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Trephination

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Everything posted by Trephination

  1. Welcome. Our ranked prime time is from about 8 PM - 2 AM PST during the week, but there are often ranked matches going on all throughout the day on weekends. Hopefully all the incoming APAC players will widen that window so you guys can look forward to more ranked matches.
  2. Neither side dominates. There are competitive matches to be had in both regs and ranked.
  3. Bolster was a nice idea on paper. The intent was clear--BW wanted to lessen the gear cap by implementing a foolproof system to keep even the most inexperienced players at a reasonably competitive gear level. But it failed. Miserably. Currently, the only thing bolster does is force players into min/maxing the latest exploit by trying on different combinations of PvE gear. Bolster allows the experienced min/maxer a significantly bigger edge than ever, and reaching best-in-slot gear is a more convoluted process than ever before. In short, bolster is doing the exact opposite of what it's intended to do, and has been since it was implemented. Let's accept that this system doesn't work and scratch it. It can be like when world pvp was removed from the game last year. We'll be a bit bitter about it at first, but soon we'll come to terms with it. Recruit gear can be every pvp player's memento of a crisis averted. Please?
  4. A lot of people from Strictly and MVP have been playing late night PS2 after rateds have died down. It's awesome when you have a group of 5-10 peeps. You're welcome to join us any time. As for SWTOR, I only play for rateds and they're still fun and competitive so no problems here.
  5. Bumping this thread because I think it deserves attention. Currently, civil war and voidstar are not particularly fun to play in ranked because of the stalemate-style meta. My suggestions are to widen the distance between the 3 nodes in civil war, and to only allow field respec in the pregame spawn area for voidstar. After that first ~2 minutes, no more respec. I think that hitting off-nodes currently rarely pays off because of how easily good teams can rotate. Making it harder to switch from the main fight to the off-node would be a start towards helping this. I'd be interested to see some other suggestions, though.
  6. ~2.3 mil damage in a Bastion rwz tonight: http://i.imgur.com/nv1pO98.jpg Close game, was streamed by both teams on twitch (hoodwrath / deftpvp).
  7. 2.3 mil damage tonight, SB vs Synergy. http://i.imgur.com/nv1pO98.jpg It was a good game, watch it on Deft or Hoodrat's stream.
  8. I won't comment too much on strats, because I'm relatively sure the experienced teams on each server are using very similar ones. I will say that running 3 healers is strange, because I'd assume that means you only have 3 DPS and getting kills is challenging enough with a standard 4 DPS comp at the moment. My issues with ranked warzones right now on a mechanics level are twofold: civil war is a grueling and truly miserable experience every single time it pops, and field respec has ruined voidstar. The other 3 maps are perfectly fine, and fun. Civil war needs some major changes if it's ever going to be fun again. Currently, the game's outcome is determined in the first 2 minutes unless there's a major ****-up from one team, resulting in a 20 minute stalemate and an absolute snoozefest. I'd suggest either widening the map significantly to make transitioning between nodes take much longer, or changing the way the nodes are taken entirely to allow for more turnover potential. The game should also end automatically when one team doubles the other's points. Voidstar used to be fun, but is now determined based on which team can respec the most players for defense and offense. The game's outcome is decided by kills 90% of the time, and because teams turtle on defense and zerg on offense, neither round is particularly exciting. The only way to address this is to prevent field respec after the pre-game timer has expired--a change that I think would benefit every other map in smaller ways, too. Outside of map mechanics, we need cross-server queues to prevent competitive stagnation and to allow newer teams to more easily break into the scene.
  9. For overall damage: 2.1 mil+ http://i.imgur.com/n4GzlXC.jpg Teacher (Sniper) The Bastion This was a long rated game from last night. There are probably a few other records to be pulled from it, too.
