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CaptainInsano

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Everything posted by CaptainInsano

  1. I guess they'll start taking their customers more seriously when their subs continue dropping like a rock, but most will probably be laid off by then.
  2. Didn't read the thread but hopefully someone pointed out that EA has to pay licensing fees to LucasArts and the estimated $200 million to create the game doesn't cover marketing expenses, which are probably hovering around $80 million. Also, EA only gets the full $60 per purchase from Origin sales because retailers have to get their cut. There are also operating/staffing expenses to consider. I'm too lazy to dig up numbers but the quoted revenue in the OP is probably too high and the expenses are way too low. Regardless, if EA merely recoups their costs for this game it will be considered a huge failure. The ROI on a 5 year investment like this would be abyssmal if it barely breaks even considering the huge appeal of the IP and investors/LucasArts would not be pleased.
  3. Nah, this game is going down in flames and will be regarded as one of the biggest failures in MMO history. Writing is on the wall. After a 200 million dollar investment, the game sold over 2 million copies based on the Star Wars brand and the good (although recently tarnished) named of the developer. Subs are at about half of that after 5 months not counting idle subs, including the free month that was given out solely to inflate numbers for the investors. Realistically, active subs are probably below 1 million already. We're looking at thousands of more cancellation in the months between now and patch 1.3, then once players learn that 1.3 isn't adding anything significant, thousands more. Keep in mind all of these lost subs were in the absence of any new competition in the MMO space. Once Guild Wars 2 and Mists of Panderia hit, I doubt this game will keep the 500k subs needed to remain profitable. SWTOR will be lucky to see an expansion after EA guts the dev team and puts everything on life support. This is WAR all over again, which isn't surprising since BW Austin dragged some of the old WAR team along for the ride. Hopefully MMO publishers in the future won't be foolish enough to put these people in positions of authority again. If they do they have only themselves to blame.
  4. Lol why would you post this? I would probably uninstall if I ever got 1v3'd. Some people have no shame.
  5. Yeah Vanish is so great for Operatives considering it locks them out of healing for 10 seconds. If you can't solo an Operative as a melee class, you're bad end of story. They have one real casted heal (protip: lock this out) and you have problems if you can't out damage the 200 hps of their HoTs. You just have to CC them below 30% so they don't get instant heal procs. My Marauder cuts through them like butter, Commandos are still the best.
  6. The fact is, you guys are an aberration. Most people aren't going to bother putting together an 8 man premade when there are 0 meaningful rewards for doing so. People are just going to eke out their dailies until rated comes along. Cross server isn't going to fix the problem because it's still going to be your premades vs a majority of pugs. It's great that you have at least 7 other people who love the game so much you're willing to play the same WZs over and over again for nothing, but you can't expect everyone to have the same fervor. Besides, if your group was that competitive you would've moved on to a game with real PvP by now. In the meantime you can queue solo or accept that your group is going to stomp pugs.
  7. Nobody should expect anyone to stay in a losing game out of some vague sense of "faction loyalty" when BW can't be bothered to put matchmaking in the game. There's zero incentive for a solo PvPer trying to eke out his daily to be a punching bag against 4 man premades, sometimes multiple 4 man premades. If you queue solo you see how the first objective goes and if the other team clearly has a premade and steamrolls it, you might as well leave and do something productive with your character. Putting in penalties for leaving won't fix it, people will just afk and come back to move their characters so they won't get kicked. The only thing that will alleviate the problem is decent matchmaking where pugs don't get pitted against premades.
  8. Most people can't articulate why they think Marauders are OP, they just mindlessly follow the herd. These people don't understand that Marauders are a pure DPS class who don't have access to taunt/guard like the other melee classes. Nobody is taking those damage mitigation numbers that Marauders lack into account. Even then, Marauders aren't doing much more DPS. Shadows are still much better even without any changes in 1.2, it's just that the devs have passed over Shadows quietly and Marauders are "next in line" for nerfs from the PvP forum community because hey, someone has to be nerfed.
  9. It's hard to say of the class is any good in organized PvP because it's mostly PUGs and semi-PUGs running around at the moment. The fact is the class has no utility and that hasn't changed. The good thing is 1.2 lowered TTK for everyone and it is really benefiting Concealment from my experiences. We hang our hats on ganking a single target and it's easier than ever after the patch. Oh, and 12s Backstab cooldown is awful. Makes our rotation feel super clunky.
