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McVade

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Posts posted by McVade

  1. Huttball is terrible. Out of the 3, it feels the least like real PvP(lol @ real PvP in this game, I know). It also favors certain classes by a lot. Sorc/Jugg anyone? And seeing as I'm Empire, I play this map 80% of the time. GG.

     

    This. Sentinel/Marauder/Scoundrel and Operative are so bad on this map, it's staggering. Any melee class without a push or pull has no business taking up a slot on this map.

  2. Nothing is better in hutball than a focus spec'd sentinel. You can have transcendence running for 70% of the match or better. You can argue a sage with it's pull, or a guardian with it's two leaps is as good, but nothing is better for group utility in that warzone.

     

    All I know is when I confront a Lolsmash/sweep Warrior/Knight as Watchman, he's going to have a nice, fun trip back to the spawn area... so you pay a high price for this utility. Given that it doesn't make you immune to snares and even a Transcended, snared Sentinel is easily caught up to, I definitely disagree with your assertion that there's "nothing better".

  3. My sub is up today, cancelled - number 1 reason I gave: Hate Huttball with a passion. Rolled the wrong class for it (melee class with no knockback/pull to/stun) and, after a couple of hundred matches and thousands of knockbacks/pull-tos/stuns into pits/acid/fire... I'd rather stab my own eyes out than play 1 more Huttball match.

     

    You know when you bruised your hand by punching the wall in the last minute of a match you won 6-0, scoring 2 of the goals yourself, that success on this piece of crap map is redundant. It's just completely unfun and frustrating as hell for a handful of classes in the game.

     

    When I did that, I knew it was time to quit.

     

    Letting me decide which scenarios to queue for would probably bring me back.

  4. Sure, they should make every class in the game equally as gimped as the sentinel/marauder...

     

    And then watch as the game dies a week after they make those changes because nobody wants the game to be that hard except a select few people.

     

    This.

     

    The only people who are saying Sentinels/Marauders aren't hard to learn are people who haven't played them. In fact, I wouldn't doubt they are Sorcerers and Mercenaries.

  5. ummm nope.......

     

    i enjoy my main (sentinel) more than everything.......being able to take on 3-4 enemies solo is awesome, id argue its really the only class with enough defensive cd's and self heals to do this, some burst classes can burn down 2 of 3 before they die but they cant vanish and trans to a healing potion, they cant call on force, they dont have pacify

     

    countless times on my sent i dominate entire nodes defended by 2+ solo

     

    Sentinels don't take out 2+ enemies solo unless said enemies are bad or undergeared. I've done it too, of course... but when MS is critting for 3.5k-4k, you know you're dealing with chumps and the results could be repeated with any other class with comparable gear.

     

    Regardless, that wasn't the point of my post. In straight up PvP, we're good. In Huttball and other places where utility can swing the match in a big way, we're not nearly as useful due to the fact we don't really have any utility. We have offensive and defensive cooldowns. Not the same thing. We approach every situation the same way, all the time and have absolutely no fun abilities like the ones I mentioned.

  6. No.

     

    Why would they allow you to take on the iconic look of another class? Why not just let them have jet packs and guns too?

     

    Actually, if you look at Sentinel PvP armor... we already have Jet Packs. They just don't work.

     

    Sentinel PvP armor is probably the most god awful designed piece of trash I've ever seen.

     

    On topic: Sure. Why not. Personally, I always felt the style of your lightsaber should not have been determined by your class, but by personal choice.

  7. TBH: I'm not dissatisfied with the Sentinel's power level. What I've become fed up with is our lack of interesting abilities. I mean, look at the neat utility you see in other classeS:

     

    * Pull your ally toward you.

    * Push your enemy away.

    * Pull your enemy toward you.

    * Stealth

    * AoE Knockbacks

    * Jump to your Ally

    * Guard (this ability is singlehandedly more useful than Stasis, Pacify and Transcendence combined)

     

    After playing a Mercenary, Sith Juggernaut and a Vanguard, I don't *care* anymore that I can 1v1 people. Sentinel is just boring as **** to play and doesn't really have the tools to turn Warfronts around. You can do your part, but it's all just a grind. You don't get that rush of pleasure EVER that only comes from using one of your utility/cool powers in the perfect way, like knocking someone off a cliff in Ilum or grappling your allied ball carrier out of trouble.

     

    Sentinels just don't have a single fun ability. They're a grind personified.

  8. Sentinels require a Force Push or Force Pull to be real Jedi

     

    I feel half Jedi when i play

     

    Jedi Sentinels are Fury Warriors with glow-in-the-dark swords. They couldn't have missed the feeling of a Jedi harder in a Sentinel.

     

    Not saying we're not good, but Scoundrels feel closer to Jedi than Sentinels do - I mean, they PUNCH things out, including droids. That's like beyond Jedi. lol

  9. Definitely not true I was CC'd 4x today before it filled (I had popped in the past 2 minutes vs the sorc zerg). When it finally ended they didn't need CC to kill me just focused me down because the rest were dead. Oh and as a Sent a root or slow might as well be a mez/stun due to it's impact on me.

     

    Yeah, why Immobilize is not considered a CC for a melee is beyond me. Their Resolve system is hokey and convoluted to the extreme. It's one of the larger frustrations I have.

