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Dannicus

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Posts posted by Dannicus

  1. Bioware has done an excellent job filling up the in-game Codex with relevant lore from the Old Republic universe. As an RPer, I've found Bioware's frequent mention of (and priority given to) the RP community extremely refreshing--we were pretty much explicitly marginalized by Blizzard.

     

    Not to derail from the thread, but I'm surprised you think Bioware has been doing much of anything more than WoW ever did to benefit RPers. Really, the only thing WoW lacks by comparison is an equivalent to the codex (and to some extent customizability in gear) which is entirely meaningless given SW:TOR has got to be one of THE most barebones RP games I've ever played. FFS, we don't even have chat bubbles or sittable chairs, and considering this game is from Bioware I think what offends me the most on the RP standpoint is there's no Pazaak, let alone ANY kind of Star Wars Universe tabletop or card game. I want to roleplay as part of the game and as part of socializing. This game doesn't provide for RPers if the only RP you can make from it is treating SW:TOR like Second Life, a glorified 3D chat room. Of course, it doesn't help to get into the mood when every single quest treats me like the only person in the whole universe capable of doing anything.

     

    They dropped the ball for roleplayers right on our toes, picked it back up, then dropped it again before acting like it was all an accident. At least Blizzard had the courtesy to just throw the ball at us and then ignore us entirely with a nice note on it saying, "lol rp"

  2. Tech/Force attacks cannot be defended against, nor do they trigger shields, thus they always hit. ACs that rely heavily or entirely on Tech/Force seem to bare the brunt of most nerf requests and are perceived to be the most OP. By contrast, weapon damage reliant ACs are considered the most underpowered or underwhelming. Furthermore, by virtue of the mechanics of Tech/Force, tank specs in PvP are underperforming due to the nature of their many talents relying on or enhancing shielding and/or defending attacks. Are there any plans to revisit the combat system and address issues like these?
  3. "Some players don't want to use their Force powers while playing their Shadow characters."

     

    This is the word for word response I got from a GM when I filed a ticket on the issue. I almost fell out of my chair.

     

    I recently submitted a bug regarding crew skills. I explicitly mention that I have a max deployable of 5, yet randomly I can only send 4, sometimes only 3, ever since my class story made a companion unavailable despite being able to summon the bugged companion and have them sell trash. In the response I got, I was told my max deployable was only 4... I'm level 50, you retard <_<

     

    I don't think most of their CSRs play this game.

  4. I'd simply suggest that carrying the ball caps your speed so speed buffs don't work, greys out any jump moves you have so you cannot leap to enemies/friendlies, and no one can friendly pull you.

     

    If the ball dropped when you speed buffed or did a leap/pull there'd never be a touchdown. Just cap movement speed, grey out leap/pull abilities for the ball carrier, and make the ball carrier immune to friendly leaps/pulls.

  5. I agree with you, DOT's shouldn't stop caping imo.

    However being able to OOC heal straight after killing a guy while you still have his dots on you is just BS.

     

    Like i have already explained in this thread a few times, the DOT is his damage ... so unless you can dispel or use a medpac then the DOT should run its course.

    If it kills you then so be it.

     

    What OP is asking for (this is an example), is to kill a guy with a 5k hit (frontloaded) and then immediately OOC heal the other guys 5k Hit (backloaded).

     

    If I'm out of combat, and I use my recovery ability, it shouldn't be interrupted. It's an extremely retarded mechanic. Quite frankly, the recovery ability should just wipe your debuffs and dots away completely. I'm out of combat. I should be safe to recover.

  6. I propose the following changes and offer the following reasoning:

     

    Force/Tech attacks a.k.a. "Yellow" damage

    • Force/Tech attacks now trigger shields and can have damage absorbed
    • They are now affected by the Defense stat and can be "resisted", reducing damage done BY the defense stat. 10% defense resists 10% of the damage with a 10% chance for a resist to occur.

