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dannythefool

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Everything posted by dannythefool

  1. It's actually not copying SWTOR, it's doing something that SWTOR should be doing but isn't. Rift already has bracketed battlegrounds in ten level increments. Bringing stats up to those of level 50 characters is way less interesting in Rift. What they're instead doing is boosting stats including valor (Rift's version of expertise) to the level they would have with reasonable PVP equipment. And you only get that boost as long as you're below PVP rank 13 because by then you can buy a PVP set.
  2. Ich begegne ja höchstens der Spiegelklasse... und meistens denk ich dann "oh prima endlich mal einer der auch eher Melee ist, den gönn ich mir jetzt" ;-)
  3. Don't tell anyone I told you, but you can get the 2.5k Heal reliably if you know your way around Tatooine and Hoth... Which really makes the situation even more annoying for healers. But I suppose eventually they'll find all the heal items that still count against warzone healing...
  4. Just a side note here, you can still play DAoC, the new player experience is a little smoother these days so you can even get into max level rvr quickly. It's basically made by the same company, so you can see the kind of experience they could have chosen not to ignore.
  5. You can get roughly ~100-150 expertise. I'm not sure how much that helps tbh but people are screaming that starting at "zero expertise" is the entire problem. I don't think it is, but if you do, then you can start at at least 100.
  6. dannythefool

    nerf friends!

