one.

  8. This is a great example of why balance feels so out of whack right now. IMO, balance is not near as bad as people complain about. However, the fact that there is no match system in PvP queue coupled with the lack of a DR or dot limit you can have on a players make it feel way out of line. They really need to push out that better than cross server idea they supposedly have soon so we can have match queue. Right now they continue to make themselves look bad and extremely unprofessional by feeding a line for so long with no results.
  9. I hope to god you are not serious about this.

     

    MMO PvP is like chess. The CC are one of your pieces, all your dps abilities are the pawns. The damage abilities's functions are exponentially increased by the proper use of tactics on your CCs, your slows, roots, rotations, timings, etc. Your CC breaks and immunities are parts of those. A decent pvper will use all of them. A good pvper, will be good at timing his CCs, and his CC breaks. A great pvper will know his timings, and keep track of which of YOUR CC breaks, your def CDs you have used, etc.

     

    An excellent PvPer, and people with a brain, will use the first big hitters to make you pop your def CDs, then use a CC that breaks on damage to mez you and let your def CDs burn out. Then il hit you with a stun, and make it look like im building my big combo, so you use your CC break, and then i will hard-stun you, while i ACTUALLY use my big combo.

    During all of this, i keep track of your def CD cooldowns, and I know them by heart.

     

    By the way most people who complain about CC argue, it appears you believe chess should consist of pawns only, so you dont get check mated in 4 moves.

     

     

    You are correct. However, you dimish the tactics of using them with overlapping stuns, extremely low CD's, and an overabundance of these types of abilities. These are used as a crutch by people and that is a poor design.

  10. To me, you know CC’s are broken when people use them as openers or off cooldown. This signifies a problem that I believe can be addressed a few ways.

     

    1. Remove stuns from being overlapped. This was stupid when introduced and has only ever made the CC issues seem worse.

    2. Double the cooldown on all CC’s (Might require some stun timer adjusting in PVE)

    3. We had PvE abilities that could not be used in PvP before so do it again for 1 mess, slow, or hard stun per class.

    4. Place DR on stuns

    Bottom line, stuns are so poorly designed in this game that they reward players for poor use by having so many with such a short CD. Using a CC poorly in most games is a penalty and forces players to learn the right way to use them but not in SWTOR. Yes nobody is perfect and we all occasionally use them at a wrong time but here it is out of control.

     

    Someone posted earlier in the thread we do have a lot of abilities to reduce kitting and that is great. We actually needed that because we have no DR on CC’s, CD’s are so short, and resolve immunity is so short. I would just like to see a penalty for improper use and not another handout for mindless drones.

     

    IMO, it is a similar problem to no limit or DR on dot stacking. This is more of a problem and imo is one of the biggest reasons many say balance is so bad.

  11. With Sorc/Sage as the exception balance in this game really isn’t as bad as most people think IMO. I believe the two biggest problems in the game are the Queue system and the lack of DR on Dot stacking. Let’s use sorc dots as an example. You go into a WZ and there are 5 sorcs, not uncommon now, and Each Sorc’s dots stacks. There is no DR or cap on the number of dots that can be placed on a player. So when you have this and an unbalanced queue system that allows any combo of classes and roles these leads to people believing it is so unbalanced when in reality it is this reason. If we had Queues that stacked teams just like a PvE que with 2 tanks 2 heals 4dps or 1tank, 1 heal, 6 dps there wouldn’t be as much of an issue. It is simply stacking of certain classes that make the balance feel worse than it is.

     

    Things I would like changed in PvP:

    1) Matched queue

    2) DR on dots stacking or dot cap per player

    3) All CC abilities cooldowns doubled. (Force players to learn how to use a CC and not part of a rotation or as an opener which I see a lot.

    4) guard swap cooldown on 10-15 sec

    5) 8 v 8 ranked comeback. (Team Deathmatch as the only ranked is boring

    6) More maps

    7) Would like to see a few control nodes scattered through the galaxy that can be fought during server primetime for 2-3 hours. This could be part of conquests or part of the story chapters but optional. Have enough nodes active at the same time to reduce large amounts of people on 1 node that could stress the server.

