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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.
  15. Ok. Wake up Bioware and Lucasarts. Sleep well, EA, your services are not needed here
  16. I will answer: they do ruin a very, very sick and almost dead economics even more, as they lower the value (almost nonexistant even without them) of credits.
  17. Another topic with general gameplay suggestions: http://www.swtor.com/community/showthread.php?t=441230
  18. You know, in time of UO i was a very dedicated player killer. My nickname was always, always red. But i did not get pleasure from simple ganking. In fact, most of us, PKs did not. We were going out for a challenge AND loot. Challange was simple: you kill - you win, you get the loot. You loose - you loose what you've got by your own choice. Yes, we were hated, hunted and restricted by many things in the game, but the fun from challenge compensated it. What do we have here? You can go on tatooine and gank. Gank. Gank. No competition, no risk, no fun. No reward. Gets boring VERY fast. You can go to Ilium for no purpose, trying to catch someone of your level there. But there is not much to do there, so most likely you won't catch anyone. And even if you catch, it is simply boring. No fun, no risk, no reward. I can live with "no risk" thing, as fun can go with rewards. But we don't have even that. As i have already stated, even a simple world PvP rank table would be sufficient for some time as a reward. But the better solution would be resouces, planets, planet's influence level of the faction, that results in cookies for the winning faction and so on. Guild Wars 2 are to have fortresses (usefull) and resources as cookies for the winning world PvP server. They already have two things as reward, why can't we have just ONE? ------------------------------------------------- Aside from PvP, thumbs up for minigames. Also, the races can be player-generated content. Pazaak championships can also be player-generated and so on. Player's self-organizing is a very good thing.
  19. And Aragorn did not wear pants, as Tolkien never wrote about them. Although, at some point i can agree. Separate slot is too much. BUT. Showing the hoods for the chestpieces OVER the helmets as an option would be good. Come on, look at it. All the time hooded Revan had his hood removed here in the game as soon as he put on his mask. Though. in original game, the mask was used with the hood on. Let hoods be, not separate capes. PS And lmao. D******. No, really. D_r_a_p_i_n_g. Lmao on the profanity filter.
  20. No, we do not. Aside from constant class re-balncing and nerfing (that is a normal process in the game), all we have is 4 warzones, no world PvP (and we won't have it, as claimed by Bioware anytime soon), no global PvP events (though, the Plague thing was a nice step towards it). Yes, we do have them. There is not too many of them, and we have to repeat them again...and again...and again... Just like the 4 warzones. The funny thing is, as soon as we get full columni, there is not much use of repeating them. Yes, we (theoretically) can go to operations, but so far there is all but none operation PuGs, because people get bored and ragequit earlier, than they can go for operations. Finding ALL datacrones (including +10 to all at the fleet) takes 1 (one) day of 8 hours gaming. Maybe two. Not relevant in long term. Other that them, there is no point in exploring outleveled worlds, as they are DEAD. I, personally, tried to reach locations, that you cannot reach by simple walking (i do this in all games; like jumping on the rocks). Everything is dead and locked, either unreachable, or closed with exhaustion zones. What for? To make the items for lowbies? Yes, we do that, but for that we don't need to search for any mats - we can companion-get them. And to craft somethig for ourselves? All we have to craft is something fine-looking to dress up at fleet. Other than that, there is nothing usefull for us in crafting. Hello, grinding. Yes, we do that. But again, since being full columni + rakata relics, there is not much point in it. Some still do it, just to spend time, but the key word is "some". Name them, please. The ones, that were not mentioned yet. Yes, we do that. To see the great story for each class. BUT. We do skip all side quests, as most are annoying and not replayable (that's ok, actually). Also, at certain point a char outlevels the main quest, even if he does only them (because at places like Balmora you HAVE TO kill tonns of mobs). And then these quests become 4 minutes of weak mobs slaying - 2 minutes of cutscene. We do that to view these cutscenes. But this fun ends VERY fast, and other than that leveling an alt is boring boring boring (worlds are dead, interaction is limited and so on and so on). Well, if you read my answer, you can see, that theoretically everything is fine, but practically the gameplay holes kill everything you've named. What we do (the optimistic part of us) is spend our time somehow with hopes to changes (we don't want to believe, that once one finishes the story he/she should just unsubscribe and that's all). Pessimistic part ragequits. Realistic part starts whining on the forums, until they join pessimistic part.
  21. Thanks for the answer! I will bump this topic together with mine, as it is a more positive position than I have, and has more points right now, than I do.
  22. First thing I would advise you is go to this forum and read the posts. Dead world, dead crafting, dead 50s gaming, dead PvP, dead space battles. People are writing about it massively, and you are telling me, that all of them are wrong wrong wrong, that these basic gameplay problems are nonexistent and that they do not make people turn down their subscriptions? Oh really? Or what you are trying to say is that there were no unsubscriptions waves? No decrease in server population? Or maybe that servers are not populated mostly with either leveling players or fresh 50s, that are not yet entirely bored? Or you think that they will not start leaving too as soon as they get tired from bumping in games holes? Or that there will always be tonns of new subscribers to support the game, that has no playable content in a long term (and I hope, you won't argue on a point, that MMO is a long term project)? That story, even being great as it is, really CAN close all the holes in the gameplay?.. And also, you are trying to say, that I, as a customer, hoping to get feedback from the developer must spend time to find this feedback somewhere in not-so-relevant sources? I must spend time to find hope in the project? Come on, you've got to be kidding me. To ignore something it must be obvious and seen. If it is so well hidden tat I need to spend tonns of time trying to find, and the official position is quite different from what I may find, why should I prioritise this answers over official position, that bumps in everyone's face? I want gamers to get answers. All the gamers, not only the ones, that were lucky to find them.
  23. Do i get you right, that we should start doing something after decay is obvious to everyone? Only then? The oficial answers must be provided at oficial page, which is, obviously, here. Not even on the forums, but on the page itself. It may be news, it may be super-positive press-release, it can be any form of message. That the players were heard. If i am to search for the response at some weird sources, where less than 20% would go, they are not official. They are kitchen talks!
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