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Squeejero

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  1. Squeejero

    PvP Analysis

    Let's discuss the state of ToR PvP. I understand this may be redundant, but searching the ToR forums seems to be messed up for me. If I had to phrase it shortly, I'd say ToR PvP lacks depth. (Begin harsh opinion for humor) It's chaotic, brutal, and boring. It's reminiscent of playing Tekken except both players are babies playing Eddie Gordo with hammers. (End harsh opinion for humor) A list of things I find wrong with it: The controls are iffy and clunky. I put my move forward on my middle mouse button (a la wow) so I can actually hit one of 5098324 abilities I have and it sticks when I depress (The game does not my mouse). So then, I'm flying off in a random direction facing the sky because I tried to depress and adjust my mouse. Needless to say I'm slain. Warzones need respawn times. Particularly Alderaan. ToR PvP takes forever to kill someone unless it's a huge team battle but then those take forever too. If you're fighting for control of the middle turret it's brutal because before you can kill all the enemy, the ones you killed first are already back into the fray. Another thing that could fix this is increase the physical distance. I'd honestly suggest both. The abilities need to be reworked for PvP There needs to be a risk/reward for ranged characters. Make it so they can do a lot of damage standing still or less damage kiting. Also melee need a method of combating the kiting. Melee could use lower CDs on charge, pulls, better slows, etc. (Not necessarily all of those.) If melee can't reach the ranged characters, ranged wins 100% of the time. This will help build depth. The UI needs to be optimized for PvP With the wonderfully small, omnipresent, target locator in the bottom right. It needs to be top-down, larger, and appear when you get a target/disappear when the target dies. It's hard to track life/targets while you're whirling and spinning and jumping. Make a more obvious distinction between the classes I don't have to know what they are right off the bat, but it would be nice to be able to tell that they're different. TL;DR Add depth to PvP, make controls and UI better Stinger I feel that, for a lot of us, the PvP has taken a backseat to PvE. I love the PvE aspects of the game. I love the class stories and the side missions are a more bearable compared to WoW. For many of us, raiding won't capture our attention the way end game PvP will and if it's not up to scratch, we'll search for our PvP experience elsewhere. I apologize for comparing, but after my first time doing a Battlegrounds in WoW I was hooked. It was clean, interesting, and dynamic. There were overarching strategies and (With comparable gear) skill could overcome others. WoW lost a lot of interest for me though. There was so much repetitive grinding from skills to dungeons to quests that PvP could not sustain me paying for it and I hoped ToR would improve where it had faltered. I love Star Wars lore. I love lightsabers. I love the wonderful class stories, but thus far, the PvP has let me down. Anyways, discuss what you feel is wrong with ToR PvP and/or ways to improve it. If you feel I'm wrong about anything, discuss that as well (Constructively and politely please.) Also if you feel I hit it right, but not quite right, feel free to expound and explain. We want Bioware to see our ideas and be able to work with them to make the game better. I like ToR thus far and I want it to be the best game it can be.
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