    SWG had PvP bases like this back in the day and some of the best PvP and fun in the game. Should read into what it entailed some pretty amazing stuff.

  12. It is too much nerf it.

    http://i.imgur.com/M3308PQ.jpg

     

    I would suggest you do some research before you come to the forums and say something that really isn't needed or true. Look at the some fo the other class numbers and also realize that those numbers are on PVE players not PVP players. Threads like this hurt the community not help it.

  13. Tanks and heals are not ruining PvP. The biggest reason balance, tanks, and heals are causing any real issues is the lack of a balanced Que system. IMO all Ques should balance roles. IE same amount of tanks, the same amount of heals would be a huge start in relieving frustration. Other major factors are people being more concerned with damage numbers than actually winning the game; Lack of prioritizing targets and letting healers free cast; not focusing targets, not separating tanks and heals, and classes with taunts not using them.

     

    While there are some issues with balance, and as much as i truly hate to say it, the biggest issues is a lack of a balanced Que system and a L2P issue.

  14. For the most part, what Krea said. However, there is a similar saying that sadly holds some truth in swtor.

     

    Most of the good competitive players with decent irl's have either left the game or just play casually.

     

    Without matchmaking premading is very boring. A lot of people I premaded with left the game due to the easy wins. I left for a bit and since I came back I have just played regs casually and some yolo.

     

    It is really sad how many people only premade in this game. They know they will usually face a pug and they actually want this. Very sad.

     

    Frequent pugstomping is not fun for competitive people with decent irls.

     

    Yolo isn't competitive for obvious reasons.

     

    So basically, no competitive person with a decent irl can take this game's pvp too seriously. So if you see someone who premades all the time or who really believes yolo rating means something then they are not very good pvp'rs and/or are sad irl.

     

    However, there are still a lot of very good players who play the game casually (regs/yolo) but understand that their high rating doesn't mean very much (I know my gold chars mean nothing). So there are still a lot of good players but just not in the same way as there would be in an environment that supported competitive gameplay.

     

    I think the sad part is playing with your friends is looked down on. The problem has always been, and will continue to be, no match making period. With limited population to cross server, no match making makes PvP boring. The only thing that keeps me playing is the few friends i have left playing the game.. Sad with a little less ego, a bit more effort, and a lot more communication the devs could give us a real good PvP environment in TOR.

  15. We realize this game is more focused on PVE than PvP. You can tell by the content that has been worked on for almost the last two years and I am ok with this. However, there are some areas that truly need to be addressed that IMO would greatly reduce the aggravation of the PvP community, and I believe also help with the assumption that the game is completely unbalanced.

     

    Balance: This game is not nearly as unbalanced as people think. Yes Merc/mando’s and maura/sents are in a rough place right now and IMO falling behind. Sniper/slinger have some defensive issues that to a lot of people make them not a viable option in grouped ranked. But is the problem we are seeing really a balance problem?

     

    Match Making: I see this as the biggest problem with balance. If you required PvP to match make like PVE would this not allow you to balance using a group concept instead of a 1 Vs 1 model? When you get into a match that has 6 Sorcs or PT’s this throws the concept of balance out the window. If you had to Que as either a tank, heal or dps we might actually see a bit more balance in diversity and we may even find that some of the classes thought of as weak can thrive in a group balance concept. Balance by roles not classes.

     

    Crowd controlling affects: This here is the single reason that over 40 people in my guild have quit this game. If that many in 1 guild quit over that reason how many more guilds has had that issue or number? There isn’t an issue with CC in a game. However, there is an issue when CC’s are part of a rotation for many people with no consequences for using them incorrectly or just spamming them. You would help the community out by simply doubling the cooldown on every single CC in the game and removing the overlapping resolve. If you use a stun ability on someone that is stunned that is poor play and you should not be rewarded.

     

    8V8 Ranked: It is something many in the community want so just give it to them. Allow groups of 4 to Que for 8V8’s and arenas. Let them get the tokens the same way they get them in 4v4. It is something that has been asked for so many times with no good reason not to have them. More choice is good less is bad. As PvP’ers we are second class citizens in the game and we know it. But every once in a while can you give us something.