  10. Healers were fine pre 1.2. Certain melee classes actually could kill them 1v1 but it took time and strategy. I see nothing wrong with that. The issue was always healers PLUS tanks. A guarded healer receiving the benefit of taunts, not to mention peels and CC, was basically unkillable. Smart teams were stacking tanks and healers and turning matches into stall wars. I doubt that's the kind of exciting gameplay BW wanted to showcase, but that's how Ranked was looking to shape up. So now everyone is squishier due to losing some HP and healing is a bit behind thanks to expertise. TTK is down for everyone. Tank plus healer is still powerful but a bit more manageable thanks to the power of burst, but solo healers are getting left in the dust from the changes. Now most DPS classes can solo a healer and healers rarely have time to do anything but heal themselves. The solution is to restore TTK to pre1.2 somehow (increase Endurance values on PvP gear as a start) and reduce tank+healer synergy. Easiest way would be to not allow the mitigation of Guard+Taunt to stack on an ally.
  11. Yeah it's pretty crappy to shout at people but it happens after a series of losses. But I don't see any problem with leaving the game if you aren't having fun. You didn't really choose these people as "your team" since it's a pick up game so if you find them bad to the point that you're not having fun, just leave and look for fun elsewhere. If you quit on a team with people you've chosen, however, that's really lame unless everyone agrees.
  12. It's pretty clear the designers are drawing from the EU comic books for their inspiration. This explains the over the top fantasy-like armor sets which look nothing like the movies. I would be okay with that down the road after the safe designs got stale, but it is kind of strange to me why they decided to reach right for the out-there material. It seems like most people either actively dislike or barely tolerate the outlandish armor designs of most classes. Seems like it would have been better to play it safe for the first few tiers with designs most Star Wars fans are familiar with then move on from there once the well ran dry. I don't really see where they can go from here to be honest...back to simple robes and capes?
  13. I find Assassins better than Marauders but people will probably say I'm biased. Darkness Assassins certainly kick the crap out of any class 1v1 and nobody has yet to convince me that doesn't translate into a WZ match with all the utility they bring (stealth, pull, speed, knockback, guard, taunt, basically every form of utility in the game). But if the community demands that Marauders are next up on the chopping block, so be it. I'm sure Assassins won't be far behind. The only thing is I haven't seen anyone convincingly state what specifically is OP about Marauders and what should be nerfed to make them balanced (i.e. not worthless). People talk about all these magical defensive cooldowns but there are 3. 1 is shared by the Warrior class on a 3 minute cooldown, and mirrored by the Assassin class. One is on a 1 minute cooldown and essentially gives heavy armor to the Marauder if he's attacked. The other is 5 seconds of damage immunity for 50% of health. The Marauder can still be CC'd for the duration. Keep in mind this is a medium armor melee class without real stealth and no way to absorb damage from teammates like the Assassin/Juggernaut. Also, it doesn't do any more damage than the other DPS specced classes. Please state how this class is imbalanced compared to the other melee classes, keeping in mind all of their abilities.
  14. I think melee in general is just dominating PvP right now. It's playing out like a game of wack-a-mole, who can kill who the quickest. I notice more Assassins than Operatives on my servers, but Marauders are definitely FoTM now. Surprisingly, there are still few Powertechs.
  15. Yeah the increased cooldown on Backstab makes the class feel more clunky. The rotation was never fluid, but there was some consistency as to when you could rely on Backstab coming off cooldown after a round of Shiv/Lacerate. Now you just go multiple seconds with excess energy and no skills worth hitting except...Rifle Shot for 400 damage I suppose. I'd rather have Backstab back at a 9 second cooldown and just nerf the damage by 5% than what actually happened to it.
