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Asukaa

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Everything posted by Asukaa

  1. Everyone keeps yelling nerf this class, nerf that class, but honestly every class seems to be in just about the right place. I do however feel that there is room for improvement in the pvp balance though. The main issue that I see for pvp is the "can-tank" classes are just way too good at the moment. Why? Because you can spec DPS and get 2 tank abilities and a shield that increase your survivability tremendously. Tank stance: "Can-tank" classes all have their own tanking stance. It reduces dmg taken and usually increases their mitigation (absorb/shield/deflect/dodge and what not). This in most MMO's I've played, did not seemed to matter in pvp, but in SWTOR in makes a huge difference. The reason people see such high dmg output on the WZ scoreboards by these classes isn't because they do so much more dmg, but because these classes are surviving a lot longer than classes without this dmg mitigation. Taunt: I think taunt is fine at this time, but maybe the dmg reduction could be lowered a bit. Maybe make a talent that increases it by 10% and make the default 20% dmg reduction. Guard: 50% dmg reduction. That's just nuts. Sorry, but I play a scoundrel healer and with my vanguard partner, we've sat in nodes controlled by the opposing team for the entirety of a WZ and were not killed once. This is way too strong when combo'ed with a healer. The idea of it is great, but it needs to be taken down. I think that 30% is a good number for it. At least for pvp. Now on a tank specced player, I have no issues with these abilites other than the reductions I stated. The problem is that I can spec full dps and still use all of these abilities including a shield. This is what needs to be fixed. My suggestion are as follows: 1. Make these abilities and shield item TANK SPEC only 2. Negate their effects in pvp 3. Reduce their effects in pvp 4. Implement skill tree lock outs until you have gotten the last talent in your current skill tree Thanks for reading my wall of text!! Suggestions or comments?
  2. Asukaa

    Accuracy in PVP?

    Thanks. Do we know how much Acc rating = 1%?
  3. Re-roll guys!! On Fatman it doesn't matter what time you Q, it usually is 1-8 minutes on average. The server is more Imp dominant but the win ratio in wz's is 50/50 solo queue. And just like everyone said, there are people leveling all the time so you always get groups to do your heroic missions and flashpoints, even more so if you roll a healer. So come on over already!!
  4. Asukaa

    Accuracy in PVP?

    Is 100% accuracy (white hits) not good enough for PVP? Reading the description, it only increases armor pen past 100%. So wouldn't it be better to replace acc with another secondary stat after 100%? Leveling an alt and see it on all of the BM gear and just wanted to know...
  5. Guard should not transfer 50% dmg in pvp. That's just silly! 20%, problem fixed. Tank stance should be a talent not a freebie.
  6. The problem isn't the dmg. It's the fact that can-tank AC's still get their tanking abilities even if they go up a DPS tree! Tank abilities should be specced for imo. And on another note, nerf tank-assassins and jugs!!
  7. Asukaa

    PVP on Fatman Server

    I play republic on Fatman... Where are these pre-mades you speak of? I only do pvp and I'm in wz's the entire time I'm playing. I've had many nights where I didn't win one match. Hell I've had times when it took over a week to get my DAILY 3 wins done! Imps still have the majority of the server pop, and with that comes more of the baddies. We have our bads too. I'm usually in wz's with them because Bioware hates me! If you're playing before 5pm est, pubs do win more often I've found, but after that, it's pretty much imps owning until 1am. I also have imp toons that I pvp with and yeah, 50% of the time you're playing against other imps. I wish I could be winning as much as you claim, I'd be in full war hero gear instead of only having 1 piece since 1.2!
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