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bananaface

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Everything posted by bananaface

  1. It's the forum of a mmo, 99% of the things said is random crap. The few constructive things said get overshadowed by the crap. Those that know what they're talking about ussualy don't post here in the first place. If I were a dev I wouldn't post here either. Cause even if you post something really good, people won't care and will just rant about anything.
  2. Damage of dirty fighting/lethality is fine and so is the burst, just survivability is really awfull. In regular wz's you're fine if you stay out of the team fights and in arena you're just a free kill. Remove the no healing taken while vanished debuff cause it's just silly to have for a dps. Make the instant heal after roll proc more reliable and use it for the other heal, so the heal actually is reliable and noticeable. When you roll and for 5 seconds after roll, you're chance to dodge is increased by 30%, because passive damage reduction is non existend atm. Shield probe actually being noticeable, cause now it's gone after one hit wich doesn't help if you get two dps on you in arena. Something like a 20% damage reduction would be a lot better imo. Numbers are placeholders.
  3. People will wait with respawning till the entire team is dead anyway, else you'll end up with 1 person less again and again most of the time. It's what you do in rbg's in wow aswell, you have people call out what the respawn timer is and if it's a tactical move to let yourself die, you do it. And other things like that. That system is also not even tested yet, so I'll have to see it first before I can say if it's good or bad. A better solution would be to ban certain cd's from being used in arena. And tbh, cd's aint the biggest issue in arena atm.
  4. Got to love people that trinket stuff like spike, low slash, carbonize and all the fidly little stuns. Each time I see someone do that I'm thinking, boy I'm glad he aint on our team...oh dayum he is. This ussualy leads to me suggesting that they should play the sims instead.
  5. Aye forgot to mention warriors in the first season aswell but they got a quick nerf if I recall correctly. The graph is 2.2k+ though wich isn't really mid tier, mid tier is more like 1800-2000. Well pre 1.2 with just wz's every class was in a good spot none stood miles above another well, apart from op/scoundrel in the very beginning but they got toned down very quickly. WoW is harder to balance I agree, but only cause it has more classes. But back when it was at 9 classes (BC) pvp balance was still awfull. Bigger dev team = more patches. Size of the dev team on this game compared to wow props is something like comparing the population of a small town to that of a city.
  6. Any class is glad viable if you're good. But go look at this: http://www.arenamate.net/archive_graphs_s13.html http://www.arenamate.net/representation_graphs.html Can't find the graph for s12 but hunters were defo dominating in s12 in all brackets. The facts speak for themselves. SWTOR pre 1.2 pvp balance was near perfect but I agree it got worse after that. Still aint as bad as wow though.
  7. PvP isn't balanced around 1on1 or class x counters class y. WoW PvP is balanced around 3vs3 arena and to some degree rbg's. Every season there were one or two 3's comps that were completely rediculous. If you only care about 1on1 balance then an mmo with a wide variety of classes isn't a game for you, cause it'll never get balanced around that. Oh and blood dk is more rediculous then rogues were/are for 1on1, heck double blood dk is easy 2k rating in 2's.
  8. Yeah para poison is like the old mace stun procs, it's rediculous. And not even starting about the spammable hard cc's with most of them having seperate dr's. On my lock during a bg I had around 150 cc's on cc counter, you won't get anywhere near that with any class during a wz in swtor. "But you can dispell most of those cc's!" 100k+ UA dispell crits say hi.
  9. Better then the alternative, if you charge someone with full resolve you fly to them over them and land far away from them somewhere with your face smacked into the wall. Ranged needs sum luv for arena.
  10. Blizzard never got anywhere near any reasonable class balance in any arena/rbg season or in vanilla, always 1 or 2 over the top classes/comps. At 2k mmr you got teamed up against a fotm 9/10 times.
  11. Play wow and you won't complain about cc in this game. Reducing the cc to a stupidly low level like some suggested will actualy mean less skill is needed, cause it'll just come down to who does the most damage and healing or in other words who has the best gear. They should actually make knockbacks not fill up the resolve bar (for ranged atleast).
