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Dudious

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Everything posted by Dudious

  1. Mmmm... yes... I do so enjoy being an annoying fly, requiring just a mere flick of the swatter to dispose of. It gives me great satisfaction when playing my character; in fact I think I shall never log out again, let alone quit the character... /Sniper /Marauder /Fun.
  2. I really really hope this wasn't a big /whoosh, and is just a bad joke instead.
  3. I unsubscribed from CoD Modfern Warefare 3, I mean SWTOR... actually I'm not even sure what game it is anymore.
  4. On second thoughts, I approve of the message you are trying to get out to other players. Yes, everyone, please listen. You should all not stack expertise. Use your PvE gear as it's clearly better. I am in no way looking out for what is best for me. Nope.
  5. Instead of going back and forth explaining, re-explaining with numbers and fully fleshed-out concepts I'm just going to say... If you are going to consistently take damage, and consistently be healed you need to prioritize mitigation. The exception being if your sole purpose is max burst; but if that's the case, you probably aren't going to consistently take and and consistently need heals. I'd rather log in and play now.
  6. It makes them feel very "un-dynamic." (With the exception of huttball which is pretty dynamic'ly dynamic). Looking for other people's opinions. This is one of the first things I thought when I started playing the game at release. Yes, they are designed for 8v8 not 10-15v10-15, and yes travel time sucks, but we have mounts. Can't WZs be bigger and allow the use of mounts? Like I said... thoughts?
  7. Healer's don't double dip. Any player that receives heals "double dips" due to the fact that mitigation makes any HP you have - through total HP pool, healing, or potions - more effective. In short, solo-queuing as a DPS where you don't expect to get heals... yes, mix in PvE gear. If you are queuing with a healer buddy and can expect regular heals then you typically want o go full expertise.
  8. 10-49 PvP is kind of like the girl on the side... you have your steady relationship which is great, and provides you with pretty much everything you are looking for. But sometimes you just need to go crazy for a few days so you try out something that is much more shallow, very selfish, and not particularly rewarding. It's fun for a few times, but it gets old really quickly because as I said, it's shallow. I'm not an ***, I swear...
  9. Dudious

    WTB Healer!

    Yeah it's totally much more fun when the whole game is a spawn zerg on both sides. Delete all healer classes please. Also, might as well delete all tanks while you're at it. Now we might as well just cap everyone at 1hp that way whoever targets and fires first wins. That's the truest test of skill, anyway. Alternatively, we could all just play a FPS.
  10. Dudious

    WTB Healer!

