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Lord_Oz

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  1. Resolve bar should not dissipate while you are in the cloner. Period. They had this on PTS at one point and everyone *****ed that it would affect ranked. Well, 8v8 ranked is gone, so put it back in and see how it goes. It was never even tested in a ranked environment properly before they pulled it because of the outcry of a minority.
  2. If implementing diminishing returns takes that much effort (it didn't for WoW 9 years ago), then the duration's need to be nerfed. With TTK what it is right now, back to back 4 second stuns are ridiculous. Back to back 8 second mezz's are ridiculous. and never ending roots are ridiculous. Snares to my knowledge have never been on a DR table in any game, I'm fine with that, mainly because they're cleansable. But complete lockouts of control for so long with TTK so low is unacceptable now and something needs to be done about it. Nerf 8 second mezzes to 6 seconds and 4 second hard stuns to 3 to start and see how that plays out. Then increase root cd's on directed root abilities by a few seconds and nerf their duration a second or two.
  3. Did you not comprehend anything I wrote? Or did you not bother to even read it? Did I say put it on resolve? NO! I said get rid of resolve and institute REAL Diminishing Returns on all CC. This must be the first and only MMO you've played.
  4. I have all 8 imperial advanced classes at 55. I'm saying this having played them all. I play Jugg, Merc, PT and Sorc the most. So please don't try to discount what I said because it affects your main. I'm saying this as unbiased as possible. Heck as a Jugg I think Enraged D is absolutely over powered right now and needs to be toned down. So don't go there.
  5. Um. The ranged dps right now is doing pretty damn well dude, except for Mercs who have no reliable root, only coming from an arsenal talent attaching a 2 sec one to rocket punch. It's not a 1v1 issue...the CD's on individual roots are fine. The issue comes when you're getting leapt at, then rooted by a sorc/sage, then rooted by a sniper/slinger. You should not be able to be kept in place indefinitely and that occurs way too often right now.
  6. It's kind of ridiculous that if your stunbreak is on CD you can be mez'ed for 16 seconds or stunned for 8. I believe this is the only game out currently that this is allowed to happen in, especially when you take into consideration TTK/HP. It's also ridiculous that you can be rooted for an eternity, again, the only game I believe roots work this way in. What we need is to get rid of this stupid resolve system and have ACTUAL diminishing returns. If you're hard stunned for 4 seconds, the next one to come within the next 30 seconds is for 2 seconds (not another hard 4 sec stun). At the end of that 2 seconds DRs go into affect for 20-30 seconds whatever. Same **** for roots and mezzes. 8 second mezz? Next one is 4 seconds. CC is really out of control now.
  7. Actually they're all good for screwing up the match making in yolo queue.
  8. Agreed. My operative, which had been my 3rd most used character behind my PT and Jugg has now been relegated to meh. Concealment is really the only dps spec to play, lethality isn't rogue-like enough for me and I hate healing. The only reason I played an op was for concealment. It's ruined right now. So I've moved to my Merc as my 3rd most played. Tells you something about Concealment when someone would rather play an Arsenal Merc.
  9. And yet MMO's have not had this issue. WoW has had the ability to pick which WZ's you want to queue for since inception of their Battleground system. This isn't COD and it shouldn't be compared to that. If people want to play just huttball they should be allowed to do so. I for one am sick to death of Hypergates...over and over and over and over...I get that crap WZ easily 60% of my pops. There should have been a better queue system at launch...we sadly won't get one now either however.
  10. uh...and the other team will be coming for it...that's the point of the game. In domination games...the other team doesn't have to attack an off node if it controls 2. The other team HAS to attack the flag room in CTF.
  11. There's a huge difference in protecting an active entity IE Flag Carrier...or being bored sitting guarding a node...most of the time alone...simply waiting for action to come, when it may never. If you're protecting a flag carrier...there's going to be action no two ways about it.
  12. Exactly...wait times right now even with the 4v4 option are getting longer and longer. (CROSS SERVER BW!!!! GET IT DONE!) Anything more than 8v8 at this point of the games life, without cross server functionality, isn't going to work even if the engine could handle it. Hence, No to Alterac Valley style wz's. It also makes perfect sense for CTF as 8v8 is about perfect for the game mode.
  13. No it's not. 1. You bring the ball as a team to the other team's endzone...not your own base. 2. There's only 1 item...CTF has two flags, it presents a dynamic where battles are taking place in 3 areas. Both bases and controlling mid to keep the other team from returning/advancing. It's really nothing like Huttball. Huttball is like Bombing Run from UT2k4...they still had CTF in that game as well. It's two very different modes.
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