  10. From the same game Wurd just posted: 2.13 mil damage http://i.imgur.com/n4GzlXC.jpg
  11. As a late night Bastion player, I would love to have more teams to queue with or against. We'd definitely welcome you all here, just as we have The Elite. Understandably, latency might be a concern but it doesn't seem to phase many of the current APAC players that play here. And while we're on the subject, the Squirtle guys from the PTS should reroll here, too. The few games I played against them were a lot of fun and I think they would fit in well with the 4+ competitive RWZ teams already queuing every night on the Bestion.
  12. I've seen this twice in the past week - once in voidstar, and once in civil war. It seems to be a bugged interaction between server lag and capping a node while in cover. To the player capping, everything appears normally. To everybody else, it looks like the player starts capping and then glides 20-30 meters away from the starting cap point. During this time, nobody can target the capping player or see their character model properly. Needless to say, this bug's annoying.
  13. Curious - was everybody in the new conqueror gear for these games, or were you using elite war hero? The new gear has inflated stats to go along with the new stat weights, and I don't think they've been refined yet. I can see damage being out of control and TTK being too low if everybody wasn't using the gear. Looks like those were fun games, though.
  14. Not going to reply to NoTomorrow's rant in the other thread because he's clearly too closed-minded to understand why lethality is useful. Sniper is a well-designed class--all 3 trees are good in different situations, depending on comp and map. I'll say this though: lethality shouldn't be considered a DoT spec. It's a back-loaded burst spec, and the only way to do more damage than cull in a 3 second window is gored ravage. Cull happens every 9 seconds, the DoTs in between are just filler to apply pressure and to keep healers busy. Anybody who says marksman is better at burst is misinformed. Marksman's strength is its ability to target switch instantly with a front-loaded burst sequence. If you coordinate cull with CC at the right times, marksman burst won't come close to lethality's. Neither spec is "better" than the other and both are viable in RWZs. It's all relative.
  15. Nobody that I know had an actual problem with Into the Darkness until they started leaving rwzs repeatedly. In fact, some of the teams I played on were unusually accommodating entirely so you'd be more encouraged to queue up and create more competition. The least this guild could do is queue up against each other during off-hours, rather than force competitive teams to sit in empty wzs for hours on end during prime time. For the past few nights, my group has been forced to give up and log early because of this cowardly guild. We spent nearly 90 minutes in empty games the other night, and that was while trying to get a game vs. another team that actually wanted to play us. You will not improve by playing yourselves, even if you play sincerely. It's fine if you want to mess around, but you're wasting the time of too many other people right now. You'd be doing the entire server a service if you put together a team comp that is somewhat workable and focused on winning. The only strategy I've seen you employ on the rare occasion that you actually stay in the game is to send the entirety of your team to the off-node to get 2 defender medals before typing something about speed hacks in gen chat. Rwzs aren't the place for that ****.
  16. Thanks, this vid explains why I was randomly leapt upon by a raging gaggle of pubs when I got to the start point. Whoever was talking was wrong, though (@19:30). That orbital was weak and had 3 ticks. Mine have 4. I'd like to request a formal apology--preferably in poem form--delivered to me by mail as payment for my wrongful slaughter from whoever was responsible. But in all seriousness, nice vid. Glad somebody recorded the event and I hope there are a lot more. P.S. make it a sonnet or something, haikus are weak
  17. I remember you. I played a 'rauder (Blackadder) on BV. Most of the people you listed are playing other games, but you should be able to find razzle and bodies.
