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Qson

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Everything posted by Qson

  1. Hello Dev's, Hope you find time to see this. I appreciate the work you've been doing to manage issues in PvP. Your suggestion might work. Increase medal rewards when damage/healing/guarding happens close to objective areas in warzones (non-arenas) is a good start. Example of other areas. would also include the doors in Voidstar, the gates and orbs in Ancient Hypergates, or near the ball carrier/ball respawn place/endzone in Huttball (same for quesh), etc. I often see players fighting in places far away from objective areas and then bragging about most damage/heals done in the match. For those types of players, maybe adding/increasing medal objectives in arenas that focus on kills/damage/heals only. In this post, it looks like, at least two types of PvP players are identified...Objective players and personal stat players. It seems that you're heading in the right direction with medal rewards in regular warzones but think adding medals rewards to arena would draw personal stat PvP players to an area better suited for that focus. Here's a wild thought...Have versions of warzones (Alderaan Civil War, Ancient Hypergates, Huttball, etc.) with objective turned off and make it a like a giant arena where only players who a grouped in a team of 8 can queue up for. Welp, I'm sure there's pros and cons to this and you'll give it some thought. I figured I'd mention it. Once again thank you for the work you're doing to improve the game, Q (aka: Daxiodus)
  2. I believe this will absolutely work. Just have basic minimum start prices.
  3. Sorry if some of this was talked about earlier in the thread, I just hopped on. My history of playing a Sith Assassin is very much like DarthVenomous except I'm on a different server and spec into Deception tree. He brings up very good points on skill change history of Sith Assassins. I think increase to Maul dmg is ok but IMO I think Force Speed and Overload can use some updates. For instance, pressuring Operatives/Scoundrel (possibly the best healer classes) is very difficult with their new 12 meter speed burst ability. It can be chained as much as 3 times (maybe even a 4th depending on energy levels) making the Inquisitor's Force Speed on a 15-20 second cool down impossible to keep up with. Force Slow is definitely useless due to its 6 meter range limit and only 6 second affect. The Overload skill could use adjustments such as giving back the 360 degrees affect it had originally and knock targets further back similar to the Mercenary's Jet Boost / Commandos Concussion Charge I hope the Dev team can take a close look at theses treads. there are some good ideas here and the reasoning for them are good ones.
  4. I'm not sure of all the drawbacks associated with this idea but what would the impact be if there were promotions, perks or some sort of incentives for people to create classes that are not so popular on a server. e.g. classes associated with heals. Just a thought. :-)
  5. Expand on the Rakgoul Plague via latent DNA awakening (players turn into a Rakgoul): As a Rakgoul: You must stay alive for a period of time or seek out quest for a cure to gain commendations (or some other reward). The "Cure" Quest can: Be done with other transformed Rakgouls. End at one place where eventually all will know about it (making it more challenging) [*]If you die before time or cure quest is done you revive as a Rakgoul [*]You’ll be disoriented where you won't be able to tell the difference between friend or foe targets (Imperial or Republic) and they will not recognize you (generic nameplate). [*]All non-Rakgoul players (Imperial or Republic) will have incentives to kill you (tier based reward for number of Rakgouls killed). [*]All your class abilities/skills are enhanced (1v3 advantage) and melee moves are replaced with claw swings and ranged attacks with objects thrown. [*]Added skill to leap out of danger/escape (40-50 meter leap with a large cool down) Ways to stay alive: Must sustain a rate (per min) of non-Rakgoul kills (players or non-players) Avoid a being killed by non-Rakgoul players In PvP: An equal amount of transformation can randomly occur from both teams at the same time (2 or 3 members from each side = 4 or 6 Rakgouls total lurking around). If a latent DNA awakening happens all objectives are suspended or replaced with a new objective (Rakgouls vs. non-Rakgouls killed) for remaining time left in PvP. Server wise…Rakgoul transformations should be monitored so that there isn’t an over population of transformations. It would sure make for interesting content. Who knows...there could be a 3rd faction here.
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