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Cadaei

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    Here
  • Interests
    Physics, geology, games, piano, dogs, sleeping
  • Occupation
    Making people angry
  1. Well they say that the destination servers might change with updates... I'm just curious what happens to the origin servers to those who stay and miss the boat.
  2. Currently I've got my main on Rakata Mind Prison. It's pretty dead. On the one hand, I don't want to be stuck on an empty dead server. On the other, I've got a few friends here that I don't want to lose by transferring to a server I've never head of beore. So just out of curiosity... what happens to those of us that do not transfer? Will the transfers end and we're stuck with emptyness?
  3. If you read "Galactic History 11" from the Blue Matrix Shard Datacron on Tython, there is an interesting easter egg. It says the Hutts discovered several species; the "Nikto" and the "Klatoonians." If anyone is familiar with old Sci-Fi, they will immediately recognize this as a reference to the film "The Day the Earth Stood Still" as "Klaatu Barada Nikto," an alien phrase used in the movie. Naturally, after reading this and getting excited, I googled it to see if the other names mentioned in the datacron may have been references, but apparently no one else has noticed the reference! (At least, no one after a few google searches). So, if anyone wants to see if they can see any other references in this, feel free. Here is the original text:
  4. I can't believe how many people missed the point... The point was never that Darkness isn't viable.... The idea that making the tank gear worth using would be stupid because healers would take it has to be... the single most... I don't even know how to respond to that. That's like saying DPS gear shouldn't have good DPS stats on it because healers would do too much damage. The only point I've ever tried to make in this entire thread is that Darkness is a Tank tree and should therefore use the PvP tank gear, and use Tank abilities. I am incapable of making this point any clearer.
  5. What do you mean? That because crits can't be shielded, shields aren't that great? Or that because crits go through shield, it should block tech/force?
  6. Frankly, my suggestions were only in place so that someone didn't post something along the lines of "You spelled out the problem, but didn't provide a solution." I will support just about any system that: -Has the Darkness tree using the PvP Tank Gear -Has the Darkness tree using Tank abilities, and performing as a Tank -Makes Shields worth equipping -Makes Darkness have long-term viability for PvP Tanking, not DPSing -Preferably, makes taunting as a Tank better than taunting as a DPS The numbers and specifics do not matter if these are met.
  7. I think I should clear up what was meant by my suggestions. I was not saying that they should be implemented while keeping everything else the same. You are absolutely correct; that would be OP. I meant that those things could be implemented while simultaneously nerfing some of our other areas. Remember, I am advocating a playstyle change; an entirely conceptual idea. "Overpowered" typically comes from numbers (specific damage/health/durations/percents/etc), not concepts. Theoretically, you can balance almost any concept with numbers after the fact.
  8. I don't get why people automatically think that when someone suggests changes they mean massive overpowered buffs. I am not talking about Darkness being underpowered in PvP! Nor am I saying no one plays the Darkness spec! I am talking about the playstyle being like that of another dps spec, when it is a tanking tree. Darkness "Tanks" use DPS stats. That is an issue. Shields are useless. That is another issue. Taunts need not be used by a Tank to be effective. That is yet another issue. See what I'm getting at?
  9. I agree with this statement. I am not sayng make blind changes. I am saying make playstyle changes with appropriate balance considerations. If Bioware came out and said that they will eventually have PvP tanks using tankgear and abilities when they get a handle on initial PvP balance, I would delete this thread right now. My fear is that they may just say screw it and make darkness use DPS gear for the rest of eternity (or worse; make it non-viable or gimp-viable).
  10. I am not saying we are underpowered or anythng... I'm saying, tanks should use tank stats and tank abilities. All of the competative ones do. I don't out of principle, hope, and protest.
  11. When I initially began to hear about PvP in this game, one of the coolest things about it to me was that tanks would have a legitimate place in PvP; not just as gimp flag carriers or burst-stun machines. And so far, it is nice to see that darkness does have somewhat of a legitimate place in PvP. However, there are a few rather major concerns that need to be dealt wth, or this beautiful experiment with the PvP tank could be short lived: Tank PvP Gear Doesn't Do Anything: You created this wonderful survival set of PvP gear that has all of these tanking stats on it, which is a step that another certain mmo never even considered in all of its glory. That is a great step in the right direction. However, the tank stats on it are rather useless in PvP, because they mitigate so little damage on very few attacks. Shields do virtually nothing; shield rating and absorption rating affect very few attacks. Defense is slightly better but not by a large enough margin to make it worth having over DPS stats. Finally, Accuracy is a complete joke on PvP gear above 10%, and does not compliment our intended role well when Threat is a non-issue. You put the gear in the game, which leads me to believe that you have a genuine desire for a *real* PvP TANK in this game. That is a wonderful ideology that I've always wanted as a long-time mmoer. However, in order to do that, you need to make tank stats actually do something in PvP. Possible solutions: -Make shields/defense affect tech/force attacks -Make expertise reduce damage dealt as a function of defense/shield rating/absorption etc. (I.e., expertise alone would do what it does now, pure defense would do what it does now, but expertise + defensive stats would grant a PvP damage reduction when used in conjunction). Certain Tank Abilities Useless: The most obvious example of this is dark ward. In PvP it is a complete waste of energy. The reasons for this are the same as the reasons that shield rating/absorption rating are useless - because shields don't stop damage. Deflection is another ability that might need some reworking, but it does at least have gimp uses in PvP. All Other Assassins Have Taunt/Guard This is a major issue that I think a lot of people overlook. The beautiful thing about a PvP Tank in this game is that they can guard other players, and reduce damage to other players, all while having the defense to back up that boldness. This is the exact type of role that a tank should have. Yet, both of these abilites are possessed by madness/deception assassins as well, and are used with more or less the same effectiveness. This makes true Tanks far less useful in comparison to someone using dps gear and/or spec. Possible solutions:-Make taunt/guard darkness only (compensate other specs if needed). - Make taunt/guard do far less for anyne not using defensive stats (example; base 10% for someone with 0 defense/shield). You have done an amazing thing here by giving tanks a true chance to participate in PvP. The tools are all there - you've built them into the game. All you need to do is make them worth using. Please do not let the PvP Tank fade into the archives of failed experiments when it has so much potential. Thank you for your time.
  12. I wondered if people here would be as apples to oranges as they were on the WoW forums.
  13. Why exactly can't you use these in PvP? Furthermore, PvE in SWTOR is not all elites. Nevermind. The tooltip on the site doesn't say you can't use it against players; I had to click around.
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