  18. I agree with the OP's root argument, but the way it's being presented is way too close to a temper tantrum. The way the SWTOR class system is set up, balance between classes is achieved when they are all equally valuable for PvE / PvP. Perfect balance is a myth, but we'll go with that anyway. All DPS should have the same overall potential, but it should not be achieved by making snipers and marauders do 5-10% more damage than the other classes in all situations. Instead, the increased spec flexibility a sniper and marauder has as a DPS role should allow them to excel at more encounters. For example, because a marauder has a spec for single target burst, sustain, and AoE, the class can be a great DPS in any situation. Given perfect balance, an assassin should be equally valuable in 2 of those roles, but not the third. The problem, though? The way abilities are linked to classes in SWTOR is largely not spec-dependent. This means that certain abilities we all know as "class-defining" at this point are available to any spec within a class when they really shouldn't be--from a balance perspective. Let's not try and deny the usefulness of "off-spec" abilities, either. The ability to taunt or off-heal as a DPS is incredibly valuable, both in PvE and PvP. These things can make a huge difference occasionally. Should a glass-cannon assassin really be able to AoE taunt the 3 players piling up on his healer, effectively adding 30% mitigation? Should a DPS sorc be able to bubble his teammate at almost full strength of his healing counterpart? Should DPS-specced Powertechs have grapple, or is that traditionally a unique tanking ability? This is where balance in SWTOR gets complicated. At least, definitely more complicated than the OP implies. I don't think the level of balance you're hoping for is achievable here, but maybe I'm wrong.
  19. Posting here since the OP appears to be the creator of DPSmeter.com. The site's uploading process seems to have stopped working properly since around the time 1.3 hit. Are there any plans to continue working on the site? Maybe somebody from the OP's guild (Tenacity?) can leave a response if Fwny has left the game. It would be a shame to lose it, as no other ranking site has been as widely used and effective yet. Here's to hoping.
  20. Unfortunately, it's not possible to get augmented versions of the legacy gear--through crafting or any other means. I'm right there with you though, the legacy sets look much more class-appropriate than any endgame gear. Sadly, all legacy gear is only useful for a 1-2 level window if you equip it as soon as possible while leveling, and that's it. It doesn't even scale as you level, as many people might have expected. Maybe one day they'll let us add augment slots to gear of our choosing.
  21. Don't forget that vibroswords have a lower top end, but a higher bottom end damage rating than sabers. The average damage between the two is exactly the same, but you will see a higher max hit with a saber because of this. Up to you to decide if that matters.
  22. Team up with another 8-man guild for an hour each week and kill the world boss.
  23. DPS Meter looks like a promising site. I've only spent a few minutes playing with it so far, but I had one concern. It doesn't seem to be distinguishing between failed attempts and successful kills when sorting by DPS. This makes almost all the quoted numbers highly misleading, if I'm not mistaken. The amount of DPS one can do in a failed 30 second pull is usually very different from the DPS of the entire encounter. This also varies greatly by class, as certain specs are far better at burst than they are sustained. For proper comparison here, rankings would have to only count successful kills. I'm sure you're still working on polishing up the site - just something to keep in mind.
  24. The fight is still bugged, but we were able to clear it tonight with a somewhat convoluted strat. If you have a sniper in your group, have them park at 30+ meters from Keph as he approaches 60%, then Entrench + raid shield. The sniper will not be pulled into the purple circle because of Entrench. The rest of the raid stacks tightly behind Kephess, to ensure there is almost no travel time as he pulls you in. After the raid is pulled in just after 60% HP, everybody must use their defensive cooldowns and med-packs. If there is a particularly squishy person in your raid, make sure they are either sorc bubbled or hotted before the pull-in happens. The entire raid runs toward where the sniper shield is parked, to take advantage of the extra 20% mitigation. If you have a marauder in your group, have them use raid-wide sprint at this time, too. Using this strat, we had 0 deaths during the pull-in phase. Good luck.
  25. Thanks for this, it has made my entire guild more enthusiastic about raiding and is proving very useful so far. Some feedback: As briefly mentioned already in the thread, when an operative or assassin vanishes they leave combat for a short time, resetting their combat log feed. Some sort of workaround for this would be great to make sure all the classes are properly represented. Also, the archived data on the site seems to be mistakenly merging and splitting some encounters. Because of this, the archived logs are often inaccurate and don't seem to match up with what the parser itself shows while in-game.
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