    Meh if I wanted friends I wouldn't look for them in a video game
  7. Well, if he could bring himself to roll republic, he wouldn't have 98% huttball...
  8. Yes, time has value. In the context of a game, you would want to maximize the amount of fun you get for a certain, usually capped amount of time you can spend on it. If you have to spend either money or time on just getting into a position where the game is fun, you're probably not maximizing your ROI properly and should instead be playing a game that is fun at all times.
  9. As a matter of fact, it's harder to get than the Champion set, which is also better than the Centurion set... If we could buy Centurion gear for warzone commendations before hitting 50, a large part of the gear disparity issue would go away...
  10. While I'd still prefer no gear spiral at 50 in pvp, they could basically just go and make it possible to buy Centurion gear for warzone comms before we hit 50. The way it is now it takes, what, 100+ champion bags to buy a Centurion set, which is weaker than the Champion set you will also get in the process...
  11. And that is the real problem... Some of the Marauder's strengths are a cheap instant slow, a 4s interrupt that is on 6s cooldown if talented, leap can be another interrupt every 12s if talented, force choke interrupts, a defensive cd that builds rage, an instant riposte that reduces the cd of one defensive ability, a defensive that makes you immune for 4s every 45s if talented, another defensive that makes you 99% immune for 5s, another one that boosts defense by 50% and reduces force/tech damage taken by 25% for 12s, another one that reduces an opponent's accuracy by 90% and so on. If you don't have any of that stuff on keybinds you're just not going to get anywhere as a Marauder.
  12. The opposition doesn't really bother with logic much. Even when they do, there are good reasons to try and push for a third turret if you have the upper hand. Almost every single time I solo guard a turret, at least one or two guys try their luck against me. (And while that does often get me the assassin medal, that's hardly medal farming... I would get it in the zerg as well. The targets for getting an assassin medal are easily identified by their green glow... sigh) Also, generally when one side is about to lose a turret and knows it, they'll rush the other before you are actually free to leave the one you're capturing. I've been in matches where the opposition always focused on one turret only and left their other turret unguarded. We've won every single one of those as far as I can remember by just capping that as soon as they left. We may not have been able to defend them forever but it doesn't matter which two turrets you hold... It seems like you really haven't played this warzone a lot.
  13. I'm all in favour of a pvp system with no direct rewards. I mean I play EVE, PVP battles there have a good chance of you losing equipment or money even when you win, but in the long run your alliance/corporation will benefit from it and may even re-imburse you and/or pay you. It doesn't have to be no rewards at all, PVP for fun only, to be independent of a gear spiral. Funny enough people over in EVE also don't really cry about other players having expensive modules on their ships. May have to do something with the ability to shoot them down in a coordinated effort and take those modules for yourself though
  14. Actually the way that translates to SWTOR is one gladiator who trained 10 days, powerleveled to 50 and got his first few pieces of champion gear (after 10 days you potentially completed two weeklies and several dailies). The other actually played the game for 50 levels, but even if he didn't do anything but PVP, he would have no gear to show for it. However, the other player with ten days of training gets a mechanical advantage. Comparing gear grind to training, or working for your victories, IMHO just shows that you don't fully grasp how the system works. In a perfect world you would maybe train for six months and then be better, by way of your skill and experience you acquired during these six months, than someone else who just did it for ten days. In SWTOR and MMOs with similar systems, instead you find yourself on a pre-destined path to greatness, you don't actually have to train, you just have to sit through a specific amount of time, and then you get a mechanical advantage over players who did not do that yet. The system is making you feel like you got better, when in reality you didn't, because you're winning with help from a mechanical advantage and not skill or experience you acquired through training. And everybody gets the exact same canned experience completely regardless of actual skill, experience, or effort. This is what people complain about. Half these complaints aren't even about having the disadvantage. Having the mechanical advantage is just about as bad because you can't honestly look at your face in the mirror and say to yourself that actually got better at the game. You win more often, but you know it's because you have an advantage that solely comes from spent time, not actual effort you put in.
  15. I use just about 20 on my Sentinel in almost every fight, unless it's over too quickly of course.
  16. While that would make a lot of sense, they have actually said that it's working as intended... there are tons of threads about this here...
  17. Das sollte definitiv kommen damit man als Heiler wenigstens die Kills-Medaillen kriegt. Der Heiler kann ja schließlich seine Zeit auch damit verbringen, alles was rot ist und in Reichweite kommt zu taggen... aber das nützt halt niemandem was...
  18. Yeah, the main problem right now seems to be that it's perceived as a 1 button spam class because a) tracer missile already does so much damage that in group pvp, the target may very well die before you get out your 3/5 tracer missiles for the buff/debuff and b) if you switch targets, which also happens a lot in group pvp, you have to start again.
  19. It's mostly not shift or alt anything. I don't think I can hit alt with my pinky if I'm supposed to be moving around. You don't really need that many keys for movement though, especially not when you don't need the mouse for clicking, so you can rebind keys around W that you don't really need to trigger skills without modifiers. You also may or may not have some mouse buttons that you don't need.
  20. I've had this happen to me as well... I suspect it's related to a scoundrel/operative knocking you on the face right as you die anyway. I also regularly find myself back at spawn with buffs/debuffs still on me so there are some other bugs as well there that are just not as annoying.
  21. This It's one thing if PVP gives PVE or crafting rewards but if I wanted to PVE I'd reroll on a PVE server and go to dungeons and stuff and whatever it is that PVE'ers do.
  22. Meh, I've scored in Huttball or significantly contributed to scores just by using my awesome OP skill that lets me look at the playing field and figure out where's a good place to stand in... Come to think of it that's what's usually winning matches...
  23. Learn your class, take a good hard look at your skill trees, if you find you can't survive a straight up fight then try to get utility skills instead and be generally helpful towards winning the match. For example, a Sentinel can use DoTs to prevent people from capping for a while, you can root and stun and slow, try to use these abilities in situations where they're useful to the team overall and not just to get one random enemy down because he happened to be closest. As a Gunslinger, try to find out what the best positions for you are in the different warzones. In Huttball that'll not work very well in random groups due to the map design, but Civil War has some points around the middle turret that are hard to get to and make good sniping positions (keep in mind that cover also prevents people from jumping to you etc.). Even in Void Star you have the advantage over melee classes guarding a door because they don't want to run away. If they do however run away, just play bait and lure them away as far as possible instead of trying to kill them while hopefully someone on your team realizes what's going on.
  24. This. Don't punish bad/selfish players, but do reward teamplay. The system as it is now is in a bit of a sorry state, where even team oriented skills like guard give best rewards when you don't play for the team at all. The one thing I disagree with you on is your suggestions for Huttball, preventing damage to the ball carrier or healing the ball carrier. I don't think keeping the ball in the hands of one player as long as possible should be rewarded at all, and in any case, it it should be more rewarding for either player (both the ball carrier and the guard or healer) to pass the ball to someone in a better position and/or accept a pass and don't die with the ball. I've had it happen that some tank who wanted to get his protection medals followed me when I had the ball... as I was pushed down from the platform behind all the hazards on the enemy side and as I throw the ball, I see the tank jump down to keep up the guard instead of waiting for the pass and making the goal...
  25. So, anyone else get a PM from him? It's enlightening... well... for some definitions of "enlightening", anyway...
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