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Zunayson

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Everything posted by Zunayson

  1. That would be toxic but I have never seen that happen. I would expect premades to be better players anyways and just be better at damage farming and making the enemy team mad. I've been in some bad premades and they were so bad I doubt the other team even realized they were against a premade. So theres additional biases that would suggest "premades" give the other team a bad experience
  2. This game is not popular or competitive enough for rateds. Queues were empty and it didn't make much business sense to maintain it. The final nail in the coffin was 7.0 expansions changes to character classes and (allegedly) would require too much rework to class leaderboards that Biosword just canned the whole thing. I recommend just setting a goal for yourself in pvp and doing the best you can. And have fun.
  3. That vulkk article is well written (I'm always amazed at their content since most people writing about videogames are terrible) and I agree with most of it. Unfortunately that nice big list of bullet points is mostly driven by a single factor: career pvpers that kept the queues alive have quit the game over the years and new players don't become career pvpers. By career pvper, I don't mean top 1%, I just mean someone who knows the basics of using their class to burst (not follow a brittle pve rotation), uses their defenses, and maintains reasonable APM on a moving target. Tanks have always been too survivable relative to the skill it took to play them, but in the past skill levels were high enough that didn't matter. Now that everyone is garbage, we're seeing passive tank mitigation starting to outshine players, which is a little sad. You could fix this by giving tanks an equivalent rotation-esque minigame to play in order to keep up their mitigation, similar to how healers and DPS need to execute a rotation. A proper implementation of this would mean that an idling tank doing nothing but auto-attack or whatever dies exactly as quickly as a DPS player. No passive mitigation.
  4. Except double channeled root (4s) and knockback. Also, without a reliance on dots, you're more likely to get the full 5 seconds root off with Cover Pulse. The synergy with seek cover and roll is very good too. Marksman is the most kiting heavy spec. In many matchups it's literally a better idea to just run away than to shoot. It's a bit boring tbh.
  5. I'm curious what exactly it was at launch. I remember the MM skill tree and how it was different in 1.x but did it really do that much damage? I would have guessed ops took 10 snipers because if I remember correctly, Diversion actually affected ops bosses so 10 snipers could give the group insane damage mitigation for 90 seconds! Do you have any videos or forum posts? This is confusing to me all over the place.
  6. Healers are balanced extremely well and I love it. Healing is just weak enough that in the long run, DPS wins. The reason most people don't know this is because player caliber is so low, there are trash DPS players who can't do their rotation. My only problem with tanks is they still do too much damage (and this is probably just a skank issue). I think other role based games have this problem too, especially overwatch Games are then decided by defensive cool down usage.
  7. If set bonuses were not customizable, they should just be baked into the combat style. Why make players grind them?
  8. I'm guessing you were around for when the mod system had things like overlay, harness, trigger, scope and the like? I was never around except on the last open beta weekend or 2. But apparently the names of those modification types are still in the game client's code, and you can see them if you know where to look! prfProfessionArtificeResonanceCrystal prfProfessionArtificeFocusCrystal prfProfessionArtificeEmitterMatrix prfProfessionArtificeFocusLens I swear I'm not making it up!
  9. Your problem is with thinking "Direct Damage" specs like marksmanship or carnage are "burst" when they aren't. They're "Target switching specs" or specs that don't need to set up debuffs or dots on a target to deliver damage. I personally think it's a bit silly that the ability to switch targets is somehow a good thing. I mean kind of, but it's also a way to not kill your target. Direct damage specs are good at killing a target, but DoT specs are simply the best at killing the target.
  10. This contradicts the design philosophy of mix and match any pair of legendaries. Eventually, they'll have to make 2 legendaries with the same "Serendipitous Assault" or whatever, and pretty sure those buffs are coded to be unstackable, so they'd have to rework them. At least having 2 accuracy implants isn't the literal end of the world (Unless you're playing a yellow damage spec, which is also kind of silly)
  11. I think we can do this in 7.0. As I said before, the only difference between the pvp gear pieces is whether it is alac/acc/crit, because the mastery/endurance budget is fixed. So you can think of head, chest, leg, feet, gloves, MH, and OH as being "enhancements." So I go to the pvp vendor and write down which tertiary stat each slot is for each loot discipline (e.g. Force Master Head vs Targeter Feet). So my optimized toons are running around in different prefixed gear. Developers actually cannot optimize the tertiary stats currently, because they don't know which implants you're going to use. And implants have tertiary stats because otherwise they'd have to remath and rebalance stat curves, my guess. In an ideal world, legendaries shouldn't have tertiary stats because currently if I want to swap my legendary, I have to swap another gear piece to compensate. Luckily, loadouts solve most of the tedium at the cost of a small extra grind. (The real grind is having another 5 or so gold augments to spare for pieces to fill in the gaps) What you're pointing out is that prefix gear sets are not optimized, which is kind of off-topic. The purpose of mods is (1) to have the game have an immersive lightsaber-workbench system like KOTOR and (2) for the appearance tab.
