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ShadoutMapes

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Everything posted by ShadoutMapes

  1. They should add a requirement of +1 wins to the daily every time you left
  2. Sadly true. I never solo queue. It is just so pointless to get into a game where nobody on your team is even worth healing, because the difference between them being alive or dead is minuscule. You can't do much on your own then. Even worse for operatives because of their low utility. At least sorcs can try to drag their teammates around Tbh, sorc and merc healers are fine - while operative healing seems like it could use a buff. The reason people complain about healers is because apparently lots and lots of dpsers have issues with actually doing damage, and interrupting healers/CC while doing so. I cry inside every time my tank teammate in PvP out-damages the dps'ers :/ Not because he does good dps, or even tries to dps half of the time. But apparently the dps'ers doesn't try much either. Every so often you meet a good dps'er though, so its clearly not a balance issue. As a healer, and i bet this is true for all healers, you can also feel a big difference between those who understand how to stop you and those who doesn't. One moment you can have 3 bad dps'ers on you and have no issues outhealing them, the next moment a good dps'er can nearly lock you out of the fight alone because of his perfectly timed burst dmg and interrupts. This is regardless of their classes.
  3. Ilum might very well be some of the worst PvP ever, but I think Bioware has created a pretty interesting warzone with Hutball (note: I by far prefer instanced pvp over world pvp in general). Sure there are both issues with the warzone itself and tons of issues with the game in general (ability delay etc), but the concept and flow of the combat is neat, and I would love to see hutball in various other warzone environments. Far from the worst, but plenty of room for improvements obviously.
  4. If you need 4 dps'ers to get 700k dmg combined in a long match then you got bad dps'ers. It is that simple. (also the 4 dps'ers can't have done much to stop the healer in that theoretical fight) A sorc healer certainly can go OOM (OOF?), their resource is just quite different from for example a trooper or operative. in some cases for the better, in other cases for the worse, depending on the situatuion. You seem to have very little idea of the class. That seems to happen both ways tbh And is just the general issue of supposed instant abilities not being instant.
  5. I agree. It doesn't seem to be a problem only with dps sorcs. In general classes with both healing and dps seems to still have pretty good heals even if they spec dps, and might even have too much dmg even if they spec healing. Maybe have some sort of healing debuff if you have spent 15+ points in a dps tree and vice versa. Or whatever else could work. The same might really be true for tank/dps hybrids as well, where they can currently both guard and dps reasonably well no matter if they are dps or tank specced. In general hybrid classes seems to be able to do both of their possible jobs a little too well at the same time. Regarding sorcs presumed OP'ness: I'm a healing sorc myself. And as such I'm not the right person to argue for or against my class balance, but one thing to remember is that there seems to be a huge difference in how well dps'ers perform in PvP no matter their class and their gear. Some dpsers are able to take me down pretty fast, while I could probably outheal other dpsers all day long if I wanted to - even if theya re decently geared. One would assume it comes down to you know... skill - or just understanding of your class and the best strategies used in a given warzone scenario, teamwork etc. My point being; in many cases where people complain they cant kill X, try look at yourself and your team. It might be you who are doing it wrong. Not saying it is always the case, but sometimes it really is. P.S. Obviously it also comes down to Warzone design in some cases. Hutball is rather friendly toward ranged. it could be interesting with a Hutball warzone with a different design (I love hutball, go figure )
  6. Ive got tokens from maybe 40% of my bags. Nearly one every day since the patch. While a guild mate has got from less than 10% of his bags in the same time. While it is nice to be lucky, it's a damn terrible system. I guess the only good aspect is that the gear upgrades are so small that it doesn't matter a whole lot if you get them or not.
  7. Losing suck, winning rocks. Do we need any other reasons.
  8. Exploiting comes in varying degrees. Some exploits are so obviously wrong that they should result in a ban. When there can be no doubt what you did was clearly unintended and exploitive. Other exploits are less obvious and should not result in a ban, due to people either using it without fully realizing what it is or te game somewhat leading them to use it due to the gameplay mechanisms. As crappy as the spawncamp farming is, Bioware had not even tried to keep it from happening it seems (as those turrets weren't exactly good at their job), and on many servers it was the only way for thousands of players to do their daily quests, even if they weren't trying to gain any valor or ruin the game for the opposite faction. However just because this is a very mild exploit in the grand scheme of things, the consequences of the exploit is still somewhat huge, and what matters is that Bioware reduces the consequences (the valor gained), rather than penalize people. Also to show the players if Bioware are capable of handling a situation like this. Other exploits are bound to pop up over and over in years to come. Might as well get started on handling them from day 1.
  9. People who afk through Warzones should be banned anyway, and thus not get any valor. And uhm Battlemaster bags.
  10. Full server rollback would be bad, penalizing the huge amount of players who presumably didn't do anything wrong. Maybe look at all character and whoever gained more than say 50000* valor today loses all valor above that number. *Or whatever is a reasonable number to gain from normal dedicated pvp in a day. Even better if Bioware can track where your valor is gained from, but I'm not convinced they can do that. Beside, I'm sure many people simply passed by Ilum today, doing their daily/weekly quest while getting a small amount of valor. No reason those people should be affected by Biowares response. Tbh, Bioware needs to show they can handle such exploits on a case by case basis, even if a full server rollback is the 'easy solution' for them. In any case Bioware has to do something.
  11. Agreed. Some specs are also more dependent on their companions than others for 'soloing', even if that happens to be in pvp, and for end-game it might very well be the only usage companions have (other than crafting, which hardly counts).
  12. Some of those medals could hurt as well, if people blindly focus on getting them - which they sadly will. You will have people who stand around waiting for the enemy to try capping the door so they can interrupt, rather than just stopping them from even reaching the door. You will have people who refuse to pass the ball, so they can get their medal etc. More objective based medals is a nice thing though, but maybe they should be 'clustered' together to allow people multiple ways to one objective medal, so it wont encourage people to 'game the system' more than it is already happening. Such as one medal which can be earned either by scoring in hutball, healing the carrier, killing people around the carrier or guarding the carrier - if the carrier then manages to score - instead of having a medal for each of those which would lead to everyone trying to get as many as possible of these even if it harmed the team overall. Most of the changes Bioware is mentioning sounds nice though, but tbh, why not just allow same-faction PVP in Voidstar and Alderan? I realize it doesn't make sense in terms of the story in there, but in the end gameplay has to overrule the story. That way we could also avoid letting people choose which warzone to sign for, which will only split up the potential pool of players to create a warzone from, and create longer queues as I see it. Edit: Also good job on Hutball, I like it! Sure it needs some adjusting in terms of CC immunity and various class balances, but that is a general issue rather than something inherently wrong with Hutball imo.
  13. The problem isn't really the length or the time it takes by itself - 1 hour seems reasonable tbh. Its more that its kinda tedious to kill all the trash, which offers very little challenge anyway. I had rather have a shorter and less tedious instance tbh. Of course a long instance which manage not to become dull and mindless is nice, but it is also harder to make those - and none of the instances so far really excel there so far (imo) after the first time where you don't have the story itself to carry you forward anymore.
  14. I'm not sure its bugged, nor sure that it isn't. The damage seemed very random sometimes. One try it was easy to heal, next try the damage was insane, while doing the exact same strategy in both. It seemed like people sometime took the same hit twice instantly (the aoe) for no apparent reason - which might be a bug, or just a mechanism we never figured out. In any case it's doable, but definitely one of the more challenging hardmode fights I've tried so far.
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