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Lina_Inverse

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  1. No dice, different iterations of overpowered are different. Maybe someday.
  2. Class balance is just as bad (I feel it was better in 1.1.5, if not by much). Gear Balance is just as bad (now it's expertise instead of surge that's out of whack) All there is to do is grind the same warzones over and over. No 8v8. Massive gear grind is the only objective. Effictively no world pvp. The promise that rated will come "soon". I'm glad I didn't have to pay for the next month, but I guess that's moot since I wouldn't be playing it too much anyway. I still have faith that this game will develop well, but I'm not enjoying how long I have to wait for it to grow to where I need it to be to play consistently.
  3. Taugrim might be many things, but at the end of the day his opinion isn't invalid and a lot of people are on his train. When it boils down to it anyone who's dissatisfied with anything and expresses that opinion anywhere to anyone is by internet definition a whiner. He just puts it in a format that is accessible to many other people to observe. Like most people, I would say I share his opinion on a lot of points. I also understand how he arrives at his conclusions for others but disagree with him as I do not arrive at the same conclusions. 1.2 let a lot of people down. Some people, namely that select group of people that is still happy farming warzones for valor/comms in half-premades (I think we'll call them semi-casual pvp'ers or hardcore casual) are happy with the pvp in 1.2. They have a new gear grind and a new warzone to keep them occupied. For me it's a new skin on the same problems that 1.0 launched with. No competative/rating/premade system. Broken World PvP. Buggy combat/PvE/PvP. I challenge you to tell me what 1.2 brought to PvP that was more than just an extension of the less than stellar style of pvp gameplay in 1.0.
  4. Lina_Inverse

    Danova!

    I personally like it better than huttball, but feel it is more zergfestish than ACW. Why they backpeddled on removing the sidespeeders confuses me. Then again, I play a cd dependent spec, so any form of res zerging is going to be bad for me.
  5. I disagree, you also die quicker without cds or in cc (which was always more the problem, not getting kills). I personally feel I'm doing about the same overall. Then again, I try to stick to group play.
  6. Wait for 3 stacks and shroud OR/THEN pop deflection so they can't hit you with the white damage necessary to stack them. The problem is, cd for cd theirs will last longer than yours, unless you are a tank. So good luck outlasting a sentinel/marauder. Edit: J/K you're a tank, you'll be fine(physically, but your soul is forever tarnished by playing that cheese mode ez spec). Your first shroud is a good time to pop your first lightning if you can time it well(Stuns and/or deflection will help get you there). They can't stop you that way. LoL 5 second shroud and heal it all back up nom nom. If they cloak you have a choice, but if you feel you're losing it's a great time to vanish out and go heal yourself up.
  7. I might be wrong, but it's the lowest cd hard CC in the game? Soft cc's like the sniper leg shot and commando single target knockback can be talented to be shorter i think. I find it pretty useful in PvP. At end game for PvE I agree it can be useless. I miss when it only cost 15 energy but as a dev pointed out that allowed it to be used to regenerate force which was "not intended". Deception was so much funner in beta. I'm gonna start a campaign to get pull back for the lols...who's with me?! I also have a hot tip! Use a casted spell if you have time and force to break the low slash (crushing darkness is cool) You get to land TWO globals to break the incap instead of just facerolling shock into it. MOAR BURST
  8. Depends, the cube (in my case) gives me about 1% crit and 10 more bonus damage vs .7% damage .5% damage reduction and the extra activation from the relic. I'm going with the relic for now since I'm happy with where my crit is after 1.2 stat rebalancing.
  9. This. To further clarify, the reason damage seems out of control is that it is scaling better than both mitigation and healing done (and far outstrips the latter) due to the new formula. So the title of the post is more or less correct at the highest levels of gear. God help you if you're a new player with low expertise today. I was back up to pre-surge nerf crit numbers on the poor newbies. Was just silly.
  10. KC was always the strongest tree and the general populace never thought it was weak in pvp(since launch it has possesed the vast bulk of all shadow utility). If you play infiltration or balance you can still be a unique flower and no one will talk smack about you.
  11. Force shroud is good and it CAN save your life in certain situations, but it's not the same as undying rage and won't guarantee a save from being trained by a group. You can easily be killed through it if you try to use it in this way by every class except the sorc/sage. There are several forms of CC that still work through it. The annihilation specced marauder (currently, removed in 1.2) have a possible 10 seconds of chained immunity(and the stealth can be straight countered by one of the 4 classes), but not 3 god mode buffs (saber ward is probably one of the best cds in the game on its own though, but it has viable weaknesses and counters, and it's not complete immunity). Undying rage's counter is to wait it out or try to kill them before they can press the button. The only weakness this skill really has is that it may not be able to get used before the character dies if he manages not to have the forsight to use it before he'd get into a situation where he couldn't before he dies(You still following? Good). Is that really ok? Does any other ability behave like this? The only thing worse would be the literal implementation of the original cheat death, and in a way this ability is better because player control will always be superior to passive ability in the hands of a skilled player.
  12. If you can kill a good merc/commando healer solo in the time it takes a warzone to end that doesn't just try to stand and tank your damage as anything other than a geared annihilation marauder/watchman sentinel, he's doing it wrong. It even takes those two classes a good 30 seconds(at least) if the shield is up, and they are straight built to beat down all kinds of healers by a large margin over any class in this game. As an operative, you'd only have a remote chance against two sages in my opinion. Even an operative/scoundrel in the mix would be able to start spamming surgical probe (it's assumed you would have to stun someone to even drop him below 30% the first time).
  13. In practical use this skill is more like an active cheat death than any pally bubble. Anywho, the skill is pretty broken. Marauders/sents are already the last focus target in premade vs premade. They take the longest to focus down of any class without major healing easily(this is where tanks step in). If you deny that you don't have brains, eyes, or you are so far in denial that your closest friends and relatives would have an easier time breaking you out of sex or alcohol addiction. The question I guess is "Is this really a problem in warzones as they are designed?" My personal vote is that it is because survival, especially just to interrupt caps until your next resser can stream in, is so pivotal that it doesn't even matter that the class does great dps and has unique utility on the side. The problem with this defensive cd is that it doesn't matter if his healer is dead or not, there is literally nothing you can do to put him on the ground for 4 seconds with the size of the warzones. However, without ANY cds (and the marauder/sent can rotate through quite a few for quite a while unless he's solo q'ing without aware healers), marauders drop just as fast as an operative or dps assassin. You have to be delicate with these balance changes for that very reason. Taking it away would leave a gap that might be too difficult to fill. (For the record, I have both a dps assassin and marauder at max and I've spent quite a bit of time on both, though decidedly less time on the marauder obviously, especially since I recently resubbed after a month off.)
  14. Streaming some pvp with my group for a few hours. Come chill out, ask questions, hate on the music, and enjoy deception in group play. http://www.twitch.tv/innverse
  15. Live for a couple more hours. Bring criticisms and questions and insults about my music.
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