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McDaniels

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  1. Pyrotechs are an incredibly strong class right now. Within 2 or 3 seconds a good/geared pyrotech can have me down to about 50% hp, heavily snared, and more or less helpless as a sentinel. I struggle to stay in range of pyros while they deal massive burst damage and have great survivability and utility. P.S. I'm a battlemaster sentinel and i'm one of two sentinels on my server who really know how to play the class... Still really struggle against any competent and geared pyros... Don't see how you can argue that pyros aren't at least the second best class in this game, maybe not quite as good in 1 on 1 as an operative, but really close + they have amazing utility. I think it is fair to say they are the best overall class in this game from a warzone perspective. Their utility is amazing in huttball, if they're a skilled player they can use guard strategically even in dps spec which is hugely beneficial to healers, and all of this with burst that might be the second highest in the game + solid tankiness and good defensive cds.
  2. Marauder burst isn't higher than shadow/assassin... As a sentinel I laugh in the face at most marauders because most people are just really bad at playing this class, but assassins/shadows have all of the tools to beat me quite easily in 1v1's. Your burst is higher than mine, you have way better cc including stuns that can be dpsed through (marauder has no stun that doesn't break on damage) you can open through stealth, you seem to have lots of abilities that give you higher parry and that really messes up sentinels as a class that relies on landing melee attacks. It seems that tank/dps hybrid assassins are the way to go... They are very scary in PvP from my perspective as a sentinel because the parry rate really hurts my DPS while your DPS is simultaneously very strong.
  3. The immunity after leap is a very good idea. A pacify buff, less so. Pacify being on a 45 second cooldown could potential overpower us as a class if it were too affect force and tech attacks. You would essentially be getitng 6 seconds of damage immunity (a slightly extended guarded by the force) minus the health cost and on a 45 second cooldown. Our problems right now are not our abillity to deal or handle damage. With guarded by the force and force camo we have great escapability and solid survivabiltiy with saber ward and rebuke. The main problem with our class is kiteability. Currently the only classes I ever lose to in 1v1 are sorcs and powertechs. Powertechs have great burst, but more importantly they have a virtually constant snare that makes staying in range really difficult. Leg slash is critical in this situation, but even if you get it off its still a challenge. Sorcs just have stupid amounts of cc right now to the point that we can't even get attacks in off of leap because they just re cc and if they're in the right spec resolve is quite literally useless because their ccs aren't even on long cds, they can burn one on the resolve and still keep you constantly cced, So in short I agree with the 2 to 3 second cc immunity after leap. When searing sabers works and ability delay is fixed this class will be a powerhouse, one of the top 3 classes in the game at least, so balance beyond that should be done very carefully and in small steps. We may have weaknesses against classes that can kite us, but against everyone else we absolutely dominate, so to some extent we may actually need a slight nerf because our dps will be significantly higher after we aren't bugged, and it is already quite high.
  4. WRONGGGGGGG Competent companies roll back servers when they break their own games... Bad companies just let their game be broken. It's like if in WoW they somehow gave everyone top tier arena gear due to a bug.... Do you think Blizz would just be like "Oh well, guess our whole PvP gearing system broke, better not reset the servers" NO they would fix the **** that they broke... Bioware is awful at making MMOs and needs to stick to making singleplayer games.
  5. cancelling... Most idiotic MMO developers i've ever dealt with. All of the problems this game has had were brutally obvious, i pointed out the faction imbalance causing problems in illum last week, the biochem balance problem pre-release... They just seem incapable of seeing glaring issues and their fixes just make things worse.
  6. 1. They are in direct competition. If a gamer buys guild wars two and palys SWTOR, but ends up enjoying guild wars 2 more then they will have no reason to continue subscribing to SWTOR. Just because GW2 doesn't have a subscription doesn't mean that everyone will just stay subscribed to SWTOR even though GW2 is way better, might as well save the 15 bucks. 2. It isn't really a niche... Also it's not like SWTOR PvE is good either... The raids are bugged to **** and the mechanics are really poorly done WoW rips... 3. Arenanet is a pretty highly regarded company that has experience in this industry unlike Bioware... and they don't have EA to push the game out before it's ready. From all of the gameplay we've seen thus far the game looks amazing and the systems with in it are really ground breaking. The competitive features are taking PvP to a whole new level with built in tournaments and all different kinds of settings for PvP matches, and world vs world is conceptually an amazing system that will help servers build very strong communities as they fight to determine which server is truly best. I'm sorry but even looking at GW2 relatively safely without huge expecations, it still looks way better than SWTOR. Just compare the features of both games... SWTOR is a WoW rip + Story... GW2 is innovative, fresh, and coming from a company that has a good track record in this industry. People are ready for something new... If that hasn't been made obvious from all of the WoW clones failing over the past 6 years then I don't know what to say. GW2 has a good chance to really make an impact on this industry, and even if it doesn't it will still dominate the PvP playerbase which is not as small as people continue to say it is.
  7. GW2 will tear this game apart... If that wasn't evident given the state of the game at release, it is evident after 1.1... This game was released 6 months too early, half of the game systems just make no sense and were horribly designed, and all they did with 1.1 was ruin it even more. At least arenanet knows to release a product when its actually finished... Spending 300 million dollars on story WILL NEVER WORK... MMOs are about end game contnet first and foremost... Bioware spent all of their time and money on a leveling experience that lasts maybe 100 hours played tops, and as a result this game is falling apart.
  8. /golfclap... Best post I've seen on these forums thus far.
  9. LMAO... Bioware does the must idiotic things... I can't understand... I can't even begin to understand how the development team failed to see the problems with ideas like these, their RNG gearing system, loot being auto assigned in normal modes, and so on.. I've heard people calling developers a bunch of monkeys before, but I've never seen it this bad, I just can't understand how a group of human beings could not see the BLATANT, OBVIOUS, GLARING, problems with all of these systems... It's so incredibly obvious I predicted the problem about 5 seconds after hearing about the new system and I'm sure many others did so what the **** is going on in the Bioware studios?
  10. I'm glad it's now going to take me 6 hours to do my illum daily because the republic base is going to be camped by 900 imps... Good job Bioware... Don't factor faction imbalance into your decision making process. SMART!
  11. I support arenas, this game needs some kind of competitive environment. I don't understand the argument about arenas "ruining PvP"... If more people play arenas and as a result open world PvP dies, that isn't "ruining PvP" that is people doing what they enjoy the most. If the majority of people enjoy arenas the most then they are just enjoying the game the way they want. So you might want to say "Arenas ruin the kind of PvP i like best" instead of saying they ruin pvp altogether, because WoW made it pretty clear that the general playerbase likes arenas. As for the balance updates throwing PvE players off, there are ways around that like putting buffs/debuffs on when a player enters an arena that change the balance of classes only in vpp environments.
  12. Yep... Nobody likes this system. I was the third republic battlemaster on the server and only have a mainhand and a relic... I've done every single daily/weekly for 3 weeks straight and thats all i have. Meanwhile some battlemasters who have had 60 for 2 or 3 days are in 4 or 5 pieces of gear already, and it really just makes me hate this game every time I see that. There is only one battlemaster I've seen so far with less gear than me, and again... I was the third one to get it... Bad system is bad. While the new system helps a little bit in that duplicates don't hurt so much (I've gotten 5 relics... lol...) It still doesn't address the fact that people are getting shafted and others aren't. They shoudl just determine the average time to get a full set of gear based on the current drop % of the bags and instead make bags drop comms every time and make the gear cost a certain amount of comms so that everyone gears up at the current average rate and everyone is happy. The enjoyment some people get from being lucky in the current system doesn't outweigh the utter frustration people like me are experiencing... Whoever thought of this needs to be fired immediately.
  13. McDaniels