     

    We get no content, we get no answers to question, we get no live stream to field question and are largely ignore. Because of this many are starting to think maybe EA/BW are trying to push us out of the game cause it sure does feel that way. What you are about to give sorc/sage compared to their range counterparts is truly absurd. This is what we are taking about. Your PvP team cannot field a team to compete with PvP group of your own player base so why do you think you understand and know what we think and feel when you are not true PvP’ers? Please think about it and remember we are here hoping for something.

  16. Title says it all. Most members have gone back imp side or quit the game all together. A few of us have started up a new guild and are looking for pub PvP’ers that are tired of getting stuck in wars zone with people who don’t care, are unwilling to learn how to PvP, and satisfied ruining your game play.

     

    We are not looking for elitist @#$^^&* but friendly people who enjoy PvP’ing, running ranked, and running operation once a week. If you interested in joining or just grouping up to tun WZ’s let me know in game or send me a mail.

    Rýn (alt+253)

  17. What gets me is with all the Friday streams and things they do why haven't they taken the time to talk with the PvP community? Would it really hurt to understand where the community is coming from and the philosophy of the PvP design team? Seems like the two have been miles apart since launch. Really wish they would reach out to our community meaningfully.
  18. Recruitment and Information

     

    We are a PvP/PvE Republic guild in Star Wars: The Old Republic. We are heavily focused on PvP and run some group ranked. However, we would like to start running some flash-points and operations at least a few times a week. We do have a stronghold and guild ship and are looking to expand our ship through conquests. We do not participate in RP as a guild.

     

    The mission of our guild is to maintaining a friendly, close community, and work together as a team to better each other as players. We expect our members to be dedicated to the guild and to give their best performance in game to better themselves and others. Recruiting is determined on your skill base and potential.

     

    We are a guild of young and older adults, so we prefer members to be 18+ as our guild chat and Mumble conversations are not censored.

     

    Members are encouraged to sign-up on the guild website for event slots and required use our Mumble server for Ranked Arenas and progressive Operations.

     

    Send an in game tell to Rýn (alt+0253), steven'rodgers, maritime, or hamma'kavula or apply at

    http://www.jensaarai-ebonhawk.guildportal.com/

  19. Problem with DoT spread isn't DoTs It's Madness and Hatred spread. Vengeance spread is only fluff damage, Anni spread is still weak. Leth/Viru spread is not that good. IO spread is wasted with its two abilities needed. Only Madness and Hatred spread are a problem.

    The most obvious solution would be to change the ability spreading the DoTs. Using an ability that is harder to use such as Lacerate for Hatred and Overload for Madness (Storm wouldn't fit it since it's as easy to place as Death Field and does too much damage).

     

    I don't think the dot spread is an issue until you have 3 or more doing it. I posted the same thing in another thread. Having a small population does not allow for a match making/ role system in the game. To compensate for this i think limiting DOTS received to only 2 players could help out greatly. It would reduce overall damage from the hordes of dots specs in reg WZ's ATM. If you also have a reduction of say 25% on their healing abilities, and changing deflection from stun to movement impairing effects i believe that serenity/hatred build would be in a real good place.

  20. And speaking about broken specs you might want to watch the following video:
    . And last, don't worry sorcs are fully aware of what needs toned down and what needs buff to make them balanced, although this is not so simple for madness due to the damn pestilence..

     

    I agree with the sin/shadow being a bit OP but I do not think for the right reasons. I think the class can be easily fixed with a 25% reduction to the healing received abilities and by changing deflection from stun immunity to movement impairing effects immunity. As for their damage I think an overall change to all dots classes needs to be implemented.

     

    IMO the biggest problem right now in the game, damage wise is DOTS. I think something that would help to balance dot classes would be to cap the amount of dots you can receive from players to only 2. Meaning if you have a WZ with 3 sin/shadow and 3 sorc/sages, the dots flying around will be insane but only two of those players dots will land on you the others would not hit you. This would reduce the overall damage output of these types of classes and would increase TTK.

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