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SiLiZ

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Everything posted by SiLiZ

  1. Really the only thing I can say, and I have being playing since November of 2010 in closed beta, is that to ATTEMPT to do as GOOD as a Sorc/Sage on my Marauder/Sent, I have to play my *** off. My Sorc/Sage allow me to just Average Joe through my keybinds and do better in most cases. And I am not talking purely numbers here. Overall utility, trophies earned per match, healing, killing, non/effective damage, etc. Even if I spread out 600k of damage that isn't directly effective against the opposing team (kill an actual target on my own), that's still A LOT of healing they had to do, or pressure they had upon them. Most characters on average have around ~14k HP. You could look at 600k damage done as 42-50 kills or health bars worth of damage done. That's still very effective in my eyes. So I hate that whole effectiveness argument. Now on my Marauder I was doing 250k average, on a awesome day maybe 400k. Even if I did take down healers, stop targets directly. I played tough. Much harder than I had to on my Sorc/Sage and I ended up with less rewards in the end. And when I played that tough on my Sorc/Sage, the rewards are so much more substantial. So much more. So for me there is this ongoing issues since beta of Effort=/=Reward balancing that needs taken care of.
  2. I made a post about how their balancing act isn't in line with current-gen game design. Balancing PVP and PVE separately are easy feats to accomplish. The Op/Scoundrel nerf is a great example. The concern was rooted merely in PVP play. Yet the nerf they pushed out gimped aspects of PVE play. When designing a game, it is founded primarily in logic, how is this a logical approach? Wouldn't it make more sense to create Ability/Talent phasing, where if I enter a PVP situation my abilities and talents correspond to PVP play with a buff I receive upon entering a WZ, Duel, or PVP fight? And the moment you leave a PVP situation it reverts to PVE balancing. It doesn't have to affect every talent or ability, that much isn't necessary. But it would allow them to nerf/buff abilities in PVP phases without it affecting PVE play. It has been proven that balancing these two-types of gameplay simultaneously, is never effective. It's a long-road of FoTM, BS, and headaches for the duration of the game and its subscribers. This type of balancing I am suggesting has been done, has been successful, and it caters to that specific audience without negatively impacting the other part of said group.
  3. My apologies. Not sure how I got mixed up on that. I always feel that rewards and effort need to be in line with each other, in all regards. Sorcs/Sages are easy to play and excel at. The reward is substantial for the effort put forth. Marauders/Sents are hard to play effectively, and the reward when doing so is lacking. That needs to be brought into balance.
  4. Never said you did bad at all. You did quite well. Just going off what the OP was trying to say. Doesn't mean I agree with him in all regards. But in the same allotted time frame, you were consistently outperformed by a ranged-class on both occasions, more than likely with less effort as well. Marauders/Sentinels are hard to play. And rewarding when you get them down. But the point the OP was making was melee classes in comparison to ranged are at a disadvantage.
  5. I politely disagree on Assassians/Shadows being the best for Huttball. Guardians/Juggernauts are by far the best ball-carriers/runners. And the amount of distance I can cover in a few GCDs is astounding. Even stopping runners is easy. Force Leap to them, Force Push them into an inconvenient area. And as Focus spec I slow them even further, and can stop them right in there tracks for a few moments.
  6. Uhm... My Guardian wrecks face in Huttball.... You realize I have 4 leaps in Focus spec? Guardian Leap, Zealous Leap, Force Leap x 2 (W/ Force Push reset.) If enemies are placed right, allies as well, I can leap across the map in 5 seconds right into the goal. I have done it, numerous times.
  7. As far as canon goes, all Saber Forms are compatible with all variations of Sabers. I can't imagine that a Smuggler, can't pick up a Blaster Rifle... *Cough* Han Solo. I'm all for allowing Saber classes to use all sabers. Within reason. But thinking about Inquisitors/Consulars using two sabers casting will cause some heavy animation overhaul. And I personally think that would look dumb. So at-least a Saberstaff, Electrostaff, Vibroblade, and single-saber for them. Or at least if they can dual-wield, have the casting hand saber turn off when they cast. Knights/Warrior should be able to use any variation of melee weapon outside of Electrostaves, to make it fair. Troopers should be able to use Rifles, Cannons, and Snipers. Bounty-Hunters should be able to use Blasters, Dual-Blasters, Rifles, and Snipers. Agents and Smugglers should be able to use Blasters, Dual-Blasters, Rifles, and Snipers.
  8. How hard would it be to balance PVP and PvE separately without either affecting each other? Not too hard I would imagine. Imagine if when you entered a PvP zone or situation your character immediately receives a buff that changes aspects of talents and abilities to keep them in line for PvP play. And when you exit that state, or phase, you go back to your abilities working in conjunction with PvE play. Not every ability would have to be changed. Or every talent. That may be overkill as certain abilities and talents can work great in both instances. But a great example would be the Operative/Scoundrel change to their middle trees. Keep that change in PvP phases, as it was a concern with primarily PvP play, through a buff on the character. That way it doesn't negatively affect PvE play and/or cause unforeseen consequences in that area of the game. Like this you could balance PvE/PvP play independently of each other. To me there is not a reason to change an ability and have it affect both aspects of gameplay when it's concern is rooted in only one portion of it. And this simple method could solve that.