  10. No LFG tool is why I don't bother doing Flashpoints at all. Too hard to find a group, especially as a pure DPS class on PvP server, Republic side (so already 66% of the gaming population can't group with me) and too hard to find replacements if someone has to leave.

     

    These sizable setbacks are just compounded by the fact there is no dual-spec system in place, so tanks have to be dedicated and so do healers. Finally, 4 person per group means that there needs to be a tank and a healer for every 2 DPS in the game to have a healthy flashpoint population. Anyone who's played WoW knows that, even with dual-speccing, it isn't even close to the point where there's a tank for every *3* DPS in the game.

     

    I truly have to say, I've never seen a game that's gone out of its way to make its content as inexcessable as possible.

     

    I, too, have cancelled my sub. Not just because their is no LFG tool, but that certainly didn't help.

  11. It's funny how so many posts basically amount to "oh well you must be terrible but I'm amazing and that's why I have such a difficult time."

     

    I do not generally underperform. I'm not amazing at the game, but I was never very pvp focused before I started playing SWTOR, so I'm still getting used to it all to some extent. I learn as I go, but I'm hardly the terrible player you try to write me off as.

     

    As I said before, it can certaqinly be frustrating, but good positioning and well timed charges go a long way. Sentinels are amazing for huttball, we make some of the best ball carriers. I don't know if you just play team deathmatch, and if not and you are carrying the ball, of course people are going to knock you back and try to get you killed.

     

    I truly think only bad Sentinels and Scoundrels, with a very limited understanding of their class (and an even lesser knowledge of other classes) can be satisfied with the piss-poor utility we offer to a Huttball team.

     

    I've tried ball running, passing, 100% focused solely on objectives. After hundreds of Huttball matches, I've found the best thing I can do for the team is ignore the objective in favor of fighting an enemy player (preferably a high impact player) as far from the ball as possible, so long as that fight is done away from hazards and off the ramparts, as that at least insures a 7 on 7 where it matters.

     

    And for the love of Chuck Norris, stop saying we're great Ball Carriers. We're not. Tanks are good ball carriers. We're not tanks. Transcendence, you say? Transcendence, meet snare/stun/root/knockback. Force Speed is superior in every way, shape and form. And Shadows in tank stance are better ball carriers in every way, shape and form... even before you factor in stealth/decloak in a strategic spot for a pass and their AoE knockback which can let them solo cap even if *5* Sentinels decide to try and stop them.

     

    And for those times they don't have the ball - they can Guard the one who does. 5% damage reduction and 50% damage mitigation to the carrier, combined with taunts that reduce the high-impact players damage even more. That alone buries all the utility a Sentinel brings combined on this particular map, and you're just a n00b if you think otherwise.

  12. Jedi Sentinel chiming in. Huttball is by far my favorite warzone. While getting knocked off can be frustrating, it's hardly the crippling experience you make it out to be.

     

    YOU CAN'T HAVE MY CAMO *clutches camo for dear life* Seriously though, camo and guarded by the force were 2 of the biggest reasons I played sentinel over guardian. I intended to go focus at the time, and that extra 30% sweep damage was drool-worthy, but ultimately I am very happy with my choice.

     

    I feel it bears repeating.

     

    I. Love. Huttball.

     

    I'm convinced you're playing a different game than I am. Or maybe you aren't 50 and constantly fighting people without their complete toolboxes. Or maybe you're just simply used to underperforming, so when you do get totally manhandled, it just feels like business as usual.

     

    I'm used to kicking ***. Voidstar, Alderaan, I eat thunder and crap lighting. Yet, somehow, when I come of this accursed, craphole of map called Huttball... everyone on the other team seems to save their knockbacks just for me, and Resolve becomes something for the tourists.

     

    Are you in some fictional, magical server where all your enemies just forget to use their knockbacks? Or maybe, somehow, when you force leap someone on the ramparts, you don't *always*, without fail, IMMEDIATELY get knocked back into your pit? Or if you're fighting anywhere not in the direct middle, you *don't* always, without fail, get pulled/pushed into the Acid Pit and stunned.

     

    I don't know. Maybe I have a rep or something, but it seems every, single person saves their knockback just for me, but once the ball is out of the middle of the court, I cease to actually be able to function due to the fact I can't stay where I want to stay for more than 2 seconds every 15.

  13. Newsflash for you, my friend - you are doing it wrong!

    I am Marauder (your mirror class), I suck at PvP and i enjoy huttball as ballcarrier.

    Just grab the ball, use Frenzy + Predation (sorry I have no idea what is Jedi versions of them) and RUN And be ready to use your defensive cooldowns - Undying Rage, Cloak of Pain and Saber Ward.

    And if you see that you wont make it use Force Camouflage to reset the ball and **** up your killers.

    And did I mention that by using Frenzy + Predation you can grab the ball in the beginning of match even faster then Inqs with their speed burst?

    I m having plenty of joy every time I score with a tiny amount of HP left.

     

    TL DR: learn to play.

     

    P.S. Oh, dont forget to force choke enemy ballcarriers and debuff their speed and healing!

     

    Frenzy/Transcendence is useful until a single person snares you. Or knocks you back. Or stuns you. Or immobilizes you. If you can actually score using it consistently, you're not 50 and are playing some terrible people.

     

    TLDR: Just because I hate Huttball doesn't mean I don't know how PvP. It just means I hate Huttball.

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