  16. I'm man enough to be honest about Operatives after 1.2. Since everything dies if you look at it the wrong way, Operatives are excelling. Operatives never had good defenses and always relied on overwhelming burst to accomplish anything. Even though our class still offers no utility whatsoever, the TTK is so low that you can kill most classes before they can react.. Now it's possible to solo healers without exploiting a glitch. If an Operative gets the opening on you, you shouldn't be able to beat him unless you're a Darkness Assassin. I melt Marauders like tissue paper on my Op. Is it satisfying to rely on killing people before they can react? Not really. But that's the only way a DPS Op can contribute at the moment because we have no other options. If TTK gets pushed back to pre 1.2 levels we would actually need utility buffs to be competitive. Edit: I guess I should note that Deception Assassins (the squishy burst spec) are capable of the same burst except they have way more utility. It's all about burst right now in PvP.
  17. Rocket Boots I am disappoint. I was really looking forward to boosting my speed in situations where I couldn't use a mount. I thought my days of gingerly walking back from wipes was over. But no, for some inexplicable reason, Rocket Boots are treated as a mount. They're pretty much useless except for pre level 25 alts. They could have been so much more. I totally understand why they aren't usable in Warzones but restricting them as a mount makes them a waste of money. Actually, all of the Legacy unlocks are pretty crappy. I want a refund!
  18. I never had trouble soloing healers as a Marauder pre 1.2 except for Commandos who had their Shield up. I know plenty of Assassins and Powertechs who could accomplish the same thing. 6 second interrupt helps a lot. The problem was never healers on their own, it was healer plus tank synergy. Healer vs DPS was actually very fair pre 1.2, however tanks had the power to make healers unkillable. Now healers with tank support are a bit more manageable, but solo healers drop faster than a sack of bricks. They need to get the balance right. Healers should be able to stall for a long time against 1 melee DPS, but they shouldn't be able to tank entire teams with tank support like they could previously.
  19. Yeah damage is out of control for everyone atm. Time to kill is way down this patch and its taking skill away from the game. BW should have just nerfed tank+healer synergy if they wanted to speed the pace up. Tank+healer is still a wall in comparison to the fast TTKs now so it isn't like that issue has been fixed. Now if you don't have that set up everything dies from a stiff breeze.
  20. Yeah Darkness Assassins are out of control right now. Basically a talent designed to help them be viable tanks is being exploited in PvP by Assassins using DPS gear. All this self healing and damage comes with the best utility in the game (taunt, pull, stealth, speed, knockback, guard, 2 stuns). Harnessed darkness in particular needs to be reworked to serve its intended function, which is to keep Assassin tanking viable in PvE without overpowering them in PvP as is the case now. At the very least the Force Lightning needs to be interrupt-able so it can be somewhat countered. Another option is to tie Harnessed Darkness healing ability to the Assassin's defense rating.
  21. Annihilation is still the best at everything. Rage is good for gimmicky AoE smashing on groups. Puts up big numbers they're dumb enough to clump together.
  22. I have no idea why healers are whining. On my server the experience has been that the team with the most healers/tanks wins everytime. Once you reach at least 3 healers and 2 tanks on a side your team becomes unkillable. The DPS also spam taunts. As far as I can tell, healers got a slight resource nerf and that's about it. Still as dominant as ever with the right set up (i.e. not solo queuing).
  23. I hate when people refer to a 'silent majority' as if they have any authority/insider knowledge to tell if it exists. All you're doing is pulling consent for your opinion out of your butthole just like the people who say everyone hates the game. Also you shouldn't assume that the 'silent majority' is always positive. For example, the majority of casuals players could just as easily be very frustrated that they can't play the game on a Friday right after the big patch. In fact, that seems more likely. If you don't mind buggy content and consistently broken patch releases, that's fine. Just don't attempt to manufacture consent with weasel words.
  24. This is a comedy of errors. Step 1: Release 1.2 a month late without the biggest feature. Pull said feature at the last second to maximize resubs. Step 2: Kill any momentum the patch gave the game by taking down servers for most of the following day. These devs sure know how to create good will for their game.
  25. Does it make you feel good to brag about playing a gimp class or something? If you're killing anyone with fresh 50 gear they're either brainless or undergeared as well, that's all there is to it. Your post is basically saying "everyone is just great!" based on a few warzone matches as a fresh 50. The fact is, there's a bottom in PvP and Scoundrels/Operatives are it. Join a good PvP group and play some matches against a well geared team with a good class composition. You'll find that Scoundrel/Operative DPS has no place. But if it makes you happy to kill fresh level 50 puggers, have at it. Just save the superior tone.
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