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Pawnzer

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  1. Pawnzer

    Champion Bag limit

    Progressing along the normal tiers is pretty much broken when t2 items are easier to get than the t1 items.
  2. Pawnzer

    Champion Bag limit

    so far all this system does is not allow me to play my character the way i wish to play it, be completely useless when i hit 50 in pvp, and make my pvping at lower lvls useless because there is nothing of use to buy, i mean i'm lvling biochem so buying a ton of adrenals and pots is useless.
  3. Pawnzer

    Champion Bag limit

    It seems good but on my main i've gone trough 15 bags without a piece of any gear so it could be useful or completely useless.
  4. Pawnzer

    Champion Bag limit

    But as of right now people enjoy 10-49 pvp more, so if we could amass bags then as we hit 50 people would stay instead of rerolling an alt so they don't get destroyed by ppl in expertise gear. As for the Class story line people will still do it, leveling solely from pvp takes a long time as of lvl 27 i only get 10k from a warzone were i need 150k to level so i will still do my class quest, just skip on some of the side missions.
  5. Pawnzer

    Champion Bag limit

    As a pre lvl 50 we are only allowed to own 1 champion bag and then cap at 1000 of each type of commendations. Why are we punished for trying to save up gear so when we hit 50 we have a chance and are not cannon fodder for those with expertise gear? I know alot of people are making alts so they can pvp in the 10-49 bracket so why not allow us to save up bags or more commendations than the 1000 limit? I for one would continue to pvp at 50 if this were allowed because i would have expertise as soon as i hit 50. So is bioware planning on doing this or do they have a 'good' reason for this low cap?
  6. The moddable gear concept is good, but let’s have the bonuses be based on the role the gear is meant to match. For example; DPS could have an additional 1% crit on all players or NPCs (this could be on the armoring item enhancement) with all implants and earpieces increasing damage done to players/NPCs by 1% . Tank classes would have damage reduced by 1% from players/NPCs on their armoring, implants and earpieces. Healers would be similar to tanks but be increasing healing done instead of damage reduction. These would give players the ability to have an advantage in pvp or pve whichever they decided to dedicate themselves to or have a set of armor that is somewhat beneficial to both areas. This would also allow us to make our characters more customizable due to having the ability to use the modifications in the pvp gear unlocked be transferred to other modifiable armor of our choosing.
  7. Let me start this post off by explaining that this not supposed to be a ‘rage’ post about the expertise system just the imbalances I have found with it compared to other stats and the way these imbalances play out. The problem I find is that there seems to be no significant diminishing returns for the Expertise stat. Following is a list of a few stats, the graph that the stat follows, and the R value to show how close the graph fit the data points (10-13 per stat.) Now here is what I found out. Expertise y = 0.0229x + 0.3329 R=.998 Critical y = -2E-05x2 + 0.0433x R=.9998 Surge y = -3E-10x4 + 5E-07x3 - 0.0004x2 + 0.2012x + 0.0166 R=1 Now you may be asking what this means, the expertise graph is linear, meaning a steadily increasing amount in the percentage that each point applies; but with crit and surge the more points you put into them the lower the benefit is. With the diminishing returns being as low as it is and the way the stat applies in game that can lead to several disparities in damage output. For example a player in full Centurion gear (lowest of the three gear sets) has 469 expertise which translates roughly to 10.5%. Now this is a 10.5% “Damage boost on players” and a “Damage reduction from players” leading to a 21% damage gap between people with little to no PvP gear. Excluding the benefits from the other stats, you can start off a fight automatically doing 20% more damage to someone than what they can do to you; with an advantage like that my 5 year old brother could manage not to lose. Now I understand getting expertise gear will negate this advantage I am pointing this problem out for those who just hit 50, have bad luck getting gear, or simply only like to PvP every now and again. Now this is where I leave this question up to everyone else, “What should be done?” Should the expertise system be scrapped, unchanged or just simply reworked? I believe it should be reworked; PvP gear should give you an edge in PvP but I feel a gap in damage as large as this leads to gear deciding the victor and not the skill of the player. Feel free to post your ideas on this matter I would like to know if I’m the only one who feels this way.
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