    50 Sorc Biggest hit

    One player put up reasonable numbers as a sorc, must be balanced... I've seen sorcs do 600k+, not saying it's OP, but to say something is balanced simply because you can't do overly well with it doesn't make sense, maybe you're just not a good player.
  14. that was pretty funny... The way you say wow made me lol...
  15. Why should i not be complaining 1 month into the game? To say that because this game is new people should just accept all of its many problems doesn't make sense. This game is competing with games that are already out... The developers understand that as well as anybody... When you release an MMO the market isn't going to accept poor qualtiy just because it is new... Here is a fun fact for you: You can create gearing systems that reward everyone based either on the amount that they "grind" warzones, or simply on their completion of dailies, and give everyone comendations so that completing all of your dailies for a week nets you maybe two pieces. This way everyone would get up at the same rate as long as they did dailies, and it would be fair to all. Or you can create a gearing system that quite literally shafts players based on RNG, and makes a significant number of players upset because they are opening tons of bags and not getting any gear. What system is better? I don't even see how you can possibly argue for the current RNG system. The pleasure of getting good luck doesn't come anywhere close to the frustration of not getting any items and from a business standpoint it makes no sense at all. You won't lose subs for having a linear grind or the system I outlined above, but you will by shafting a significant portion of your playerbase. WoW's gearing system made sense... There was gear for acquiring a certain rating although the threshold was relatively low, and you got currency simply by participating in arenas/ranked warzones for a relatively brief amount of time each week... That was fair for everyone and it worked, theres no reason to introduce RNG into the equation when you could have a proven system that almost everyone agrees worked pretty well.
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