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Darkammo

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  1. I think the problem is that it's a direct result of something they tried to improve, which means we are probably stuck with it for a while. There was something in the patch notes that said they did something so people wouldn't teleport when they are stunned or something. Seems like they wanted to make things less asynchronous and instead made it far worse.
  2. How is this not getting more attention? Huttball is so broken now. People are teleporting like crazy on my screen a good deal of the time when they are knockbacked or use a vent.
  3. To encourage you to gear up. All MMO's these days have stall tactics to keep you playing longer.
  4. Darkammo

    Outlaw's Den!

    Is the same faction pvp working there? I went last night with two guildies and it wasn't working for us even though we weren't in the same group.
  5. Well in the case pointed out by the OP, it was a player transfer of characters onto completely new servers. Difference is minute, but there.
  6. There's a sticky at the top of the Commando forums that will help you out with PVE healing or did you want PVP tips?
  7. I support the change as well. The gear disparity problem is terrible. Even with this change, damage has already been done and might not help significantly but I'll take whatever we can get.
  8. Maybe in that sense you'll get more games Twor. Since no one gives a frack about what happens, as long as it happens.
  9. I'm sorry about your server Twor. They should really do mergers.
  10. From the quest terminal. She didn't play earlier so her daily wasn't locked out. The servers are up by the way.
  11. According to a guildie, No Quarter now requires 6 games played. Doesn't matter if you win or lose. Weekly might be gone. So take heart, people who complained that weekly reward should have been more. You will have to deal with it no longer.
  12. You know that twitching melee likes to do when attacking casters. You'd see a lot of that with every class if you open up full range 3D motion with an effectiveness that I think would be game breaking. It would be difficult to design LOS obstacles that would mitigate advantage of ranged classes. Interested if you have any actual design solutions for this issue that are more elaborate than "just make it." Without gravity constraints, creating effective choke points would be hard without constraining room sizes which then takes away from the point of having all that 3D range to begin with. Also might introduce the possibility for some abilities to be stronger or weaker depending on whether or not the player is in a zero gravity or gravity environment. Balancing nightmare. With all that taken into consideration, I'd much rather they add a full blown space combat section of the game. Feels like you read Ender's Game recently and liked that war game concept.
  13. This warzone sounds terrible for SWTOR. As someone mentioned, deathmatch is a poor idea. Different classes have different levels of survivability by class design. Example: A marauder has a lot more survivability than a dps powertech. The effect of making it kill based is some classes, knowing they are lower on the survivability food chain, will groan at merely seeing the load screen. Sounds like the design would be extremely group composition sensitive. Also, do not like the idea of a PVE style boss to kill in a PVP setting. Balancing for that is also extremely difficult, and a nightmare for non-preform groups. Pugs don't get to pick their healer/dps/tank ratio. Sounds like Alterac Valley and Isle of Conquest from World of Warcraft, but rants on those battlegrounds are another story. A similar but much better design that is kind of like what you want can be found from Nintendo 3DS Kid Icarus Uprising's Light vs Dark mode. Each death lowers a team bar. When the bar hits zero, the person whose death caused the bar to deplete turns into a special character that the team is trying to kill. This also allows for a player to choose to kill themselves to take on that role on purpose. Penalty of death on the bar is weighted based on gear, (for SWTOR you could weight it on class/spec/gear to avoid previously mentioned class survivability disparity.) This design would avoid all of my complaints and keep the warzone PvP player centered instead of having NPC boss elements. The whole cinematic complaint is a non-issue. Just press spacebar like the start of Novare Coast. Not a big deal.
  14. This thread has been an interesting read, and there's been a lot of good points from various sources. I should have reserved some space on the front page to quote some of the better points. You can tell who is a healer and a dps by the comments pretty easily. The main divide really boils down to what the death rate should be. Pre 1.2 the death rates were a lot lower, and healers could do more. The dynamics of warzones were heavy on logistics before. In war, lives are valuable and losing one was costly. You don't just throw endless numbers at stuff. Pre 1.2, transitioning from one objective target to a next was key. Sending the right number of people to the right zone because you could get caught up in long fights. Knowing when and how to disengage was also important. No one told you to sit on a healer for a full game and not kill him. For healers, their effect on the battlefield was apparent and pronounced. You could heal people, they would live. Similarly, a dps who could interrupt lock down a healer was important, was threatening, and was the difference from being able to push through a defense line. By changing how much heals could heal, some of that was lost. Timing and coordinating your cc's, kb's, and interrupts although important isn't vital post 1.2 because DPS can kill things with sheer burst rather than all that extra stuff that was critical before. Healers are marginalized, but can be important when the whole team pays attention and takes care of them. But, for pugs it's a lot of respawn and running back. But even for more organized teams, it's back to the common system of dispatching people back to respawn than dealing with disengaging and transitioning between objectives with more macro strategy. Show of force in power rather than in mind and coordination. Both designs are valid. One favors the heals and the other favors the dps. Dps and heals will never agree on this point because their goals are different. A dps wants kills. A healer wants to keep people alive. Their desires are exclusive. There is no satisfaction in healing if your target dies. There is no satisfaction for dps if they can't kill. But, the gameplay that favors the healer is not often seen because the healers are usually the minority population. The healer favored system still offers the dps the satisfaction of locking down a healer as a sense of accomplishment. But, it's not in the nature of most dpser to have that team mentality. So once again it rests on the shoulders of healers to bear the burden that there is an upper limit on what skill can do for your class without the aid and support of the rest of the team. Namely, your class has less depth being a reactive sort of play style to begin with, handicapped by the fact that it is what other people do to protect you and don't do to you offensively that enables you to do anything. I'd like to point out though that in the healer favor system, healers didn't stop you from doing damage. You just don't have the satisfaction of killing. In the dps favored system, dps stops the healers from doing their job completely. Not negating their healing, but taking another step further by eliminating their target, be it the healer itself or the healers target, and having more people run back more often. So the experience of healing from one system to the latter is extremely disheartening.
  15. Wait wait wait. Let me get this straight. Pre 1.2 attacking a healer 1v1 lead to a stalemate and that was OP. Post 1.2 attacking a marauder/sentinel leads to death and that's balanced and other classes are just QQing? ...
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