     

    The reasoning:

    1. The majority of attacks made by most advanced classes are Force/Tech. These cannot miss, be dodged, be deflected, or trigger shields as they work currently.
    2. Numerous tank tree talents increase defense and/or shield chances, or rely on defending/shielding attacks for a variety of passives to trigger.
    3. Many defensive abilities do not affect Force/Tech, making them useless against most attacks.
    4. These three aspects of Force/Tech are a contributing factor to the many perceptions that certain classes are overpowered/underpowered and the lack of effectiveness of tank focus specs in PVP

     

    Alacrity, the cooldown/cast time/channel reducer

    • Alacrity should also increase energy regeneration
    • The amount of haste provided by Alacrity should be increased somewhat
    • The amount of energy generation should correlate with the amount of haste, such that a sniper (for example) might snipe five times before energy regeneration is reduced. Increasing alacrity should retain this level of regeneration with its ability haste such that 5 consecutive snipes always results in reduced energy regeneration.

    The reasoning:

    1. Alacrity currently is a subpar stat, benefiting only cast time and channel heavy classes. The energy regeneration will make it more valuable to more classes.
    2. As it is now, Alacrity is counter productive, because the increased speed of ability use requires a player to be more stringent with when to use abilities or they risk draining resources too quickly thus causing a break in flow and overall effectiveness.
    3. Because of Alacrity's counter productivity, other secondary stats are given much more value, when all should be valuable based on build and playstyle.

     

    Accuracy, the defense and miss reducer

    • Accuracy should also reduce shield chance for white, weapon damage attacks
    • Accuracy for weapon damage attacks also penetrates armor
    • Any additional accuracy over 90% should also reduce defense chance before reaching 100%, not after -OR- should slightly contribute to crit chance past 100% for weapon damage attacks
    • Accuracy for Force/Tech reduces how much damage is resisted and how much shields absorb at a 1-to-1 ratio and be able to effectively reduce resists and shield absorbs to 0.

     

    The reasoning:

    1. The few weapon damage focus ACs (particularly for the Sniper/Gunslinger AC) are perceived as underpowered in PvP in great part because they are affected by defense and shields.
    2. Accuracy needs to be a more viable stat for all ACs, especially given its current commonality in itemization even among Force/Tech heavy classes.
    3. Accuracy needs to be a competitive stat, much like Alacrity, as both are seen as worthless.
    4. With a buff to accuracy, players have more viable options in playstyle and builds.

  7. Seriously BioWare? Anyone has the potential to use the Force. Even the non-sensitive. I don't have any fancy quote anywhere. But somehow I feel this is appropriate. Do you want a pony?

     

    Irony being the quote this replied to about an Imperial Agent using Force Choke isn't exactly far-fetched. I think someone needs to play an Agent through Hoth and meet Ensign Temple.

  8. I don't get the point you are trying to make... I'm saying that if you put 4 hrs into PvP you have 4 hrs worth of PvP gear and vice versa... thats all... sounds like I was making nearly the same point you were... you should not be able to get 1 BiS set of gear for both just by doing one aspect of the game that will be usable in both aspects of the game... they are essentially separate games...

     

    I get that you want the old WoW style of any gear works for any content, but they went away from that because (A) it's boring, no differentiation between PvP and PvE gear is boring and (B) to allow separate progression paths to high end gear tailored for your playing style or needs, I.E., raid gear and PvP gear. Why should I be able to raid for the best PvP gear or PvE for the best raid gear? I don't get the reasoning... I have very limited playtimes and I'm all for the separation of PvP and PvE gears.

     

    No one's asking for PvE's BiS to be PvP's BiS or vice versa. No one's asking that I can get a BiS from PvP that is superior to anything in PvE or vice versa. We're asking that PvE gear be viable in PvP and PvP gear be viable in PvE. The Expertise stat pointlessly and arbitrarily splits the two primary forms of end game content, punishing those who enjoy both.

     

    Instead of a stat that only benefits one side, the differences should be in what stats are emphasized and in set bonuses. The set bonuses should be the primary benefit of being decked out in a PvE set when PvEing, and vice versa for PvP. It's the set bonuses that should be mutually exclusive, not some arbitrary stat. PVP set bonuses should be necessary to maintain an edge in high end, high competition, ranked warzones (or arena if they are introduced). PvE set bonuses should be necessary to complete the hardest raids and their hardest modes. However, I should still be able to take even my best PvE stuff into PvP and be competitive while I should still be able to take my best PvP stuff into PvE and be a raid asset.