  9. Wait... You can be successful when you play the game using your head? You mean if I use the resources available to me, find other players that play well, and get better gear, I can do well? My class will benefit from the synergy and I can perform my role to its fullest potential? I had no idea individual classes shined when played well with others. Especially in a team game. I couldn't imagine utilizing my assets would be this rewarding. Damn!
  10. While I agree that in a saber-fight Master Windu would overwhelm Sidious, when it came down to using the Force, which it would, Sidious wins every time. And it is a well known canonical fact that Sidious acted as if he was losing to Windu to encourage Anakin's fall to the Sith.
  11. This is actually a great match up. The only logic I have is that Mace Windu is the best duelist outside of Yoda, and even created the Vaapad form that usually causes people to fall to the dark side. He is better than Obi Wan in a saber-fight. In every regard. And Anakin lost to Obi-Wan. Because of that I give the edge to Windu in this case. And I believe he was the Grand Master of the Order until giving it to Master Yoda. /Windu Edited for accuracy. Windu was the leader of the High Council as Master of the Order, while Yoda was still the Grand Master. He gave this title to Yoda. My apologies. Also the Vaapad form does leave the user open to Force attacks. But Anakin is far to arrogant and inexperienced in effective use of the Force at the time to take advantage of this. And given the rarity of master Vaapad users, going toe to toe with one in saber combat was surprising and chaotic for those on the receiving end.
  12. Not sure. But I am confused how you made it this far considering the ridiculous amount of flashes present in the game outside of the CD mechanic.
  13. And I was called a troll for telling them to L2Play.
  14. I feel the same way, minus it being bright at first. The flash isn't overbearing. It's nothing like when a Sage shield is broken on you and flashes. It's a minute flash, at most. And it even caters to not having to look at the hotbar directly. And I do agree we need UI customization. All of us have various reasons. It's on it's way I am sure.
  15. Riposte as of late. FlyText indicates Deflect or Parry. Use Riposte. Remember it can't be used for 6 seconds. That was difficult.
  16. It's true. In some regards we are just working with what we have. I respect that people have to click, but if they only realized what a difference having the mouse free makes >.>
  17. This isn't just in response to you. But I do play a Marauder and a Guardian. As mains. I just enjoy the Guardian more. I am saying you should have a fairly solid idea of what is going on so that the only reason you do reference the bar, is for procs. You don't need to be sitting there staring back at a bar with a number indicator on it every second for 10 seconds when you could count to 10 in your head. If you use an ability or something happens that you know will proc an ability off CD, refer to the bar. Some procs show as character buffs. Memorize the icon that corresponds to that buff and glance at your buffbar, rather than the hotbar. I'm just saying, don't stare at it and button mash.
  18. I play currently as my main, a Vigilance Guardian, in Soresu Form. PVP primarily. Skipping out on Shien form causes resource starvation with this spec. I played a Marauder as well, so I understand where you are coming from. It is harder on a Sentinel/Marauder. To be honest it's all situational. If I am clear to open an opponent Saber Throw > Force Leap > Sundering Strike. I can rely on Soresu form to generate 0.16 Focus a second while be attacked or 1 Focus every 6 seconds, this is due to the nature of PVP. It's guaranteed that I will be getting hit. Then as I use Focus building abilities I have a fairly reliable idea of where my Focus should be at, even when using resource consuming abilities. As far as procs go, those are the things you should tune yourself to be looking for, and the only reason you need to look at your hotbar. You shouldn't be staring at your damn hotbar for an eternity and checking it every second button mashing the crap out of it.
  19. You should be looking at targets, party, health bars, resources, and buffs/procs if anything. As far as keeping track of your abilities location and whether or not they are on GCD, that should all be done mentally. Even resources, as the only deviation in baseline resource consumption/generation comes from talents. There is not a single ability in this game that eats an opponents resource.
  20. What's so hard about knowing where you bound abilities as well?
  21. Honestly. Situational awareness. Everytime they have changed the way the UI shows you things are on CD or GCD, I have not cared. Stopping looking at your hotbar and play. For example, If I use ability 1, I gain/lose this much resource, it's on cooldown now. I can use ability 2, 3, 4 before ability 1 is back up. Calculate gained/lost resources. If ability B requires ability A to be in place, remember if you used ability A. Account for the GCD by giving yourself .5sec-1sec between button mashes as to not accidentally queue abilities or blow CDs. *Does not apply to abilities off the GCD* You should be looking at targets, party, health bars, resources, and buffs/procs if anything. You should know how your abilities work inside and out. Spending time staring at the hotbar is derptastic.
  22. I remember where my abilities are bound. I remember what abilities I have used. I use my brain to keep a CD list in my head. I don't look at my hotbar. I manage my resources by mental-keeping as well. I don't have time to look at my hotbar. True story. http://bilder.hifi-forum.de/medium/581738/watch-out-we-got-a-bad*ss-over-here-meme_122324.png "Remove Star"
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