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Lovia

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Everything posted by Lovia

  1. i see that thing around a lot and i dont really believe ppl actually fall for it? every expansion 90% of the old content is practicly removed from the game, the 5% beeing achievements and the extra levels, now free to play isnt the deal braker for me but the level cap increase will be. That feels wierd, remembering the old crisis points in this game that isnt about stunlocking operatives!
  2. Beeing sad about how the system works, is a valid topic of discution, beeing sad that ppl vote for their 'group members' instead of the person that supposedly did the most for his team in a match is a valid point and maybe even a problem, but mate you go way overboard by asking to delete a system that in no way harms anybody and adds a little something to the enjoyment of the game. Maybe you did the most damage and protection in a warzone but maybe that guy with 30k dmg and 1 solo kill spend 10mins looking at the map and shouting commands through voice coms to his ppl to organise those awesome caps that turned the match around.
  3. that, plus if f2p=i am out along with a lot of ppl that want quality games and not virtual marketplaces to spend their money.
  4. you look like you wanna play guild wars, sir, try that out and see you again in 3-4 months.
  5. Lovia

    Leaving Mid-Match

    how are you gonna screen disconnects?
  6. I think you lost somewhere what has happened in swtor the last few months, patch 1.3 was released without any pve content and till semptember there wont be any new pve content, tha last few months are focused half on pvp (rated warzones) and half on transfers. I am sorry but i have been completely allienated by the game the last few months due to the pvp focus, if you cant see it it means that you really expect a lot more from developers that this far havent given you anything substantial. The new hot thing in the qq threads is guild wars 2, there is no law against playing multiple online games. Also due to the difference in the purchase model this 2 games are practicly different markets, in other words its like saying 'hi bioware the new total war will have a multiplayer mode so unless you fix the loading screens on planet i am gonna go play there'.
  7. it has nothing to do with what this game is, or what other games offer, its all about the expectations of people from this game. Some thought it would be a sandbox game like star wars galaxies, some thought that it would be the perfect themepark aka wow in space.
  8. 80% of the threads in this forum is a request for balance (Nerf x, buff y, fix z) anything that would be detrimental to that, either a different-than-standard group setup (4v4, 3v3,2v2,16v16) or a warzone mechanic like 'no respawn deathmatch' (most ppl just plainly forget the existance of 5m battle revives and that there is no cd in this game longer than 5mins that can be used in pvp) simple isnt what the players seem to ask for or would complicate the design even more.
  9. Lovia

    Your dream team?

    i thought it was a cool post, all about constructing a perfect rated team setup.
  10. Lovia