     

    We want the two sides of endgame to be stop being mutually exclusive with purpose and value behind focusing on one or another without punishing those who like both.

  9. Warning: Common sense and logic will be applied to promote the MMO player's right to have fun "their" way instead of the dev's way will be applied.

     

    I was watching the SWTOR guild summit live stream today and was very troubled by the PVP lead Devs comments. Currently PVP tier 3 is as useful as PVE tier 2 minus set bonuses, so on and so forth.

     

    The lead Dev said "There will be a larger emphasis on expertise and War hero PVP gear will NOT be raid viable, we want to move away from that"....

     

     

    The first question that popped into my head was ... WHY?

     

    Especially when the player base is complaining over "lack of content"... WHY?

     

     

    You see and exclusive stat like Expertise makes the PVP elite melt fresh 50/PVE only players' faces... something they do not need because they have been honing their PVP skills, and do not need a gear based handicap.

     

     

    Furthermore, Exclusive stats effectively segment the game content and castrates the player's freedom.

     

    Case Study: 3 MMO players that live in MOM's basement and play 80 hours of SWTOR a day.

     

    1) PVE GUY - plays 80 hours a week doing PVE and has best in slot gear for PVE only, making him 35% more effective pressing the same 4 buttons in PVE only. This is a handicap a skilled, informed, well prepared raider does not need to be better than non skilled raiders. This player will never experience endgame PVP or he will loose his edge in endgame PVE in relation to his/her peers.

     

    2) PVP GUY - plays 80 hours a week doing PVP and has best in slot gear for PVP only, making him 35% more effective in PVP only (a handicap a good pvper does not need against PVE players and noob players). This player will never experience endgame PVE or he will loose his edge in endgame PVP in relation to his/her peers.

     

    3) I LIKE BOTH GUY - Plays 80 hours a week, 40 in PVE and 40 in PVP. He/she has no gear best in slot for either PVP or PVE... WHY?

     

     

    Fact: True ENDGAME requires lots of Expertise OR Lots of PVE stats, depending on which "part of the the game" the player finds MOST enjoyable...

     

     

    A Raid group will not take a player in War Hero tier 4 Gear

     

    An 8 player pre-made in a rated WZ will not take a player in tier 4 PVE gear (without BIOCHEM MAXED to boot but that is a different subject).

     

    So the player wanting to experience ALL OF THE GAMES CONTENT... is forced to play 160 hours per week to stay effective in either PVP or PVE...

     

    NOTE: PLAYER SKILL HAS 0% TO DO WITH ENDGAME PVP (Expertise spreadsheet) or ENDGAME PVE (max stat spreadsheet). 35% more effective related solely on EXCLUSIVE STAT GEAR is 35% more effective.

     

     

    The two camps:

     

    CAMP PVE: "PVE takes more skill because it takes co-ordination and skill to down an endgame boss, PVP players can just leach valor/comms all day which takes 0 skill."

     

    CAMP PVP: "PVE takes no skill when all you have to do is farm instances, watch a you tube clip, and google a 4 button rotation... the rotation never changes, the fight never changes..."

     

     

    THE FACT: Both camp PVE and PVP are EXACTLY ALIKE ... and have been CONNED AND CONDITIONED into a Red Herring argument.

     

    BOTH PVP AND PVE PLAYERS ARE ALIKE IN THE FOLLOWING WAYS:

     

    1) Want skill to be a determining factor of character progression and gear progression

     

    2) Believe mindless farming in PVP WZ, or as the 8th/16th slot in guild with a raid on farm mode REQUIRES LITTLE TO NO SKILL.

     

    3) Believes elite gear should be for elite players (Top 5% of raiders...AND Top 5% of rated PVPers)... honestly what is more elite and fair than that?

     

    4) Would have more fun in PVP/PVE if it was more readily accessable (Threads full of people crying about the expertise handicap in PVP WZ), and plenty of people will be crying (like me) about how Tier 4/5/6/7 PVP gear is completely worthless in PVE and cannot participate and will never step foot in an endgame raid (whats the point? more grinding for something I only enjoy as a change of pace).

