Jump to content

Quesa

Members
  • Posts

    163
  • Joined

Everything posted by Quesa

  1. Ops will still have good burst, if the nerfs go through. They just won't *** pwn people coming out of stealth. They'll still be useful, stop crying.
  2. Quesa

    Wtb

    Poor_reading_skills.
  3. Ops/Scoun's get an ability on a 1m cd that increases their stealth by 15 levels.
  4. If you guys thought about things objectively and logically, you'd realize that game balance isn't what players should/shouldn't be doing but what can happen. The fact that it can happen and the amount of damage laid out as a result is too much.
  5. Quesa

    Cheap Shot pvp.

    I feel ya on this point. The tooltip really should state that restriction but now you know.
  6. I wasn't talking about another class. I was talking about the Op/Scoun class.
  7. Better way to fix PvP is to make PvP gear easily accessible to all with minimal investment. This is, after all, PvP - not PvGear.
  8. So you felt that the Op/Scoun stealth opener that was their hardest hitting ability combined with a hard CC combined with 50% armor pen wasn't overpowered?
  9. See, players who always re-roll or roll FOTM classes when there is a nerf will never be happy.
  10. So your stealth opener gets a much needed nerf (sure, we can all argue on the numbers but most can agree it needed a nerf) so now you're useless in both PvP and PvE? You guys do realize that classes get nerfed and buffed over the life of a development cycle? If Op/Sc DPS is truly too low, they'll buff your OOS to compensate.
  11. Quesa

    pvp 10-49

    I dunno, I mean it's nice that there aren't any 50's in there getting 100% carried by their gear but there seem to be a rapid increase in FOTM classes like grav-slingers and ops.
  12. I can see a place for a class/spec like a conceal-Op. People say they are good at taking down low-armor targets who are alone ... fine. However, they also excel taking down high armor targets because of the over-abundance of armor penetration in this game. This is something that WoW wrestled with because there was so much armor pen in the game that there was no real net affect from having high armor (tank or close range classes). If Ops want to maintain that high burst on low armor targets, I don't have much of a problem with that however, they shouldn't be handed a flat 50% armor pen through acid blades. Additionally, this scary trend and precedent BioWare is setting by combining secondary effects with high damage abilities (ie. Hidden Strike, Grav Round, Tracer .. etc) is going to cause increased havoc later in the game. There is no need for a stacking armor debuff on Grav/Tracer just as it's, to me, bad design precedent to give Ops a very hard hitting ability that has a hard CC through talent. At the very least, the knockdown should be JUST a knockdown or a heavy snare. At the very best, the Operative should have to choose between a hard CC or a hard hitting opener - not be gifted with both wrapped into one GDC. /equipping flamesuit Furthermore, there are some abilities that are being chained to make some objective based WZ encounters trivial. 2-3 people in Hutball can score in under 10 seconds with the use of pulls, sprints, interventions and shields. It's not that any single one of these abilities is ridiculous but the combination and short cooldowns of these abilities being used in an organized fashion can circumvent another teams organized defense. Hutball furnaces also need to be looked at. They need to start doing a flat %/second of player HP instead of a fixed amount/second of which can't be mitigated or absorbed. I've watched too many teams simply walk through the furnaces with little more than 2-3k dmg being taken due to use of abilities and guard. One last thing about the furnaces. You should not be able to sprint accross one that is active. The use of a shield + sprint means an inquis will only take 1 tick, if that, of damage to his health pool. If one is active, you need to be slowed down to the speed of an in-combat ball carrier. They should be REAL obstacles, not something trivial to a a class or two due to abilities.
  13. This is pretty much the main reason. I believe the other reason is there is alot of resentment to those who have access to the best PvP gear over others in games where PvP is nearly all about gear and many times it's not really PvP but PvGear - and that's not good.
  14. PvP stats were designed to level the playing field between those who predominately PvP and those who Raid. Raiders had the best gear on the server, thus had no problem rolling those without it. Now, I believe PvP stats have their place and Expertise is, just like any other PvP stat, fine by function. The REAL issue is that many believe PvP should be a gear grind and only those who put in the most time should have the best gear. I don't believe this is true PvP, more like a PvP/PvGear hybrid to which doesn't portray true competitiveness. PvP, in games like these, is no more than a mini-game. Developers treat it as such, by actions, and players should realize this. These types of games are built for PvE'ers and a huge demographic so for the most part PvP will be rather simple and semi-fast paced. Most PvP will take place in an area that can be controlled, whether that be buffs/debuffs (Resolve), number of players or other. To that end, I believe PvP gear should be easily obtainable to everyone with minimal investment because it really should be about playing the other players and not constantly trying to overcome their gear advantage. People believing differently obviously are entitled to their own opinions but I don't believe they are really looking at it objectively. This game is primarily a PvE game, PvP is an afterthought.
  15. There is a built-in MS to the WZ's, 30% I think?
  16. Quesa

    Exploiting

    Report them and move on, you know, like a grownup?
  17. Ok, maybe allow me to put a slave collar on him?
  18. If only the escape pod worked...
  19. Let me have the ability to backhand 2V-R8 to eventually learn him not to spam some ridiculous and repeated saying every time I pass by him. Thanks.
  20. That's funny, I've gotten NOTHING but Imp vs. Rep after patch. Which is funny because there are a few dozen people sitting in the Imperial Fleet station wondering why queues are so long ... because I haven't seen an Imp vs Imp hutball in 3 hours.
  21. Yeah, no cancel button for me either. You can delete your "saved" card or account but they'll still bill the one you subbed with. So...this is interesting. Maybe it's something funky with me getting the free month with digital deluxe or something.
  22. Resilience didn't break WoW, in fact it did more to fix PvP than any other change they made except for maybe making it much easier to obtain PvP gear. Before Resilience, Raiders steamrolled non-raiders due to the gear disparity, Resilience lowered that disparity.
  23. No, PvP stats normalize gear for competitive play. Removing it just puts us back to Raiders > PvP'ers because Raiders always had/have better gear than PvP'ers. The real solution is easy to obtain PvP gear for everyone. Gear progression is for PvE not PvP.
  24. Removing expertise isn't a solution, in fact it's more of a hindrance than anything else. There needs to be a way to normalize the gear for PvP. Adding a PvP stat does that. The real issue is the level of involvement(grinding) needed to access the gear all but required to competitively PvP.
×
×
  • Create New...