  12. In the long run this is how it works because if you did this 3 times then you get a piece of pvp gear, a piece of ops gear, and then a piece of heroic gear. I guess what you mean is that the heroic gear isn't going to be very good in ops? That's true, and unfortunately I think that's just the design the devs went with. My guess is someone wanted to separate pvp and pve progression again like in the old days. I'm not really sure why the long-term vision around that kind of thing is constantly changing. As a pvper who would dabble in pve, I'd prefer a single gear track. But why? I agree 6.0 had overly moddable gear because everyone got the same 3 (the obvious best ones). But current pvp gear (shell only) seems to work just fine. It's equivalent to high-mastery armoring, high-mastery mod and a low-endurance enhancement, which is what power/crit stacking pvpers have been doing since launch. So why do we need mods? Is it for the occasional pvper who wants slightly higher endurance budget? I would hope there are augments for that (although maybe not -- I'm not sure) Yes, this is a problem, many legendaries are unused. But I think about half the classes might have 3 good ones, and I occasionally see mixing. Even so, 6.0 set bonuses had the same problem, there were so many useless 4 piece only set bonuses, and nobody mixed and matched them. This is true. The same is true about gold augs. My guess is Biosword wants to keep that fine line between grind and casual play. I think as a no-life pvper I have way too many tech frags so I personally don't feel this pain point.
  13. I love 7.0, and I'm not even being sarcastic. I don't understand the complaint that there's too many currencies. I mean, there is, but prices and rewards are balanced so that you don't have to worry about frags or conquest. At least in my case. I don't see why people liked amplifiers. Maybe I have to leave it at that because some people like a grind -- that's fine. But it's just another barrier to playing your toon the way you want. Let me explain: it's unlikely you could switch disciplines and keep the same amplifier set. So switching disciplines likely meant you had to swap your armorings. Tedious, and since when did anyone mix & match or customize? I don't understand the complaint that moddable gear is great. Everyone seems to agree that 6.x had too many mod variations, so you're left with alac, crit, and accuracy, right? So choosing your gear is just like choosing the enhancement. I suppose some people used those to avoid going over accuracy or alacrity caps? But that's what augments should be for. (Otherwise, they're just another silly grind like amplifiers!) I suppose some people must have liked it when there were some mod variations like the high-endurance mods with the B postfix? But since when did anyone run those? I don't understand any complaints about legendaries. Set Bonuses have the same problem amplifiers do, which is needing to change 7 things just to switch disciplines. Plus, 6.x set bonuses failed to accomplish a stated goal by the developers. All of the set bonus threads (for example this one) say: "Our goal for set bonuses is to introduce new bonuses, and potentially with even new sizes so you can mix and match." But when did anyone mix & match set bonuses? 6 pieces were just too powerful. The new legendaries actually accomplish the goal, because at least some classes actually mix and match those (I agree not all do, and that's a problem). In all these cases, I think the devs basically looked at how people actually played pruned a bunch of garbage, and I'm really happy about it. The new gearing system is way alt-friendlier, now that set bonuses are just 2 implants. I actually never knew about hyde and zeek. Because I'm autistic, I simultaneously grinded flashpoints, heroics, and pvp in the first 2 weeks of the xpac and got iratings of random assorted sets (a little 324 of thyrsian, a little 324 of rakata or whatever), then opened my remaining pvp crates to get shiny 326s of various tertiary stats. Now I have cargo holds full of those boxes, and I get gear capped in about a day.
  14. Holololololocate is snipers only hard check against focus. If you remove that then you should remove phrase walk, force camouflage, defensive safeguards, and the double force cloak tactical.
  15. Snipers are designed for countering melee, so really there's nothing you can do against a good one. If you're dealing with multiple snipers it's possible also you're dealing with a coordinated team, which also sucks for you. Finally, you need to be geared. You need full max gear rating and purple augments with high crit to out DPS a sniper. I don't play a jugg, but I do play a sniper, and I can tell you that I have trouble with skank tanks, and rage juggs. I assume you are DPS so I will say: if you are vengeance, you are gonna have a bad time. Sniper kiting prevents melee from having uptime, so your only shot is going to be playing rage. Being kited doesn't matter as much if you can land massive crits whenever you happen to get in range. Then again, I play marksman, the bad sniper spec, and only rarely do juggs give me an issue. Most of the time it's very easy to duel people.
