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Mardur

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  1. I don' want to hurt your bubbles Mr. IAMTHE*****T, but Valor in this game means only one thing: how much time you spend with pvp activity. It does not mean skill, does not mean how your char is optimized, built, geared, does not mean anything, just time. If your argument based on this, that means nothing. I played 'moors (with a warg or I don't remember, the wolf thingy) for many months (I did not played my main after lvl10 when monster play unlocked), and I agree with the OP, ILUM is not comparable to 'moors, not in the same league.
  2. 1. When you reach lvl50 and until valor rank 30, Daily/Weekly PvP quests gives you Gladiator bag containing some Gladiator commendations and sometimes with medium probability Gladiator item tokens (I know there is no Gladiator gear, but should be) 2. From valor rank 30 to 49, pvp daily/weekly quests give Centurion bags, containing centurion commendation and occasionally/low probability a Centurion item token. 3. From valor rank 50 to 59, similarly to 2. Champ bags, champ commendations/ champ item tokes (lower prob than tier 2.). 4. From valor rank 60, similarly to 3/4. BM bags, BM commendations/ BM item tokens (very low prob) The number of gained commendations from bags and the commendation prices of the items should be set that anyone could buy at least 75% percent of the actual gear tier until reaching the next tier (maybe the required valor to reach the next tier should be increased). It is still grinding, but more predictable, gives the valor ranks meaning before 60. (Also can be easily introduce new tiers for valor rank 70,80,90 etc. in similar way) The decreasing probability of the item token drop via the tiers decrease the gear discrepancies in time, prolong the gear maxing, but the commendations still give edge to whom reaches the higher tiers faster than others. What do you think?
  3. Really? Have you seen how Vanguards operate with their rifle? You should check it then you would not say such stupid things. Or even I tried that I gave a rifle to my Commando, then start dropping grenades, it held the rifle in the right hand and dropped the grenades with left hand with no problem. Grenade drops equals to rocket lunching from wrist or flame throwing etc. I don't see a problem.
  4. Vanguards hold their rifle one handed during grenade drop or other non rifle operations, so it would not be so hard to do the same with PTs.
  5. Khm, no need. Look at the Vanguards, they use rifle and shield generator as offhand. The only thing is needed to give rifle proficiency to PT and duplicate the pvp/pve blasters as rifles (same stats).
  6. I had a suspicion, but are your sure? Because if this is true this is one of the stupidest idea I have ever seen in MMOs (despite I played RIFT which full of stupid game mechanic ideas).
  7. Let state: FL is NOT INTENDED to bypass armor, it deals energy dmg and armor works against energy dmg. I have 47% energy and kinetic dmg reduction from armor+talents +10% from expertise, so against FL (and TT) I have 57% dmg reduction, which is quite good. However, from Camp/BM Sorcerers I saw many times FL ticks like ~600-900 crit dmg. If these values ar after the reduction, then the original values should be ~1053-1578. Question, is it possible that FL crit ticks these amounts? I am not sure. Other theory. Shielding works that crit hits cannot be shielded at all (the incoming melee/ranged attack can be a normal hit, a shielded hit or a crit, as far as I know). What if the attack table looks like against force attacks: normal energy/kinetic hit reduced by armor or crit energy/kinetic hits with no armor reduction. That somehow would be analogous wit the melee/ranged attacks hit/crit contra shield absorb. Or maybe jsut a stupid idea. However, as it is sure that force and kinetic dmg should be reduced by armor, it is a fact that something is funky with FL (or is it a really strong ability if a TICK of it can crit 1500 before reduction).
  8. 1. If I chose sith warrior (or rep counterpart) then I chose Marauder (melee dps) the max armour is medium, if I chose jugg (tank) the max armour is heavy. And that is ok. THEN how the hell Mercenaries have heavy armor? Would not be more logical that if you chose the dps/heal AC of BH the you get medium armor, if you chose the tank AC you get heavy armor? Or why marauders capped with medium armor, why they dont get heavy as well? I don't understand. 2. Why it is a good idea that completely dps specced ACs like Merc/Sorc still CAN still? And don't say that heal is too small and does not mattter, because it is not. The same stats boost the heal as the dps, so a dpsspecced geared Merc can heal 2-3k crit (FACT, saw it in WZ, shown it by Arsenal Merc in guild). Not to mention that these classes benefit from expertise more than tanks/pure dps as the +10% healup is useful to them. Would not be more logical that if you could heal ONLY if chose the healing tree and spend certain (most) points in there? (The other possible argument that but tanks can use shield still if they spec for dps. That shield does not mean much in PvP because of the force/tech majority of attach types over the classes, it is not comparable that a full dps spec class.) 3. Why every class must maintain its resource - some more than others - EXCEPT one: DPS sorc/sage? They with proper spec simply cannot deplete their force, especially when 99% time they only spam FL/TT (which can give back few amount of resource too? 4. Why BH/Trooper resource punished with decreasing regen rate in ration of its usage when others have constant regen rate (even boostable)? 5. Why is it a good idea (or was it intentional at all) that some (few) classes can have ONE SPAMMABLE ability so strong and boosted by talents so much and others have to use many abilities to be effective? 6. Why design a WZ (Huttball) which is basically an interesting idea but the layout clearly favors certain abilities of certain classes giving the other classes a CLEAR disadvantage? 7. Why make a tank niche, the shielding in PvP good only against practically the "auto-attack" skill and very few others yet giving guard/taunt and protection medals that shows the intention to make tanks useful in PvP? 8. Why is the HP difference between tank specced/tank geared ACs compared to full DPS specced/geared classes relatively small (most of the time only one attack dmg is the difference?
  9. Yepp, when a snake bites you and poison you then you smash the snake to death, the poison should be cleansed from your body immediately. Yepp, it is totally unfair. Morron.
  10. I see complaints about how bad is the Acid Blade/Flechette Round nerf. I disagree. In a class based game, where the tank-dps-healer trio is the baseline for the classes, rouge type classes should NOT kill heavy-armored tanks easily. I see posts that "omg then after the nerf I cannot go on tanks". Yes, and it is ok, rouges should fear tanks, as they are their anti-class (as ranged/magic is for the tanks). Rouge type classes should go after ranged/healers in light/medium armor that is their job in PvP. For that AB/FR with 50% AP was to high and the nerfed version will be still ok for light/medium armored ranged/healers. The only problem I see is that there is one (actually two, one on both sides) AC that is ranged dps or healer and having heavy-armor: Merc/Mando. I think this should be like the Jugg/Mara pair, when you chose the DPS/healer AC of BH the max armor should be medium, if you chose the tank/dps AC you get the heavy armor. But beside them, all the intended targets for Op/Smugg have light or medium armor, hence the nerfed AB/FR is still effective against them. Against tanks, not so much, but it is totally correct, as it should not be! (On the other side I disagree with the decrease of the "faceplanting" duration, the 3s was ok for that. Rouge type class job is to get in, kill fast, get out, so the 3s stun for the opening from stealth is ok, especially that it made full white resolve bar, IMHO.)
  11. And if YOU could see past through YOUR selfish agenda, you would say FIX is mandatory rather than a nerf. Why? Because if you simply take away the stealth opening burst you left close to nothing! Play a concealment Operative and you will see why. I agree that the opening is too much, both dmg both CC wise - despite that I have a concealment operative - but the correct way is not nerf it to the ground only. For example: 1. Nerf HS/Acid blade blabla, as it is planned. 2. Give something in return, like a gap closer, or take of Shiv's cooldown to make Op/Sco viable out-of-stealth, or something 3. Make Lethalty (and the Smuggler version) tree viable to not being relied on Shiv or Kolto Injection to pull out Cull (which is quite funny that a midrange skirmisher tree relies on a melee or a healing move, ROLFMAO). Or something similar to the above list. THIS would be the right way and make Op/Scoundrel inline but stll viable and useful.
  12. This thread make me smile. An already ezmode Merc wants to be more ezmode ridiculous. I play Powertech and I already started to despise my class brethren, this thread does not make it better.
  13. Mardur