     

    THE EXCLUSIVE STATS SPLIT THE GAME IN TWO...

     

     

    EVERY ELITE PVP PLAYER CAN ONLY ADVANCE DOING PVP CONTENT

     

    EVERY ELITE PVE PLAYER CAN ONLY ADVANCE DOING PVE CONTENT

     

    ANY SKILLED PLAYER NOT DOING ONLY PVP OR PVE WILL NOT BE "GOOD ENOUGH" FOR EITHER

     

     

     

    SO, BIOWARE, WE ARE BEGGING YOU ....

     

    Let tier 3/4/5/6/7 be tier 3/4/5/6/7 and obtainable in different yet EQUALLY ELITE WAYS (perhaps cosmetic differences would be smart).

     

    There is no fun in ONLY being able to PVP without doubling the grind or ONLY being able to PVE without doubling the grind.

     

    LET THE PLAYERS CHOOSE HOW TO HAVE FUN WHEN THEY LOG ON FOR THE DAY... NOT STATS MADE UP BY DEVS TO EXCLUDE HALF THE POPULATION FROM THE OTHER HALF OF THE GAME!

     

    Ironically, Gear progression is MUCH, MUCH more rewarding when that UBER PVE drop can melt faces in PVP, and that UBER PVP reward for being in the top 5% of all PVPers can help down a raid boss... and MOST IMPORTANTLY....

     

    GASP

     

    It gives the players more accessable content minus the banal and pointless grind. Not everyone wants to PVP 100% of the the time, and not everyone wants to PVE 100% of the time. The game is more fun when DEVS, and their made-up EXCLUSIVE gear stats, are not telling all the players how to play and advance their characters, by separating instead of making gear progression truely massive and multiplayer. DONT LOOK US IN THE EYES AND TELL US THAT REAL FUN IS: ... gear grinding TWO TIMES > skill at ALL TIMES.

     

    Furthermore, THE ONLY PEOPLE WHO COULD POSSIBLY QQ ....ARE.... you guessed it

     

    ONLY PVPers

    or

    ONLY PVErs

     

    Exclusive PVP players or Exclusive PVE players... and a PVE only player should not dictate how a PVP player should obtain his/her tier 4 gear and a PVP player should not be able to dictate how a PVE only should obtain his/her tier 4 gear... because their opinion about the other half of the game they do not play, really does not matter, because they do not play that part or are affected by that part of the game at all!!!

     

    GET RID OF EXCLUSIVE STATS BECAUSE EXCLUSIVE PLAYERS DO NOT NEED EXCLUSIVE STATS TO BE MORE SKILLED IN PVP OR PVE.

     

     

    The kicker in all this is...

     

    ENDGAME RATED WZ: Expertise will be about the same in all top rated teams among their players, making the handicap effectively 0... as in fresh 50 vs fresh 50.

     

    ENDGAME RAIDS: Same players in same gear, pressing same 4 buttons, watching same youtube "how to" videos... will all have that 35% raid handicap, making them all the same...

     

     

    Therefore, EXCLUSIVE STATS DO NOTHING EXCEPT PREVENT the other half of the population from enjoying the other half of the game.

     

     

    Seriously, Stop Copying WoW's model or there will be no difference, no choice, no alternative... just reskinned POOP.,, and forum epeen stroking of PVP>pVE no no no PVE>PVP...

     

    How bet letting the players decide both in RAID and in WZ who is skilled enough to group with and who is just a baddie... NOT THE EXCLUSIVE STATS.... notice by making the tiers the same (except perhaps cosmetic differences)... PLAYER SKILL is the determining factor in equally time dedicated players, not a Devs spreadsheet and Commandment of how a PVP player will have fun but ONLY in PVP, and a PVE player will have fun but ONLY in PVE.

     

    Seriously let Tier 4 = Tier 4, and keep it exclusive to bleeding edge Raiders AND PVPers... or Mix and Match if the player is skilled and enjoys BOTH PVP and PVE.