    As a couple of people have already pointed out, 1.2 nerfs healers so many healers (myself included) are leveling alts so that we have more options when the patch hits. I enjoy healing - I've solo queued healing since January enough to hit rank 70 and get full BM - and I'll probably heal come 1.2, but I'd like to take a break from it right now and also give myself another level 50 option for when 1.2 hits. I fully expect the number of healers to increase somewhat when 1.2 goes live because people will want to try out their mains (previous mains?) again. You do realize that there are times when you simply have to stand still and attempt to get a cast off as a healer, right? In fact, they aren't all that rare. In truth, it actually takes a lot of restraint to prevent the normal "I wanna run away" human response when you are getting beat on by a couple of melee when there is no realistic possibility of avoiding damage by moving. Of course, you may be referring to keyboard turners and clickers who sit and spam-click 2-4 heal buttons. In that case, I fully support your lack of support in their regards
  11. Running the ball is not made for all classes. People tend to seriously underestimate how important controlling the middle is. I don't have level 50 experience on my sniper but I have PvP'd a lot on that character while leveling (currently 42). So far, my character has been highly effective at controlling mid. It's pretty comical when there's another sniper in the WZ doing the same thing as me. Obviously this is pre-50 so every player tends to have less survivability so I can see how the effectiveness will be diminished, but I stand by my original point which is that people tend to undervalue the importance of controlling mid.
  12. It's not just to him (or her?). There have been several polls which show that Huttball is far and away the favourite WZ, followed by Alderan, and Voidstar at a considerable distance.
  13. How dare those healers get gear progression?!?! Must nerf!
  14. Whoever actually thought that this list of items were particularly meaningful doesn't seem to know much more than the author.
  15. Stuns and slows only work in huttball. Stoopid sploiters finding ways to use them in other WZs! Ban dem all!
  16. The game is not at all balanced <50.
  17. The healer is only "unkillable" (as you put it) if they are healing themselves and not others. Since every player gets this mitigation benefit, every player therefore becomes "unkillable" if they are getting healed. Not getting healed? That's a tactical decision which is unrelated to the expertise benefit. Stop with this thread. It's just so, so wrong. Expertise favours survivability, not healers. Whether mitigation scales up too high/too fast is an issue that is not directly related to, or contributable to healers.
  18. This doesn't change the fact that this game has a fair amount more CC than is necessary.
  19. The bolded portion is why I am now done with our conversation. I was pre-answering your next argument. You apparently can't even figure out that it was your next argument even after I've already hinted at what it is by giving you my counter to it. If you'd read any of my posts properly, and had the intellectual capacity to understand them (it doesn't take that much) then you'd realize that I have never said this isn't the case. No-one is refuting that expertise favours survivability; it does. This last part is pretty much incomprehensible. If anyone has a valid response to me I would be quite happy to debate the issue further. If the only thing that you or anyone else can spew out is the same rehashed, and flawed responses then don't bother. Besides, you're only hurting yourself by not bothering to understand what is really going on.
  20. Except it takes 50k~ per rank in the 50s, and only... what? 5k-8k in the 20-40 range? ***I don't have exact numbers*** Let's assume you play a WZ once every 20 mins. Or in other words, you constantly queue WZs and on average, you do 3 an hour. 2500~ valour for a loss, 3500~ valour for a win -> Win 50% of time -> 3000~ valour on average per WZ. Assuming you can get 4 medals a match regardless... cause... well.. you probably can. 10 levels of 50kish = 500k~ valour from 50-60. 500k/3k = 167 WZs. 167WZs/3WZs per hour = 56 hours. In general this is a conservative analysis/estimate. I may have overestimated the total valour required, I haven't taken into account premade-team winning % and speed.
  21. a) I have yet to see any conclusive evidence that another player's mitigation is taken into account when determining the initial damage output of a player. If this is the case they would have to include everything - armour, defensive cooldowns... it just seems like a strange way to do things. It would make a lot of sense, don't get me wrong, but I have not read anything that has managed to completely confirm this. I would really really like some 100% confirmed clarification on this. b) It's irrelevant to the actual topic in hand. I probably should have put it at the end of my post instead of the beginning because it's just a distraction that takes people away from what this thread is really about.
  22. It's as if you think that when healers heal you, you only get healed for their base amount and don't get the benefit of their expertise +healing. Let's clarify this a bit: Scenario 1 A healer gets damaged by an opposing player [We'll call him OppDD]. OppDD has some kind of +%damage benefit from expertise. The healer has a mitigation % bonus and therefore mitigates some damage. They also have then heal themself and get the benefit of their +healing% from expertise. Friendly damage dealer player [We'll call him TeamDD] comes and starts beating on the OppDD. OppDD is now utilizing his +damage and +mitigation bonuses. Scenario 2 TeamDD gets hit by OppDD. OppDD has some kind of of +%damage benefit from expertise. TeamDD mitigates some of the damage with his mitigation bonus. The healer on TeamDD's side comes along and heals TeamDD, utilizing his +healing bonus for TeamDD's benefit. TeamDD is now gaining a mitigation benefit, and a healing benefit, whilst presumably utilizing his +damage bonus to attack OppDD. No role, whether it's DD or Healer, gains more from expertise than the other.
  23. Mathematically the damage and mitigation are not the same. Deal 100 damage, increase by 10% from expertise -> 110 damage. Other player has 10% mitigation from expertise -> 0.9*110 = 99. A more extreme example: 100% expertise. Damage increases by 100% -> 200 damage dealt. Mitigation increases by 100% -> 0 damage received. The fact that this scaling is imbalanced in the first place isn't the issue though, because you and several other people have been claiming that expertise scaling favours healers. Even if the mitigation scaling was brought in line with damage scaling, you guys would still have this same complaint. You would still be complaining about the wrong thing, however. As I outlined two posts ago, survivability is not completely derived from healing; mitigation (and also types of CC) contribute to it. Expertise scales two of these survivability attributes, but only one of the offensive attributes - therefore, people with higher average expertise survive longer. Healing abilities do not benefit any more than damaging abilities. What you and many others are caught up on is the fact that the amount a healing ability does to a person's HP pool gets relatively higher than the amount a damaging ability does to an HP pool. Again, you can't simply say, "Healing benefits more from expertise," because it's just not true. Survivability benefits more from expertise than offense. This appears to be a design intention; slightly longer PvP battles (compared to the length of PvP battles in 10-49) are better. Whether the time-to-deaths/survivability will go up too much is a very valid concern. I have heard that the mitigation % given by expertise is now less than the damage/healing bonus %. I do not have a character on the PTS - I cannot state that this definitely is, or is not the case - so I am only going off what a couple of people have mentioned on the forums the past couple of days. I also don't frequent the PTS forums; I would really like some clarification (screenshot preferable) on this matter.
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