    Tank stats in PVP

    No, it is about that tank specced/tank geared tank ACs have no enough overall mitigation/avoidance in PvP (including HP, armor, shield and def) that supposed to be, which makes one talent tree (the tanking one) borderline useless and the tanking gear useless for PvP leading to be second-grade DPS with some tanking features (guard,taunt) which is not why we chose our AC, or at least not me. That is all about! The reason for this problem is many, one is the defense stat is totally useless, one is the funky shield mechanic, one is the HP range and so on. You can grab one, argue it, but the fact is that speccing to tank talent, having tank geared does not make you more tanky than having a dps spec with dps gear. And it is a hard proven fact, I compared it, spent many credit respeccing and experienting, and this is the case. You can play with numbers, use cases, afterall, the experience in many many warzones is that does not worth to be tank specced/tank geared in PvP because you gain a very little survivability but loose a lot dmg potential. And that is a problem.
  14. Not mindlessly, currently pure healers get less medals than DD's/hybrids even tanks. So if I see a good healer in the game I reward him with my MVP vote. And BTW I never and never will give MVP to DD classes as their task is the easiest especially when Mercs and Sorcs are in the 1-5 highest dmg dealers. I reward a good healer who heals my *** out (and being focus target because of it) AND still getting less medals than a one button ez-mode DD. So pal, it is not mindless vote, it is a well-thought vote from my side. (I play a Powertech tank, so I especially appreciate healers.)
  15. Mardur

    Tank stats in PVP

    16K HP Sorcerers are not rare - at least not on my server (Luka Sene) - at all. I have seen 2 tanks (both Juggs) with 19K HP, most of the others has lower. Anyway, I don't want convince you, if you still don't understand what is the problem, you never will.
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