     

    Staying in the WoW box does nothing productive... for anyone. Because players who enjoy that style and progression will go play WoW.

     

    Bioware, Grow a Pair.

     

    Heck if you want separate gear grinds... How bout giving both PVP and PVE players multiple flavors of tiered gear, like 3 sets of tier 4 gear PER CLASS... that is SPEC specific (like healing or lightning or melee DPS set bonuses) that helps players fulfill IN GAME ROLES in PVP and PVE instead of the EXCLUSIVE STAT GARBAGE that limit plaerys to PVP or PVE...

     

    BIOWARE: you are doing duel specs, so why not spec specific and multiple same tier gear sets , that even hybrids specs can mix and match...via set bonuses that are tree specific?

     

    ^^^^

    That idea will stretch content out even more while allowing characters to progress both vertically and laterally IN MULTIPLE WAYS, WHILE EXPERIENCING MORE CONTENT (Or not if they choose) instead of limiting content, stretching out grinds with Exclusive Stats, and choosing to TELL PLAYERS HOW TO PROGRESS OR HOW TO HAVE FUN WHILE ADVANCING THEIR CHARACTER solely through PVP for PVP or solely through PVE for PVE... or even telling PVP players they must PVE or PVE players they must PVP.

     

     

    /Signed

     

    Everyone who has L2P their class in all situations...which, by definition, is true skill and mastery.

     

     

    P.S. Crafters wanting to craft tiered gear... I would love to champion crafting tiered gear as well, but gold farmers turn that into a 3rd party cash shop where everyone looses, and an in game cash shop is not a proven business model mixed with a subscription... yes even BOP unless the mat drops themselves are on mobs/nodes, BOP, and have really really tiny proc rates with all required mats also being BOP as well as the crafted item being BOP... I would see no problem with that personally because it would be a closed system, and a top 5% asian style mat farmer deserves a few tiered epics imho... anyone who disagrees should go max level a gathering character in FF14 and then chime in... some people really enjoy that, I think its beyond nuts, but most dont respect that playstyle because they would find gouging out their own eyes about 1/4th the way through a grind like that more appealing and fun... but who the hell are we OR THE DEVS to tell us... "wait, wait, I know you just did what 5% of the player base could not or would not do.... but son, epic tiers are only for PVE players of varying skill depending on guild farm status, and pvp warzone farmers with /t played epic tiers crippled by resiliance cough expertise"...

     

    IS THIS NOT MORE OF A SANDBOX CONCEPT PEOPLE ARE CRAVING IN THE CORNER OF THE MUCH BASHED THEME PARK PROGRESSION AND DESIGN?

     

    PLEASE

    DO NOT TURN THIS INTO A PVE>PVP or PVP>PVE conversation... the TOP 5% (or whatever) in rated PVP or PVE are both elite players... and the whole conversation will become off topic bashing. TY

     

    I'm quoting this entire post because it's mother *********** true. I want to PvE AND PvP, and I shouldn't be punished for it.

     

    DOWN WITH EXPERTISE!

  10. There is absolutely zero logic behind PVP stats. I wish Expertise would be gotten rid off and for PVP sets to have stats and bonuses suited towards PVP. I'd like to be able to get into the raid game without needing to start from the beginning of an arbitrarily separate treadmill.

     

    PVP gear is good. PVP stats are bad.

  11. You're not seeing expertise 'from both sides of the fence' until you get farmed by groups of players in max level raid gear in a game that has no expertise-like stat.

     

    You can't understand expertise without talking about PvE. Gear progression exists in PvE, therefore PvE gear can become the best choice even for PvP if no additional measures are in place.

     

    Common attempts to deal with this: limit/remove gear progression entirely from all aspects of the game, restrict which gear sets can be used where, or introduce a mechanic like expertise.

     

    Expertise is kind of stupid, yes; but simply removing/nerfing it while doing nothing else will create even worse problems.

