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Reillidan

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  • Location
    Nor Cal
  • Interests
    Too many to list.
  • Occupation
    King of the world
  1. This is still a large issue I mostly see in the new instance, and yes it is very annoying to play melee as of now considering there is just way too much obstacles set up to foil melee users over. I dont understand why melee is gimped so hard with all of the aoe damage? Why does the ranged dps just have to roll their face on their keyboard from a safe distance to deal dps rarely interrupted? I actually just looked up strats for zorn and toth on youtube and found 1/6 videos that I watched to have 1 if not 0 melee dps in their raid group. If you actually look at most dungeons at the moment, they are all catered for ranged dps. There is no reason to bring melee dps except to put extra burden on the healers. Am I the only one who thinks this is unfair? My guild has 3 melee dps at the moment and we feel very much obliged to re-roll ranged characters just so we wont have to deal with the non sense that melee toons have. If you disagree with what I am saying consider looking at my examples. Ex #1: Zorn and Toth. The aoe attacks that both bosses do can damage melee any time and usually does if they cant react fast enough, while ranged just has to hit the bosses and shoot at them as they leap and spam their aoe. Only time ranged dps gets interrupted in that fight is when the reticles show up. Melee in the other hand. Take AoE damage has to move out often and needs to make sure there about 50% at all times to stay dpsing on either boss. Ex #2: Gharj and his pounce/frenzy. AoE specifically designed to get the melee away. Ex #3: Clearing the mobs before the Gharj fight. Theres a specific flying robot mob that does a knock back. Once again, a glaring F*k you to melee users. Ex #4: The mine field boss on the new ops. Stand idly by as the adds come charging into the group. Melee cant do much but dps the floating robot to unlock the kit to defuse the bomb. Ex #5: Karaggas fight spits flames right underneath him. Very disruptive on melee. Ranged only has to dodge the wells of gravity that occasionally happens to someone. Ex #6: As if the first 3 didn't convince you guys that there is no reason to bring melee dps over ranged dps. The tank bosses on the new ops. While under the shield ranged dps can shoot at the bosses while melee dps just has to sit and wait till the mortar barrage is over. Ex #7: This is just overkill, but look at the last boss fight in the new dungeon. The boss being ran around the room while melee plays catch up is just rediculous. Meanwhile the ranged dps gets to initiate the rolling of their faces on their keyboard. I am not suggesting we nerf anything, but please make these ops more melee friendly so that we might actually have a reason to roll melee dps in an ops/group. Tl;Dr: Melee dps is not necessary and hold nothing over a ranged dps. PS:HAVING A MELEE DPS HEAVY TEAM IS VERY STRESSFUL FOR YOU AND YOUR HEALERS
  2. Hey guys I am currently valor rank 61 and have played quite a large amount of wz pvp so hopefully my experiences in playing an infiltration/force spec shadow is good enough to be credible I noticed that in most cases I can do my job in most warzones, but recently I have been noticing that in most of the games I played in my server(Theswiftsure) I get into matches that are really unbalanced like 5-6 battle masters on one side then 1-2 on my side including myself. I dont know how the pvp system works so I just assume its all random and I am just unlucky so far. PS: I forgot to say how I aim to improve pvp and am in no way want the balancing to tip better for my class or anyone elses. Huttball- This war zone is especially problematic for me. All of the CC and the slows in this game really induces rage inside me considering I have to be in a decent range to do my job. The vertical gameplay is fun and all, but when your constantly having to have to run around to a ramp from the high amounts of sages/commando knockbacks there are is crazy. I feel like the resolve system is just there too unresponsive. Its up when im running back up and gone before I can close the gap.(Or activates after im dead) Alderaan - This felt a little boring for me. Not much excitement, but I did have most of my close games here. Seems like team organization plays a big role in this so pugs are usually really sloppier here than in the other two. Voidstar - I really enjoyed this one since it isn't as team reliant to be on the offending side and I like the death-match feeling of being in the offensive side. You can see the need for teamplay shining through when the roles get swapped. The classes all seems fair at the moment except for a few standing out to me. These classes are: A) Healers with bubbles and the blind mechanics,the stun, and the knockback slow walk back being rooted to the ground knockback. Overall annoying. B) Undying sentinels/marauders. I just cant kill these guys as a shadow. Their defensive cd's+ rediculous built up dmg is crazy hard to destroy. ( My attention shifted from jk/juggs since I seem to be able to kill them much easier than I can a sentinel/marauder) The combo that mostly gets me is when there low as I am low they pop their skill to reduce all dmg by 90% and then pop their heal pot which really isnt fair to be brough back up that much while remaining invincible. C) The CC in this game is just too damn high! Some things I want to touch up on before I conclude this assessment: Scoundrels/operatives - Dont need a nerf atm. I dont see them as big of a threat as I see sentinels. The nerfs in my opinion is un-necessary. The resolve system we all know this is a bit broken at the moment. I personally dislike this system, but what can ya do. This may be far too off topic but the effects on the empire side classes seems to be better looking and their gear seems to be more.. cooler if you may. (But why dont you roll imperial???) Because I like the republic side more, and never really like being in the favored side. (Then stop ************) I will. I hope for some constructive feed back to my thread Everything I have said here is probably brought up at one point but this was just a view of my perspective of pvp in the current game. All the stuff I said here is in my opinion and mine alone lol so dont take it too personally ^.^
  3. The skill "Harnessed Shadow" only stacks on project atm for me. Is this a bug in general or just because I just respec'd back to the first tree to level? For the people who dont know the skill if max points placed into it should stack a buff called harnessed shadow 3 times max upon the use of either: Project or the very last talent that is also a skill named " Slow Time ". I do not know why, but I was using the 2nd tree to pvp and have switched back to the 1st tree to level again. What I have noticed is that I only get stacks when I use "project", but I am supposed to get a stack of the skill from both spells. I am not sure if it is just me , but this is definitely annoying since I like to use the spell to pump my next telekinetic throw to deal damage and heal myself. Using project to achieve this is a little costy and very heavy on the energy consumption unless you get lucky and get the 50% crit from "Particle Acceleration". Ill post a video soon. If I can manage to make one ;D
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