Jump to content

gwrtheyn

Members
  • Posts

    278
  • Joined

Everything posted by gwrtheyn

  1. if no speed,charge etc with the ball -> knock back becomes OP if no knock back with the ball its a pure def heal+tank+ 1 with ball becomes OP so the game gets more static with the changes,static games a real boring !
  2. There is a way a unorganised team can win vs a Premade. if you get a real good purg 60+ vs a real bad premade,happens not a lot but does
  3. obliterate will not work since you jump on the enemy pos you use it,so you are again 5+ ft away. Edit as jugg: aoe slow(hope he does not slow),kb+charge,purge his cc instant,but chances to get kited are high,without cds you will not get a decent player Edit2: Ravage does not helps at all,a self root style(even if enemy dies etc it roots you still 2sec),why can we not use it on the run....
  4. Sith Warrior/Jedi Knights are realy easy to kite get out of 5 ft range,but not over 14ft,no charge,slow em as much as you can,if they ever reach you,kb or stun or root etc,they never get you.
  5. exploit = unintended or unanticipated behavior of a software (http://en.wikipedia.org/wiki/Exploit_%28computer_security%29) getting more than 8 man in a warzone is a exploit. using taktics in a warzone with class skills is NOT.
  6. agree stealth is no prob,range is,remove range from all skills ! realy stealth is atm no prob since all stealth classes are real weak in dd mode this leaves 1 stealth tank and 1 stealth healer who are nearly the whole time out of stealth
  7. "shoot another player, cast any ability" not funny a sith/jedi
  8. Orbital strike + stealth after cast works fine for me but with vanish after it, i often see no dmg ticks same for out of range
  9. Orbital strike + vansih = 0 dmg Orbital strike + running away = 0 dmg(since out of range of the target) i think there are more ways to get Orbital strike to do 0 dmg.
  10. "Every Warzone will just be a big PvP fight." nice want it NOW
  11. 1 afk player does e few things: -high chance making his team lose(7 vs 8) -high chance giving the other team free assasin medals -good chance for the other teams healers to get a kill meldal
  12. atm the instanced ilum is kinda real bad there is only 1 instance with action,where all ppl try to get. instanced open pvp feels not right. Possible ways to do it non instanced: Client performance: -8 basic optimised skins for all players,player+his grp in normal mode with gear.Every one else is rendered in a basic class skin for fast drawing+his weapon(fulll version)[possible menu option] -no / low player effect option(the alpha belnd particle systems if covering a lot screen eat a lot perf,cause a lot fps drop) Zone/Server performance: -Split PVE and PVP side of ilum,so you have more performance for the pvp zone,port afk players to pve zone to get more performance -get rid of all pets/mini pets etc Edit:with char copy there could be a big scale test on the testserver so it will not mess up the current game...
  13. somehow only stuns which stun you give you resolve,even if a zerg trys to stun you with 5+ stuns,but you are still in the frist one,if you purge it,inst 4sec stun. it seems to be possible to chain stun this way: stun1 -> 1sec left of stun -> stun2 1sec left of stun -> stun3 (NOT TESTED! maybe this is the resolve bug,can not test it well since you need 3 stuns)
  14. 3.2k bubble+guard -> 6.4k dmg needed to break the bubble;)
  15. Sniper not in cover = Operatives a lot ppl think ^^
  16. all mele dps and mele tanks in DPS mode(non tank strance) have the same issues. there is less an issue with sorcs/sage or BH/Commando dps meles do not more dps than a rdps does,but they are in the middel of the fire of all enemys,so they die fast without cds/tank strance. on top of this a lot stuns are 30ft,so you getting stuned a lot more than a range. getting a knockbacks is by far worse as mele than as range. suggestion: -stuns leave a buff,which prevents stunning for 4sec(kd=stun) -ALL CCs used on a player give resolve,knockbacks too,even if they are immune -all 30ft stuns -> 5ft -all aoe knockbacks-> single target knockback(exept Sniper/Gunslinger since self root)
  17. interrupt Tracer,have fun beating him while he wonders why his button does not work cc him @ the nxt Tracer -> beat him interrupt the heal -> finish him works 90% of the time and he does close to 0dps if you are a tank guard the target he nukes+taunt,most bh will run in overheat and do a long time no dmg:cool:
  18. Assasin medal medal in 8 vs 8 a. kill the main healer b. kill him on the way from spawn c. repeat til he calls/gets help d. take out 1heal+x ppl,so you team fights 7 vs 6 or less 1 medal is ok for this ;P Edit: even if it is a dd,you make 8 vs 8,in a 7 vs 7+you waiting ;P
  19. the strange ilum afk tag hits kinda random(no more kills/valor) even running from spawn -> grp 1 min perma battle -> than afk tag in the middel of the fight,no more kills/valor. Was doing dmg/guarding/taunting still got the debuff(invisible..)
  20. "1. You're trying to complete your dailies, and quickly assess that your team stinks." won a lot warzones today with leavers,got most of the time better players for the stinky leavers,it seems the players who leave first suck the most @ pvp Edit: maybe a vote 4 kick option would rock ;P
  21. Sniper vs jedi cover -> dps him if he runs to close -> Entrench=cc immune -> kb+root -> stun(+speed) if he purges stun root and kite him dead in dead range 6-16 ft basicly all jedi slow em get in 6-14ft kill em with some rdps while running,if they ever reach you cc -> run + slow again,dead all the time solo(never run to far away so they are able to charge)
  22. cause sniper is kinda fun -good working cc(i think all rdps should only have a mele range stun) -can tank a lot in cover(with some points in Marksmanship or Ballistic Shield cd) -very hard to kill for enemy rdps -CC immune ones a minute(for 20sec,so 30% cc immune) -3 working skill lines(burst,aoe,dps) -"Series of Shots" sounds cool with cool anim:D -best kiter in the game bonus: a lot ppl search them for operations etc(ok most rdps)
×
×
  • Create New...