     

    Bold emphasis mine. How about gear that is comparable in stats for PvE AND for PvP, and drop Expertise entirely? The problem is in the stat. Having gear progression for PvP is perfectly fine. They should just be designed, in particular the set bonuses, around the game aspect they're intended for. People who didn't or couldn't raid in MMOs where PvP systems were being introduced were at an unfair disadvantage because there was no gear for them to use to compete with players who also raided. PvP gear was a great answer. The PvP stat, however, only turned the problem on its head and introduced a slew of others.

     

    PvP stats are horrible ideas. Skill should always have a chance to trump gear, but this stat makes such a thing impossible. It unfairly punishes players who are unlucky or focused the PvE game till max level.

  12. I think the problem is that you're "assuming" that skill will be trumped because of this, despite the fact that tons of people have stated the contrary.

     

    Skill isn't trumped by gear. It never is. There's a (brief) disadvantage, but really good players will beat you no matter what you're wearing. Good players will at least be competitive.

     

    That skill is trumped by gear is a myth often spread by people who take losing too personally.

     

    I've never seen someone post on a forum that isn't a "good player". Somewhere down the line, SOMEBODY's gotta be wrong.

     

    I'm not saying I'm the awesome player. But there was no unstoppable gear gap when I (and many others) hit 50. I actually think I'm a pretty average PVPer, not amazing, not terrible.

     

    You just missed my point entirely. Gear disparity is one thing. Disparity of a PVP stat is entirely another. I fully expect that someone in better gear has an advantage over me. The problem is that his gear not only is superior but he has an artificial buff giving him more damage than normal and takes less damage than normal because of the PvP stat. Skill can only trump so much gear in games like this. Expertise is a completely unfair stat for those who lack it because it's an arbitrary and unnecessary second advantage. Gear should make a difference, but skill should matter the most, and it's not only unfair but flat out stupid if I can consistently outplay some players yet consistently lose because they have Expertise and I don't.

     

    And as I had pointed out, it's not so much that Expertise even exists, it's that in order to have a competitive level of Expertise, you either needed to dedicate a lot of the leveling process to getting a bag and 1k/1k OR suffer through warzones where you've gone from powerful and effective to weak and worthless until you finally catch up. I'm topping kills, damage, and objective points with my level 14 Marauder. I'm effective and strong from an extremely early moment in the 10-49 bracket. In the 50 bracket, if I don't have something like 300 expertise minimum, I'm nothing but a drag on my team and a free kill for the other. I should not be forced into grinding for expertise just to become competitive in the 50 bracket when I can be a force to be reckoned with the moment I hit fleet for the 10-49.

     

    Suffice it to say, a PvP stat is a horrible idea in every game it's implemented in, and needs to be discarded badly.

  13. I love how much of this thread derailed into a lot about what the OP never even was talking about. So many people here have missed the point entirely.

     

    The key problem with Expertise is that it trumps skill. Unless you can match that stat against your opponent and neutralize the bonuses it provides, even if you are a significantly better player they are going to destroy you. PvP stats have been a terrible idea since their inception. Not PvP gear, but the stat in particular that only factors into fights between players. The stat disparity then, in most cases unless you're a geared raider, only exacerbates the problem. Stat disparity between a fresh 50 and a geared 50 is one thing. It's not only expected but the foundation behind gear progression design. A PvP stat is entirely another.

     

    Now, I am a PvPer, but my sniper will be my first character to ding 50 yet only has one bag and nowhere near 1k/1k at level 49. Some of my alts are going to be in a much better situation, though, because I'm mixing in more PvP and focusing more on just doing class quests with them. But, my sniper, being my first character, has rather purposefully done a lot more PvE to experience that part of the game. Why should I, just because I may have focused more PvE over PvP for a character, be at a tremendous disadvantage the moment I ding 50? Why should ANY player, just because they leveled to max on PvE, be FORCED to slog through a couple hundred warzones of being completely worthless and being utterly destroyed by almost every other player just to become competitive? Why shouldn't I be able to eek out the best non-raid stuff I possibly can for myself and be competitive? Why is it that my personal leveling choice to reach max mean the difference between fun PvP and being ostracized by my team?