  12. If there will come a mmo where it's main focus is on pvp I'll look forward to that, but so far that doesnt seem to be coming any time soon if at all I'll just stick around and wait, maybe give some new mmo's a try but till I find something better for pvp then swtor, I aint going anywhere. I honestly don't think there will ever come a game where arena is balanced, cause there will always be a fotm comp with the small team + wide variety of class and spec choices. Why I hope that we'll get 8vs8 rwz's and they balance pvp around those. Keep arena alive if there enough arena die hards left but don't make it the main focus of pvp.
  13. It's just my own personal opinion on how dodgy kolto missile is with serverlag and knockbacks, changing to how i proposed it doesn't change a thing really quality wise but it just gets more reliable for pvp. No one stands still in pvp and no one should be stacked up either and this way its hella lot faster to get a kolto missile off so I don't understand you don't like a change like this suggestion. I'm not saying the gunnery tree should be completely reworked, just have a viable alternative to tracer in power shot when tracer gets interupted and better heat management and less penalty on damage for having to kite or when you get trained. Pyro suffers the least from casting problems yeah but it still does suffer unless you only multidot+instants with a 15sec cd, you still relly on unload and power shot to get procs. The procs are still fairly unreliable as it is and that with not being able to cast anything cause you're getting trained in arena, you'll have no burst at all. Things are fine if you're left alone, but you never are as a merc in competitive arena cause you're the easiest dps to lock down apart from lightning sorc (wich no one in their right mind plays) so you'll just get trained.
  14. Bodyguard: Our lolinstant heal not healing 2x less then the spammable op/scoundrel one while it's still on a 18sec cd. Healing scan should finish the cooldown of emergency scan. Can't believe kolto missile still has to be aimed on the ground after 2 years, make it shoot at the targetted friendly and explode on impact healing nearby targets. And about the animation when cast on yourself, just make it explode in your hand or not show the missile at all and just give a nice green splat around you. Arsenal: Better heat management. Less buffs and abilities tied into tracer. Torque boosters instead should give you the ability to cast on the run while hydraulic overrides is active. Tracer lock and Light 'em 'up also gained from power shot, so you have an alternative while tracer is interupted and unload is on cd. Barrage procs of power shot aswell already. Pyro: Remove icd of prototype particle accelerator and make it stack up to 2 times for better heat management and mobility. Rail shot making your next power shot instant. This is all from a PvP perspective. Currently all specs are to reliant on hardcasting and do barely any damage or healing while moving, wich results into train the merc and he can't do anything. Not saying all of this should get in there, just a few optional suggestions.
  15. Yeah and the AP PT in ion cell loses out a lot on heat management, autocrit railshot 15% movement speed and 11% damage baseline and fully relies on flamethrower for damage wich is easaly avoidable. Balance with all it's internal damage complaining about armor, you made my day.
  16. AP PT in ion cell ussually runs with a shield aswell, gimping tech damage. AP PT damage reduction comes from armor wich does nothing against internal and elemental and energy rebounder doesn't absorb that much damage either. Because everyone stands in flamethrower, right? Especially in competitive arena all 4 enemy players perfectly stack up so you can hit them all and no one will use any of their tools to get out of it or to stop your channeled cast. This ignorant attitude of yours doesn't really go all that well without atleast basic knowledge. No popcorn for you sir.
  17. BUSTED! Now I get yur QQ, yur playing smash! Smash complaing oh the irony!
  18. So you know you failed on your last argument so you come up with something new. And a sin tank has no passive dmg reduction. A sin hyrbrid tank has no burst either. Keep it coming, haven't had this much fun all day and I thought my day couldn't get any better.
  19. Just damage skill points i see there, still nothing utility wise. So why don't you hand over that popcorn cause you won't need it.
  20. Maybe cause full shield tech isn't viable for pvp and never has been. Oh and a sin loses 0 mechanics wise, just damage like AP in ion cell. Keep it coming, I'll get some more popcorn!
  21. "Logs onto sage". OMG 100% dmg reduction and immune to everything!!!! Putting my jokes aside. If ya aint joking then you still don't have a clue how armor works. Look at the other thread somewhere on page 7 or something, then you'll see what little gain over how much you'll lose by running this spec. I'm defending this spec and I'm playing pyro lulz!
  22. That's why dark maul is now the best pvp tank and getting buffed next patch...
  23. Dark maul. Told ya nerf sins! Aint ya gonna make a thread about the 60% defense chance? And that was in dps spec and stance btw. It's so OP!
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