    Guarded by the force

    Yes you are the first to notice it. Honestly though nerf mara is so 2 months ago and even the powertech thing is beat to death, lets instead make this post about how the sleeper op guardian/jugg needs a nerf fast.
  11. 2 things, You said full campaign, on one hand you got that the flashpoint can be completed with full rakata tank (personal experience) and in the other hand the gear as campaign is pretty half cooked so you gotta swap armorings/mods/enchantments all over the place to get what is commonly refered as best in slot plus min/maxing offstats so there might be a lot of room for improvement. Then Are you one of those ppl that go for secondary stats on augments instead of tank main stat (endurance)? The only way to counter spiky damage is to leave room for healers to heal, thus endurance, plus since passive mitigation is only based on ilvl and active mitigation is diminished hugely endurance is the way to go. summary: you should be able to complete the instance no matter what with campaign+ gear, you should try to improve your gear even after looting campaign by min/maxing stats and stacking endurance to help the healers with damage spikes.
  12. although its a good thing what you are trying to do it fails to analyse the pov on varius classes, (its different fighting a dps as a healer/another dps/tank) and ofc the fact that mutliple classes have different roles/specs to bring to pvp, like guardians for example.
  13. spam/bump. Oh noes/rage posts etc.
  14. ow wouldnt that world be glorius? i mean swtor took care of pet classes why cant they take care of stealth classes also? if need be give a shadowmeld ability to every1 outside of warzones and flashpoints/operations.
  15. i would make resolve the cc breaker and the cc breaker skill points work like this: the system will work based on two components 1.Resolve bar counts up based on the time you spent cc'ed (we get a bar filling every moment you stay stunned or mezzed or any other form of denies-control-of character effect) at 6 seconds the bar turns from white to red and starts counting down for 12 seconds, during this time you are immune to all cc. When u use your cc braker you instanly remove all cc(and roots) from you and 2 seconds (2.5/3.0 with the 2 point skill instead of 10% health regain) worth of stun are added to the bar. 2.Physics bubbles or bar or whatever they want to call it, under your (and other players) resolve bar there are 4 empty circles, every time a physics or root effect is applied to a player one of them becomes white for 6 seconds if no other roots/physics happen the circles 'empty' again, if additional roots/physics happen additional cicles fill up and the 6 second countdown resets when the 4th root/kb happens all roots are dispelled from you and for 12 seconds no further roots or physics can affect you.
  16. here is my tanking experience: done all end game content on all difficulties (sadly i havent tanked all of lowlevel ) Cleared denova with full rakata and no campaign or blackhole items thus obsessing on gear isnt important. But most ppl love min maxing stats, thus in my experience and oppinion in every choice you can pick endurance over anything else (money, candy, shield rating) you should always pick endurance, ALWAYS, EVER! Why endurance: You are easier to heal. You have a bigger error margin in terms of managing cooldowns. You cant mitigate via defences a lot of the damage, soa attacks for example. Secondary stats suck. Taking less damage wont keep you alive, staying alive to receive a heal will.
  17. I think you are trying to improve survivability by trying to reduce damage taken instead of making the damage taken easier to heal. The typical example for this is, its better to have 10hp take 3 damage per hit and have 1% avoidance than having 1hp take 2 damage per hit and have 99% avoidance. So for me in every and all occasions the first rule of pve tank gearing is, health first and i cant stress this enough
  18. In many ways brilliant play wont help you, it mostly boils down to setup except if you have a weak player skillwise or gearwise. This class or the other dominate certain parts of the game and no amount of thinking and no stroke of brilliance will counter that. Due to the focus on balance not only in terms of classes but warzone terrains and gear aquisition methods, there is simply no room for a smart move, its all about exploiting the enemy error or exploiting your mechanical class strenght versus his (gunslinger vs guardian for example) The pvp is just too fast paced paced to allow for tactical situations, when all it takes in 3gcd to die, you wont ever pay a mistake you did 15 seconds ago you make a mistake you die right there and then. The only room for strategy and tactics is the objective oriented nature of pvp but even those are boiled down to extreme cookie cutter tactics and the only variance between groups are how well they coordinate and communicate. The biggest factor for me in the dumb down off tactics is stealth and due to the mechanical ineffectiveness of the scrapper scoundrel spec, the reality of the situation is that the game is practicly dictated by shadows, maybe i am completely wrong and the element of suprise is the only thing that keeps the game interesting atm but i think there should be an assossiated tax with staying stealth on an objective for ever.
  19. i ve seen healers getting 800k healing in RWZs with 3 dps focusing them 25/8, its not a gear issue, its not a skill issue, its an issue of proper teamwork.
  20. Yes thats exactly what we want the server admins to do when the server goes down! Dont try to fix it go on the forums and post about it!
  21. if you want to biodrone you can find defences to every argument for example: Since melees cant dps when they arent in melee range, they get the best defenses and that is highlighted with vanguard/powertechs, since they can do damage outside melee they have the worst defence cds in the game and since R-DPS needs to be stationary to cast they are somewhere in between the 3-god mode cds of the senti/mara and the lack of defensive cds on the vanguards. I personally thing that sage and commando healers need to be brought in like with scoundrels, scoundrels should get a decent non-bursty dps spec with extra mobility tools to match the rest of the melee and sorcerers/commando dps need some sort of love, especially some short of offensive group utility like a laze target or damage that can be triggered by other classes and in general be brought in line with snipers.
  22. First of all thanks for the very fast reply. I think you did an awesome job on keeping one of the most debated issues currently in swtor in a nice thread to not be overflawed from the avalance of nerf x cause i said so threads. Yes i am seriusly calling a moving buff tactical complexity in an mmo, because this games and generally the gaming scene isnt quantum mechanics or biochemistry, its press 20 buttons. Not to mention that the moving buff can be tossed to any1 not just healers or must be canceled if you want some1 to guard you! I am pretty sure though you understand this and you are experienced in the game. What you want is to be able to shine on your own, well as it stands you share the role of the defender with the tanks and you need them to pull through, i assume the game could be the opposite instead for the tanks to have all the cc and all the lockdowns and the dps would need them to shut healers down, well thats not the case with swtor as it stands and thats not the intended game design or the direction the developers want to go to. As the game is now the only way for you to shine is tag along a good tank and play a role in your team, win and have fun through celebration of achievement knowing that although ppl wont drool over you effort you were integral to your teams success. The next evolution of your playstyle, is team player. It only sucks cause for the dpsers this isnt the case, they just do as they please, but if its any consolation and only in the competitive scene, dpsers that find good healer+tank tag teams against them they will need to resort to the same amount of team play and co-op to counter you.
  23. I think the flaw of your argument is that you consider that somehow healing needs to be balanced with dps in terms of a healer beeing as good a team spot as a dps, this argument has a ton of implications that simply dont hold weight in the game. The game tries to be balanced around the presence of an exact player ration, 2 tanks 4 dps 2 healers. Most forum discussion is done (incorrectly in the context of the game but i personally love this kind of discussions also ) assuming a simple field of battle were ppl fight over, the movement between objectives and the ratio of respwn to travel to fight time means nothing to most ppl. However back on balance, in order for the game to be balanced around the setup it needs to force the setup on you, so stacking anything extremely away from the indicated numbers needs to be detrimental (for example 6 dps 2 healers, or 4 healers 4 tanks) Thus we should analyse and perceive the team as two parts: offense (dps and to an extend tanks) and defence (healers and to an extend tanks) tanks contribute to both teams. Thus in order for a person to stay alive both a healer and a tank need to contribute, that would hold pretty much the same for damage as tends to be evident in the game, in order for 1 person to go down two need to contribute but this isnt so prevalent since the damage dealers are twice the number of the other archetypes. Allthough i understand the above is a gross outline and doesnt begin to touch the reality of all the situation what needs to be said is THIS IS NOT WOW, here keeping ppl alive in PVP is not about the Healer its the combined effort of a TANK (yes because tanking exists in pvp!) and a healer. If you take the recommended survivability increase the original poster asks for and add a tank in the mix you make for a pvp that nobody dies except from knockbacks and pits or stray small skirmish like 1v1 matches at wierd map positions (any1 who has played 1.1.5 pvp has a voidstar experience with less than 15 deaths in both teams). People who actually appreciate swtor pvp, not because its perfect but because it has an additional tier of tactical and strategical complexity (that is the pvp tanking) dont wont it to return to the 1.2 state, no matter how frustrating it is for a solo healer. I guess if i wanted to add a tl;dr is, if they buff the healers they need to remove pvp taunt and guard from the game in order for it to be playable, and that isnt the right thing to do, so please evolve, find ppl who want to do pvp tanking and learn to play with them, teach and learn from them.
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