     

    PVP gear needs to lose Expertise and its stats/bonuses normalized to be more in line with raid gear. A change like that would only anger the selfish jerks who think they deserve more than other people for no other reason than because they want to have more than other people. It would, however, open up both sides of the game to all players without this pointless and arbitrary wall between them and would stop punishing players who didn't ding 50 with a bag and 1k/1k comms just because they didn't feel like leveling only on warzones for that character. I'd like to use my sawbones scoundrel in PvP some day but I've been leveling him only PvE to play with friends. I'll not even be valor 10 by time I ding 50 at this rate. Why should I be punished because of that, especially when I'm a good player? Why should my skill be trumped by your PvP stat just because I dinged 50 in the PvE game?

  14. Alacrity only needs to increase energy regen for classes that'd use it at a rate consistent with the increased energy usage. If it takes me 5 1.5 sec snipes to go under full energy regeneration, for example, it should then take me 5 1.2 sec snipes to reduce my regeneration rate. That's all alacrity needs: Increased regeneration.
  15. Making everything affected by tanking stats is a terrible idea. It would make tanks unkillable in pvp. It also makes no difference if you reduce a tank's damage, because their damage is already **** to begin with.

     

    What will happen is you will have unkillable ball carriers and turret/door defenders. IGNORE TANK you say, but hey guess what, the tank just taunted the whole group so you do 30% less damage. And with talents my guardian's aoe taunt is on 30 sec CD. Plus the tank can guard your FF target.

     

    Nope, there needs to be a type of damage to kill tanks.

     

    The best suggestion I read so far is actually the guy who said to recatagorize many skills so they aren't tech. For example, grav/tracer should be ranged.

     

    Thing is, this would add in much more depth to the game. I'd rather they not arbitrarily re-categorize certain tech/force into weapon damage because the big thing about many of them is that they clearly do not use the weapon itself but a tool or power. What I think needs to happen is that they are at the very least shieldable because one of the other big drawbacks of a tank spec is that a lot of talents rely on the shield proccing or only affect shields.

     

    The damage that goes through all mitigation should be internal/elemental and DoTs. Those should be what most reliably destroys a tank. Tank specs are too weak as is, they do NOT have survivability, and THAT should be their threat. They can live. They can use taunt debuffs. They can harass. They can guard someone. They can get in your face and force you to deal with them. As it is now, they just die far too quickly, and it's just as unfair for the weapon damage AC's that they are pointlessly made weak against half the classes in the game (such as my Sniper, keep in mind this thread's as much about those sorts of classes as they are about tanks) whereas mister Sage/Sorc over here demolishes everything consistently because he doesn't use a single weapon skill.

  16. Problem with that if they were blockable then tanks would rule even more tbh, You wouldnt be able to take down a tank if it was possible to block parry all attacks but yea some more attacks maybe would need to be blockable but all just no. Tanks already benefit from the tank stance with increased ele/internal dmg reduction etc etc and to add a shielding effect to all attacks would just be to much or well atleast thats my opinion

     

    I really think force/tech should at LEAST be shieldable. I'd be perfectly fine with a 15% all damage reduction while in tank stance when attacking another player as a balancing act. Still, the shadow/assassin is not nearly as shield based as vanguard/PT, they're defense based, so that's another factor as far as tanks are concerned. Don't know about guardian/jugg.

  17. There is plenty that can be argued one way or another as to what classes are overpowered (or underpowered), or what classes are too easy (or too hard), or what classes have too much utility (or too little). One thing, however, that has greatly contributed to the many threads crying foul about the classes they love or the classes they hate are the mechanics behind Force/Tech attacks, the yellow damage attacks as opposed to white (weapon) damage.

     

    Force/Tech attacks...

    • Cannot miss
    • Cannot be deflected
    • Cannot be dodged
    • Do not trigger shields

     

    These four major aspects of force/tech attacks has been, or certainly seems to have been, a major contributing factor to the perceptions of overpowered and underpowered for a variety of classes. I can most certainly attest that it feels like the sage/sorc can pump out higher and more consistent damage than I can with my Marksman Sniper and it's not just because of how their attacks function but because all of my attacks are subject to defenses. It also feels like my tank-spec Vanguard is underperforming in PvP because some of my talents rely on shields being triggered while others only benefit shielding itself, yet these instances are uncommon due to the focus most AC's have force/tech damage. Finally, and I can't say this reliably (but it goes to show how force/tech mechanics lead to such perception), it seems like they aren't mitigated properly if at all by armor rating.

