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Calvin_Mago

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Everything posted by Calvin_Mago

  1. Instead of the pushback thing, why not remove the interrupt on leap? Make them push that extra button.
  2. Leda - 3rd biggest heal: http://i.imgur.com/4fvLut5.jpg
  3. For PVP, I'd say give them the Vanguard/PT Neural Surge/Carbonize, and it'd be a huge step towards balancing things.
  4. I'd say this is more about DPS Juggs, because it's friggen hard to get a pop in solo queue as a tank. Which is a whole other issue that needs to be addressed.
  5. Suul - 23 Medals http://files.enjin.com.s3.amazonaws.com/200643/module_gallery/original/1566759.jpg
  6. If you want to guard from time to time, grind yourself some pieces or a set of tank gear to switch to. Spec actually matters less than this, as long as you don't completely gimp yourself.
  7. If he was not force shrouding or whitebarred, then you should put it in the original post. If you don't know whether he was or not, then LOL. Because a 20% self heal really is nothing special.
  8. Game 5 the sin died first too, but the UI bugged, making it look like the mara did. But 4 mans are about tank killing so the fact that the Sin died a bunch of times doesn't really mean anything. The PT tank on the other team died a lot more. The fact that they had success against MVP w/ a sin tank shows that Sins are viable for top level play- but in the hands of a top player, running a hybrid tree spec. Which doesn't really get the discussion anywhere, considering the OP's purpose was to show that DPS Sins aren't FOTM in arenas.
  9. None of this is terribly controversial. Sins are fine in that they are in the middle of the pack in ranked. Top Sins can still get top ratings, but it's easier to get a higher rating with a AP PT, Smash mara, or operative healer. Sorcs, mercs, DPS Juggs, need buffs to be in line. Some AC's, like madness sins and conc operatives are currently worthless for ranked period. So they can either tune down the top 3 advanced classes a little bit, or buff everyone else up to the same level.
  10. Another way to look at it is to look at the rating of the #50 rank of each advanced class: PT/Vang 13/50 1484 Mara/sent 11/50 1468 Op/Scoundrel 8/50 1433 Shadow/Sin 6/50 1403 sage/sorc 5/50 1403 Sniper/Slinger 5/50 1340 Guard/Jug 1/50 1374 Merc/Mando 1/50 1333 Not surprisingly, the order is almost the same. PTs and Maras dominate, followed by Operatives. Guardian is low because I'm guessing tanking is underrepresented due to lack of queue pops.
  11. Nice find, but kind of impractical as a dueling spot. There's no way to stop a shadow tank from pulling you to the edge, hitting resilience, and punting you off.
  12. If you're going to buff Jugg tanks for PVE, you should take something away from them for PVP, such as a nerf to the set bonus to intercede, or else they will always get preference as the main tank (other than some dps hybrid comps).
  13. I'm guessing they took it out and added solo ranked because of all the whiners about premades on the PVP forums. Judging from the pops, I doubt said whiners are queuing for solo ranked these days anyway, so really what was the point Bioware?
  14. Suul-ton 1,077,321 protection, good for third I think. http://assets.enjin.com/wall_embed_images/1383752429_125a.png
  15. That 55% increase in armor rating probably equates to a 5% increase in armor DR.
  16. I agree leaving flashbang like this while nerfing insta-whirlwind for madness sorcs and assassins makes no sense at all from a design point of view. They should re-buff the later or nerf the former in some way. But I would pair any nerf with serious buffs to concealment operatives, because it would be good to pile on one of the weakest specs in the game.
  17. I think darkness only gets 5% DR from more armor, and then 4% more from harness darkness.
  18. http://www.swtor.com/community/showthread.php?t=669516 The sentinel questions and answers likely represents a best case for the kind of response we could hope for. So it would make sense for us to structure our questions similarly.
  19. Yeah this would be the sensible thing to do. Think about it this way- with the "PVP patch", ranked is getting 3 maps and 1 objective type, and losing 5 maps and 3-4 objective types.
  20. Well I think their reasoning is this. Solo and 4 man ranked arenas removed the incentive for dedicated pvpers to do normals being that you can get faster pops and 3x the comms, and that a lot of people don't want their 4 mans and 8 mans mixed. Therefore there needed to be an incentive for ppl to do normals, or the queues would die, and the casual queuers would have to wait a long time to get a pop. So they are trying to force people into the normal queue rather than design a system to make both sides attractive. Typical Bioware. Hype up a new feature -> introduce said feature with large flaws -> Implement a "fix" which either makes things worse or completely removes a previously hyped up feature rather than addressing the problem directly -> lose subscribers -> Hype up a new feature
  21. What resources??? What evidence is there that they spent ANY resources on RWZ since Pre-Season One launched?
  22. 8 man Ranked is something that multiple guilds on the PVP servers were doing every day at all hours of the day. Keeping 8-ranked around would hurt no one, and give guilds the OPTION to go against each other in structured pvp if they wanted to. Despite this. Bioware's rationale to removing ranked was that: 1) Bioware did a poor job implementing it, therefore- 2) It was hard to get a lot of people organized for it at the same time. Then they might as well get rid of all open world PVP flagging, Outlaws den, get rid of PVP and RP server types, 16 man content, and classify everything as a PVE server. It seems to me that the "Preseason One" label was an embarrassment, and they couldn't find a solution towards making a "Season One" announcement non-embarrassing, so they just got rid of the whole thing. Here's a solution- just get rid of the "Preseason One" title, leave ranked there as is, and make no other announcements regarding it, until you get your &^*) together. Thank you.
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