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nockout

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  1. The system, as it seems right now, just seems like another grind. When rewards and titles get brought into RWZ, what's to stop teams from just grinding 400 games farming pugs and bads (not sure why 2200 teams are playing against pugs anyways). There is a team on our server that is 2200 with ~150 games that we have never lost too, yet we've only got ~75 games and are just now hitting 2000. This team will most likely get rank 1 though simply on the fact that they can play more games than us. I think a similar situation is happening on The Bastion as well. It's no trivial task to get 8 people on and organized to play 75 games as well, let alone the ~200 it seems its going to take to get to 2400. What I suggest is that it takes less games to gain rating, and that we keep the rating system focused on skill rather than another grind. Let's make sure the best team on each server gets the credit they deserve.
  2. which is why I specifically said tank sins.
  3. It's going to be really frusrated if say you're best healer or best dps or best ball carrier gets dc'd and replaced with a 12k hp new 50 just checking out solo ranked.
  4. 4 sec stealth =/= stealthing to a cap guarded by a player, sapping and capping 4 sec stealth =/= permanent vanish 4 sec stealth =/= sitting in endzone stealthed waiting for passes 20% dmg reduction cd = ~ 40% dmg reduction which is what tank sins have all the time your project/shock hits harder than our ranged execute does 150% for 2sec every 30sec >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 30% for 10sec with the possiblity of 20sec every 5 min Tank sin's do just as much burst as any1 except maybe good slingers. There are plenty of videos that show it. Only you get the most over powered ability in group pvp in this game while doing as much damage as anyone, with as much surviability as anyone....guard. But I expect the complaing to start when ranked comes out and the teams with 3-4 tanks sins take the top.
  5. Assassin's need to be nerfed way before Mara's do. Best 1v1 class in the game + has guard, stealth, self heals, enemy player pull, plays in defensive stance so 40% + mitigation, ranged attacks, immunity to force dmg, force speed, knockback, taunts....need I go on? How people havent screamed for nerfs to tank sins is beyond me. And before people say "they nerfed it so you lose stuff when you switch stances" assasins are topping dmg IN tank stance.
  6. 1. Players are still not showing up on the raid frames. Seems to happen when a character waits ~30sec or more to take a queue pop. 2. Currently, when a player disconnects for any amount of time, they are unable to rejoin the warzone. This can be disastrous for a ranked warzone team if they lose key members. This happens to me often, and almost always it only happens for a brief second so that I am able to immediately reenter the game. There should be a 1 min window for disconnected players to reenter the warzone in ranked warzones only. Also, since I now play on Fatman and we have 30min-1hr long queues, I think the 1 min window should apply to the server queue too. It seems that there is something like this in place but 9/10 I get put back in the queue. Ideally, when I dc for <1min I should be able to bypass the queue and reenter the warzone. (When I dc, I am usually able to immediately reenter the game so that I am able to get back into the game in ~20sec. 3. I am still finding times where players in warzones are stuck in the death animation upon ressurrecting. It happened to me today. This should be fixed, as well as all animation bugs that don't allow a player to leave the res area forcing them to get kicked. Maybe having a /command that reloads the warzone for the player as if they left and came back into the game. Sign this if you agree, and feel free to add in anything to make sure that ranked warzones are a success when they are released!
  7. Does every orange schematic have a chance to crit craft an augment slot? For example, say I have the BM chest. I craft the lvl 11 orange chest until I crit craft, get the augment slot, and move the mods from the BM chest to the lvl 11 orange chest. Essentially the lvl 11 orange chest is now equivalent to the BM chest, with an extra augment slot, correct?
  8. For those who don't know, Psychic Suffusion was fixed along with TK Momentum in the last hotfix. I did some testing, was getting around 1300 non crit hard casted TK waves not specced for PS, and then specced the 2 pts and was getting 1450's non crit. This is huge, thank you Bioware for finally fixing this. The spec I'm using this with is 7/16/18 with 1/2 TK efussion. TK throw gets used so often that 1/2 is more than enough to cover force.
  9. I also meant the speeder ride rather than the cinematic.
  10. I should clarify for #2. This would only be for ranked warzones where you queue with a full premade. Pugs wouldnt be allowed to join the game so you would be permanently left with 7 players rather than allowing the diconnected party member to return into the game.
  11. 1. Players not showing up on raid frames in warzones. 2. Don't remove players from the game when they disconnect. Allow them yo rejoin when they reconnect. Edit: #2 only applies to ranked warzones when queued with a full premade where pugs aren't able to join, leaving you with a 7 man team. Not the pug queues. 3. Remove the speeder ride in voidstar so players don't get locked in the room for joining the queue late. Edit: I meant the speeder ride, but cinematic too. Just for ranked. Sign this thread to make sure they know of these problems and fix them before ranked warzones come out!
  12. Before releasing patch 1.2 please... 1. Fix the bug that makes a player not show up on raid frames. 2. Allow the group to auto reassemble when the warzone is over. 3. Make it so that if a player dc's, he can rejoin the game when he reconnects. 4. Remove the cinematic and flight scene in Voidstar. On a number of occasions I've seen like 1/2 a team get locked inside the respawn because they took the queue late and the speeder didn't arrive in time. 5. Reduce the graphic of the Sage knockback. In it's current state, myself and a sorc can use it at the same time, but because they have a shorter graphic, thier's will hit me first, thus cancelling mine and knocking me back. Or make it so we both get knocked back, very frustrating in Huttball. Just a few things I would like, feel free to add yours, and I'll add as I think of them.
  13. I knew there was interest in this so someone just needed to set a time and place. I posted on the server group forums saying that my guild would be out there accepting all challenges. I talked to some of the imperial players I knew well, and did a little bit of advertising in the Republic Fleet. The server really pulled through, and with only 2 days of notice! It wasn't a very organized event, I just wanted to see what the turnout would be like and we'd figure it out with the people who came. This upcoming week we're doing it again with more advanced notice, a lot more interest, and a 3v3 theme so people get can get their teams together. We didn't really bet credits but in the future it might be something we do to give more players incentive to come out. I should also note that since this event, Outlaw's Den has almost always had people out there messing around from both sides. My guild has been there every night. Did some duels, 3v3s, and 4v4s, last night for around 2 hrs with another guild.
  14. I just did http://www.swtormovies.com/movieview.php?id=2311
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