     

    Now, don't get me wrong, I'm by no means saying my sniper is crap when I've had plenty of good moments where every attack hits and I get consistent crits and my target dies before they notice and then lead both teams on damage and kills. I've topped damage, protection and medals in the same match on many occasions with my vanguard. The fact still remains, however, that the few white-damage reliant AC's/trees are commonly ridiculed as underpowered and their attacks being defended and shielded is probably the most noted issue these players have. The fact still remains that scoundrel/operative was heavily nerfed and perhaps more than they should have been yet their most powerful attacks are all tech. The fact still remains that Sage/Sorc is seen as a Jack-of-all-trades class yet master of all that pumps out a lot of consistent damage without slowing down. The fact still remains that I have often felt just as squishy on my vanguard as I have on my sniper and many people have professed dismay with tank AC's and tank specs in PvP (and I think most would agree vanguard/powertech is still mostly better off than the jedi/sith tanks).

     

    So, I ask you all, should force/tech mechanics be changed or reworked somehow? If they could be shielded or deflected and otherwise more reliably mitigated, would they be easier to balance? Would sage/sorc become less perceived as an overpowered class? Should tanks benefit the most out of any changes, more specifically should they be able to shield force/tech? Would another defense/mitigation stat be the answer? Should force/tech even provide a major advantage over weapon attacks? Should force/tech mechanics be changed at all?

  18. This thread is entirely wrong on numerous points. The problem isn't ranged/caster classes, the problem is force/tech attacks, the ones that cause yellow damage as opposed to white. As a marksman sniper, I can attest to numerous misses, dodges, deflects, and shieldings of all of my attacks because they're ALL white. Meanwhile, my Vanguard is almost entirely reliant on tech attacks, and they always hit no matter what.

     

    Force/tech attacks never miss and cannot be defended against or shielded. THIS is the problem. Not only is this a contributing factor to the perception of sorc/sage being OP (and really why lots of other ACs are, as well), it's also a problem for tank specs in PvP. Much of your mitigation essentially ignored (especially by sorc/sage because of the internal/elemental damage) and you also have many talents that provide defense bonuses, damage bonuses, improved resource management, and more that rely on either defending or shielding attacks, thus they are nullified almost completely.

  19. Shields definitely need to trigger for direct damage tech/force attacks. Defense is already useless enough. The real problem isn't so much that force/tech cannot be defended or shielded but that most attacks for most AC trees are force/tech leaving tank specs as subpar damage dealers. I've got a MM Sniper. I have to know who to target and how to prioritize because all of my abilities are weapon damage, which can miss, be defended, and be shielded, but it also means that against the targets I SHOULD go for I'm still at a big disadvantage over, say, an engineer or a lethality sniper or an operative.

     

    Now, don't get me wrong, I'm a very effective player with my shielding spec Vanguard in PvP, but I tend to die just as fast as my sniper does who also has more damage and more defensive cooldowns and benefits as well as more CC.

     

    Direct damage force/tech definitely need to be shieldable and I think the tank stance for the ACs that have one should offer extra protection (at least with DD attacks) against force/tech. I'd be ok with, say, a 15% damage reduction against players while active so long as my heavy armor and defensive talents mean something against yellow damage. There's also the fact that many talents of ours rely on dodges/deflects and shields going off. These talents need to work when attacked with force/tech, too.

  20. Most abilities of most AC's are considered tech/force, or "yellow", damage, meaning that they cannot miss, cannot be dodged, and cannot be shielded. This also leads to the notable perception that AC's that use mostly standard "white" damage attacks, such as the Marksman Sniper, suffer problems, mostly in PvP. This also leads to the perception that tanks in PvP aren't nearly as effective as they should be since their mitigation and many talents are diminished to near uselessness since most attacks cannot be dodged, deflected, or shielded in PvP. Are there any plans to address this? Will tech/force attacks be given new mechanics to defend against them?
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