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Solrey

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  1. sounds like healer heavy teams will dominate the kill counts. Could be frustrating in pug wz with how the healers are distributed now.
  2. I really only find fighting multiple healers impossible ( as a pug). It's hard enough to get puggers to get the 1 healer, now if you have 3 you will basically need a miracle. Is this a bad thing? working as intended? Well i want to pose this question. tank cannot guard another tank who is already guarding someone else. Probably would be OP. But a healer can heal a healer that's healing someone else. See the double standard there? Guard is powerful but at least you have some choice in tactics which can be implemented in pugs. But dealing with multiple healers would take navy seals precision. Good luck with that in a pug. Summery: Odds of winning a WZ is set by the healers. But what can you do? maybe if they was more huttball type of WZ where the impact of healers is felt the least...
  3. My only problem with WoW arenas was that the best pvp gear was given to the smallest style of pvp. So you were almost forced to do it just to compete in pug battlegrounds...And since gear was very dominant you often ran into geared arena/premades and got spawned camped. Gear was just too much to overcome. So Arena style pvp here in SWTOR would be fine with me as long as they get no Power upgrades. Pug WZ are already a gear check as is, now imagine if arena players had a +1 up tier on even Aug WH players. Make it for bragging rights, mounts, pets, different looking gear and I'm fine with it. just don't make it so what they gain will give them an advantage over someone who doesn't like to do them.
  4. IMO they did it backwards. they should have allowed solo queues first so anyone can gear up and find teams and practice etc in preseason, then in the "real" season they would only allow 8 man teams... then by that time they can reward some rwz comms for regulars so new players can catch up. Also...no premades in regulars
  5. Chess is always started with the exact same pieces, but it's how the player uses them that determines skill. not much difference in mmorpg pvp.
  6. I often stun people in fire only to have them take no damage and warp a little. This to me seems like the server is updating their position, a little late... Not a complaint as the technology to even have this type of game is awesome. But i wanted to chime in that it is not all that rare and when it does happen it does suck! Lets Blame the engine!
  7. Immobilizers are effects much like snares and Stuns. they come in different forms ( ex. force, tech) and can be dispelled by proper cleansers. The trinket (cc breaker) should be able to break this effect, but i would save the breaker for a stun, as when rooted you can still use skills so to me it's a lesser evil. Try to plan accordingly, for those knock-backs and roots. I can not say for certain what abilities Assassins get that can break or prevent all or some roots, but those abilities do exists. But like dispels they may only break root on a certain type of root and not others. learning these differences is crucial for pvp as you need to be able to act/react as optimal as possible, For example, don't use the trinket if your force speed can break it, cus then you have nothing for a stun. The Force charge can be explained with two things you really can't control. One is that the force charge root timer starts when you hit charge, that means the root timer is running as you are flying through the air. so if you are flying long enough, the root can already be done by the time you end up there. Usually you get like a second left on the root. The second factor relates to the first as plain Ole lag. Ever charge someone and end up like 10M away from them and not where you think you should be? Oh BTW as you are flying you can use other skills, like anything off the global like relics. And you do not have to wait to land to start attacking, if the global is done while flying you can attack as soon as you're in range, smash has no range check so you can cast that as soon as the global is done. BUT remember due to lag you can still miss =(
  8. how about if when someone leaves a WZ everyone else on the team gains free medals or the quitter owes medals, or both. Like let's say you leave a WZ and now owe 5 medals and that decays over time, so joining another match soon after means starting in a bit of A hole. It's not severe but still punishing. Number of medal can be adjusted for severity. Oh btw i got that stunned rez bug twice on the same day, but only once before that so it's rare but does suck when it happens and getting a deserter debuff on top of that would really suck.
  9. Solrey

    Dead rezzing

    Happened to me twice yesterday. I was playing my ops healers and died and rezzed, but not fully, I was on the ground dead but i can still do everything but move. I was still buffing, taking cover, use emotes... it really sucked for my huttball game cus i had just scored the only point at the time. using /stuck just resets you to the same status, still can't move. I asked if anyone can use a friendly pull on me to see if that might fix it but no one responded.
  10. I find that this really only happens when you really want to decide where you want knock the opponent, so basically near then goalines in huttball. But all those other times when i use it just as part of the fight, it works fine...
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