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UndeadKing

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  1. Ok. This test will most likely have a video, recorded from both sides with stats, gear and damage snown. I will post it in a separate topic on General forums.
  2. Ok, more testing info to think on. Jedi sage vs sith sorcerer. Both full BM. No movement, no relics popped, no shields, no stims, no companions. 2 builds: full healer spec and DPS madness-lightning spec (synchronized, meaning both sage and sorc have same skill points distribution, I just don't remember exact sage's skill tree names). When speced as DPS, the following rotation is done: Affiction Force lightning until Wrath procs Death field Crushing darkness insta-cast Force lightning until wrath procs Lightning strike insta-cast Repeat Equivalent rotation for sage. Test 1: DPS sorcerer VS healer sage. The duels continue until force depletes. Sorcerer can not lower sage's health below 60% any time, he can heal through all the damage. Defeating is not even an option (I remind you, no skill or tactics is involved, no CC; we were just standing and casting damaging and healing abilities). Test 2: Healer sorcerer VS DPS sage The duels end around 3rd-4th rotation cycle maximum. Sorcerer ends up dead, he cannot heal through the damage. Test 3: DPS sorcerer VS DPS sage All duels end with sorcerers defeat. The sage has from 10% to 30% health left. It NEVER ended with sorcerers victory. I am sorry, but this is not balance. It is b******t!
  3. Just like this. At start, the faction difference should be the following: pubs do better heals and damage reduction, empire does more damage. After certain changes to overal fighting mechanics (expertise damage resuction, for example) it results in following: pubs have like 80% more damage reduction, but empire does like only 20% more damage. This is madness. Tests show, that 1 vs 1 my sorcerer VS sith warrior (any kind), both geared in full battlemaster ends in skill-dependent win-loss count. 1 vs 1 my sorcerer VS Jedi knight (also in full BM) ends with 100% Jedi knight win with something like 20...50% health left. And it does not depend on player's skill. In warzones it results in terrific amounts of empire losses. Yes, now the losses also count for "PvP" daylies, but come on, there is NO fun in getting kicked all the time because of ruined balance. For skilled Republic players constant steamrolling also does not seem to be fun, they have no competition and just quit eventually. Fix this thing, make skill matter!
  4. World PvP is one of the lowest Bioware priorities. That was said at guild summit. Before and after that we tried to organize quild vs guild (Quietus vs Vendetta, as a start) on Tatooine on Ajunta Pal server. It was working fine until the position was defined. After this it just died. So, unfortunately, we won't have this. Also, with current "balance" for PvP it would be a joke. Pubs have like 80% more damage reduction than Empire, and do only like 20% less damage. That being said, 1 vs 1 duel vs opponent, being geared the same way ends up by the pub win most likely, hardly dependent on the skill. With group vs group it will be even more horrible (you can feel it in warzones, actually). So, aside from Bioware's position, organizing stuff like this by players now is also destined to fail.
  5. /signed Camera is especially annoying when it comes to hard-to-do flashpoints like Lost Island (yes, the droid).
  6. Also, if you don't think medals to be representative enough. Sorc/sage healer does about 200K heals in WZ now. Skilled one - about 300K. Unskilled ops healer does about 300K, skilled - up to 600K. The difference is quite high.
  7. Challenge is a good thing. E.g. I love LI hard mode, as it delivers challenge to the healer. However, I can hardly name what is happening in WZs a challenge. As a DPS I have 10+ medals every WZ. As a healer, I get 8 max. Guildmates sorcerers have about the same value, and ops and BHs get 10+ (we are speaking about good players here). And before 1.2 difference was not that high. Plus, other healer classes don't have these problems. To equalize the things we will either have to need them too (which is bad, IMO, enough of ruthless nerfing), or somehow compensate the problem with sorcerers, that has appeared now. I cannot come up with anything but restoring the old mechanics yet.
  8. Bumped. Are there no sorcerers/sages on the suggestion forum?..
  9. Hello everyone! Patch 1.2 has presented us tremendous changes to the sorcerer healer playing mechanics. Before 1.2 sorcerers were pretty nice healers for PvP. IMO, back then the dual-spec sorcerer was one of the best choices for PvP, because it allowed to deliver vast amount of healing and damage. 1.2 ruined this spec, but it also seems to have ruined sorcerer healer in PvP completely. The main reason for this (again, as just my opinion) is that since 1.2 sorcerer's Resurgence does not half the time, required to cast "big heals" (Dark Infusion). As the sorcerer is, unlike Bounty hunter and Operative, is a "turret" interruptible healer, the only thing, that he can now hope on is managing to pull of the big heals and crit with that (otherwise, 2.2...2.8 heals without crit just don't worth 2.5 seconds), or hope for massive crits with Resurgence + Innervate.* But this does not work also. As you may know, crit/surge rating were "fixed" in one of previous patches. After doing some research, it seems, that critical rating is now limited to around 30% (and all above is ignored) and surge rating about 70%. I understand, why this was done, but together with 1.2 sorcerer changes we now don't have a chance to survive not only against DPS in 1 on 1 PvP, but even against tanks.* I know, that the developers don't like to read "we" posts, based on personal experience. But before writing this post I did some research playing Warzones, being specced as both healer and DPS. As a healer, I tend to die WAY more, and do WAY less overall healing (and Operatives and Bounty hunters in my guild do not have this problem now). As a DPS, I can now easily kill sorc/sage healers 1 on 1, much easier than before, even if they are properly covered by tanks. Basing on this experience it seems, that all sorc/sage healers have similar "squishiness" problem now.* I cannot suggest doing anything with crit/surge ratings, but what I do suggest is to roll back the Resurgence mechanics back to pre-1.2, where it did half the time of big heals.* I like playing the sorcerer, it is still very good in PvE as a healer, but I, personally, have to spend enormous amounts of credits on respecs each week, from heals to pure DPS, when I want to do Warzones (as it is impossible to do healing in WZs, as stated before) and back to heals, when I want to do PvE content. This is becoming a nuisance. If there are better suggestions than just restoring the old mechanics, maybe we should write them here, so that developers could see them all in one post.
  10. Pazaak should be, let it be, well, in the universe. And if we can play player vs player there, it is a great basis for player-generated events.
  11. Well, maybe the title is not the best thing i could have come with, but it is unchangeable right now anyway.
  12. Also, a small quote from your signature: If you are so not interested to read, what i have written, why bother replying in the first place?
  13. Well, you've forgoten to state one more thing: SW universe is a fairy tale, but in sci-fi surroundings, and GW2 is a fantasy/steampunk game. Also, the F2P system, that GW2 also has an upper hand in way of attracting people to play it, aside from a very worked-through content with a possibility of player's interaction with world objects (that, unfortunately, SWTOR also lacks completely). Of course, F2P also has its very nasty downsides, but from a point of attraction it still may be better, than subscription model. And yes, theoretically people can play both games. But many already have cancelled subscriptions. Maybe they will come back, if nothing super negative happens to the game before that (if some of the holes i've stated would not be, thay would not have canceled it in the first place). But will they stay? Or will just find, that holes, that were there before remain unchanged and just cancel it again, but now forever?
  14. You, probably, also did not pay attention to the forums. These things do concern me. Here is the post, a big one too: http://www.swtor.com/community/showthread.php?t=439409 But the point is, noone still takes this community seriously, or BW Social community, or the guild leaders of the game (or representatives of the guilds). Not so long before the developer told us all "We know better". Hopefully, now they start to realize, that they obviously don't.
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