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JeffrenBrek

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Posts posted by JeffrenBrek

  1. OP ..I am putting my money on the reason for this bisect is simply because they are concerned with the immensely ridiculous yuzzon vong bull crape that 2 wacko writers that had no concept of Star Wars whatsoever conjured up a very grotesque ending for post RoTJ. It got published as "Expanded Universe" in several books and they essentially created this alien race from >another galaxy< that is immune to everything and I mean EVERY SINGLE tech and force power Star Wars has and also converts (literally raipz) every beloved planet we know into "vong mold". Absolute dumb crap in my opinion. I've been a solid SW fanboy since I was 7 and all this high flying adventure Star Wars gives us suddenly stops (according to Yuzzon Vong trash) oh and did I mention. . . >>They Killed CHEWBACCA!!!<<

     

    But on topic - if Disney wants to create a new story for everything after Return of the Jedi the yuzzon vong pose a very ugly and Un-Star Wars roadmap. So the only way to start out on a blank page is to get rid of It, and in doing so any fans of post RotJ stories like imperial remnant/ Kyle Katarn/ Thrawn/ YVong etc etc will have to see it as legacy.

    As far as SWToR is concerned Disney said that they don't have ANY plans whatsoever on changing lore/canon from before RoTJ so even though we are legacy we are still technically canon since we won't be Overwritten. To sum it up they want everything post ROtJ as a blank page that theyll do what they want with so don't worry.

     

    Your lack of knowledge of the Star Wars EU is only bettered by your lack of correct spelling.

  2. What? I felt like Jugg/Mara were always much stronger early on than PT/op. PT has poop heat management, poop damage, and poop survivability up until like, level 36-41 (unless you're tank spec), and operative just has low damage on top of bad survivability until you get some of the later stuff.

     

    Pre 3.0, I literally got a 12k final ravage tick on my mara... at level 11. Same with jugg, I was able to hit pretty hard consistently, and saber ward is the best DCD in the game in lowbies/midbies, up until you encounter sins with shroud, I guess.

     

    If you enjoy PvP as a lvl 11 Jugger we must be playing different games.

    You jump in. spam Ravage, die, respawn and repeat.

  3. dunno why everyone says guardian > sin.

     

    I beat a madness sin's *** 1 v 1 in alderan today, we were both equally geared and he knew his stuff, as did I.

    AND he got the jump on me. even if he was deception, he 'might' have been able to global me on the opener if he was lucky with crits..but yeah.. I looked at deception before I deleted my sin and went "lol..no, seems madness is still better"

    I use vigilance 'of course'

     

    Once I beat a level 10 Gunslinger with my my level 10 Vanguard. .

  4. Marauders are tankier than many will let on. The problem marauders have though is twofold. First they are pure melee which means its difficult for them to go after a ranged without overextending. Second unlike juggernauts or Troopers, Marauder's DcDs are all require specifc uses, you can't just pop cooldowns on a mara, you have to know what each DcD is good for. And that particular skill escapes the majority of the marauder population.

     

    You forgot to mention that Marauders DCD are vastly inferior compared to others. Saber Ward? Yeah, alright. Force Camo is also good, but now the problems start:

     

    Undying Rage is pretty much worthless and only gives you 4 seconds longer to live. After that is over, you're definetely dead. Not to mention you can just get stunned.

    Obfuscate doesn't help me against Sorcs or PTs.

    Cloak of Pain is good, but situational.

     

    With a healer I'm perfectly fine, but without it's fairly terrible to play.

  5. instead you can be a punching back in warzones for a few months?

     

    PvE is successful because it is semi friendly to people with lives. Yeah, sure, pve grind takes however long, but the actual ingame time isn't much, since you don't have to grind ALL THE TIME.

     

    Furthermore, you're never a punching bag in pve, you "progress."

     

    Not sure I agree with that. Fighting the same mobs over and over and over gets pretty boring after a while. Every WZ is different on the other hand.

     

    Also I can just quit PvP after two WZs (about 30 mins) if I feel like it. I cannot do that in an operation.

  6. I watched a game with multiple known pvp guilds during 8v8 ranked to a game that had practically none because almost every pvper quit after the announcement of 8v8 ranked removal. There was way more participation in 8v8 ranked than 4v4 ranked, and when I say ranked I'm talking about group ranked. No one gives two ***** about the solo queue that people just farm in.

     

    Except it wasn't. 4v4 ranked is a lot more popular because more people can do it. A lot of PvP guilds simply weren't able to get 8 people online every night, so you had pretty much the same 4 teams running every night. Almost any guidl can get 4 people together for arenas though, hence more people do it. I've definetely seen a lot more different groups in Ranked Arenas than Ranked WZs.

  7. How about just dropping Expertise altogether? And making the top PvP gear equivalent to whatever the top gear is in PvE?

     

    That makes sense, meaning Bioware will never introduce it. The tears of the PvEers would also be ludicrious "wahhhh you get best gear without grinding - Insert boring Operation nightmare mode- for weeks"

  8. Undying rage just needs to be completely redesigned. Its current concept just isn't good.

     

    Predation needs to be a CD instead of needing a secondary resource. Why do we have to sacrifice damage to get utility? No other class has to do that.

     

    Cloak of pain needs some kind of healing tied to it.

     

    This. Alternatively, Marauders need some kind of HO ability which stops them from being rooted by Sorcs every two secs.

  9. . To be completely honest, this game isn't nearly as imbalanced as it was previously. This is largely because Bioware has intentionally gone out of their way to dumb down combat mechanics for almost every class.

     

    The largest problem this game faces in regards to such imbalance is that we have a bunch of extremely small pools of players. Something like cross servers or even cross realm tournaments would help to expand the metagame but otherwise we're likely to have situations where players would rather join the established "pack" instead of attempted to go against the flow.

     

    For example-

     

    1) People who play nothing but regs are probably most likely to think that melee(in general) is gimped and that healing is overpowered. I might further expand on this and assume that players in this same category are most likely to flock to classes that excel in aoe/dots. (Since they put up the biggest numbers on the scoreboard)

     

    2) Players that mostly play solo ranked are the most likely to think that healers aren't actually all that crazy. These players are the type that will lean towards classes with easily applied damage and strong defensive cooldowns(or self healing.)

     

    3) People who play group ranked mostly(a dying breed, if it even still exists) are most likely to look at overall utility and even focus on things such as hard swaps, dispels and burst damage.

     

    So, how does Bioware balance classes considering we have 3 extremely different categories players are looking at? I'm not sure, tbh. I just implore our community to realize that you are not often comparing apples to apples.

     

    The game wasn't perfect pre-3.0 but it was definetely a lot more balanced then it was now.

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