  16. That rock paper scissors clarification makes more sense. Seems like the idea of "no free lunches" should apply here. A premade stacking rock like that leaves them vulnerable to being pitted against a team of paper so occasionally they will have easy and hard games. Since this is not like overwatch with role quotas, people will play what they want with their friends, and that is good. For solo queue Biosword matchmaking could be worse. In all of my couple hundred arenas as a sniper in 7.0, the other sniper is like always on the other team. So they take class into account. There is still much to be desired because just matchmaking off average damage is probably way better.
  17. How are three madness sorcs any worse to play against than a madness, lethality, and IO player? I think any 3 players, competently played are gonna annihilate a solo target, without a guard or support. Because TTK is so short in 7.0 and skill disparities are greater than ever, playing against competent players is going to be cancerous if your team isn't pulling their weight. I get the sense that "muh class stacking" is just someone not having fun because they're getting globaled, but any class composition can global a lone target.
  18. The autocrit on ambush seems a bit heavy handed since we already have lazy target. I'd like to see something that makes Takedown hit harder though. Making the stuns baseline would probably be overpowered, given what other classes have. Evasive Meanuvres tree choice is a bit unbalanced because it's a clear winner for how powerful it is in Pvp. id like to see part of that tree choice become baseline. IMO the roll reset should become baseline but not the evasion. But I'm open to either way. The real problem is sniper is not a well designed class, it's very hard to play but not bad.
  19. I assume this is from a pvp perspective? I find most of the time I can weave my kiting and mobility naturally with the rotation allowing me to do good instant burst while line of sighting. Be happy if you don't need to roll constantly because the enemy isn't pressuring you. Just hard cast ambush and take the DPS loss. (you're taking an even bigger DPS loss by not just going dot tick)
  20. Do most damage-farming groups damage-farm because they have some moral conviction against clicking blue things? I don't think so. It's because combat is the obviously fun part of pvp, not clicking nodes. I suspect the disgust with spam-cappers comes after the fact. You aren't any more moral than they are. Your admission of ignoring Huttball and Odessen is a difference of scale, not kind, in my opinion. You and him basically agree and play Warzones for the purpose of having fun (as you should), and use discretion to decide to sometimes play the maps for their intended purpose, and sometimes just deathmatch. You are slightly more towards the objective-playing scale, since you like playing some of the capture maps. My smartassery about respawn times was elaborating on why Arenas are not a real deathmatch experience. They are a survival mode experience. Hypergate is the only deathmatch experience in this game, full stop. Numerous shooter games have separate TDM-with-respawn and TDM-without-respawn modes because they feel different and people play them differently. TDM does have consequences for dying, and that is the scoreboard. I'm not sure if you're suggesting large groups play kickball-pvp with themselves in the open world? Most groups want to play together, against an outgroup/strangers, so that doesn't work. At best, you're suggesting to farm strangers in the open world, which doesn't work because pvp instances are barren.
  21. Sorry to be rude but what's the point of this post? I know you remember this game used to have PvP servers but it became PvP instances because of dwindling population. There's also of course the fact that this game's primary audience isn't mmo players anymore, or even gamers at all, it's mostly star wars fans, who are extremely disinterested in pvp. There's also the problem of companions, which mean our owpvp is really just pve anyways.
  22. The answer is pvp is uncompetitive and a second class mini game mode. A partial, unbalanced match is better than no pvp at all. This isn't the olympics
  23. Respawn rules exist on a spectrum. That spectrum is called "respawn timer" and is measured in time. If respawn time was 0, then tools who never use DCDs, but know their DPS rotation, will do equally as well (=damage numbers) as good players who avoid death. To be clear, this gamemode would require 0 time walking from the spawn room to the fight. If respawn time was 15 minutes, then it'll just be double cloak tactical stamping on your face, forever. I think the complaint is that arenas current position on the "how much does death matter?" spectrum isn't ideal. I think a symptom of this is that peak arena gameplay isn't really dealing damage or healing, it's mostly kiting and stalling, which is unfun IMO. All of this is just hand-wringing over the fact that players who find themselves naturally suited and advantaged in gameplay defend it, and players who wish the game was different will attack it.
  24. Funnily enough, I've noticed way more forum activity these last couple of weeks! Apparently that's the real draw of pvp seasons! I'm surprised (maybe I shouldn't be?) that anyone could think madness is fine. The other two ranged classes have some obvious drawbacks: Mercs (most mercs) have limited mobility in return for their tankiness, making them the easiest to play ranged class in the game. Snipers have no face-tanking ability in return for the most control and leap immunity, making them the hardest and most positioning-oriented class in the game. What's sorcerer's niche, or drawback? I'd love to hear opinions.
  25. Roll is sometimes inconsistent, I ocassionally get knocked back through it. Funnily enough just today I played a game where I died right before it went off - it was on cooldown in the spawn room. I haven't noticed Evasion DR not applying though.
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