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JuJu

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Posts posted by JuJu

  1. This is true. Your job is to harass someone into getting so mad at you that they actually try and kill you, and its better if more than one of em gets on you. While they are on you, they are not completing mission objectives and you are nothing but a big time sink. Jugg PvP Immortal is fun, but once again the glorious 10 meter interrupt, better cooldown, better damage output and subsequently better threat generation assassin is the best class for the job. At least this doesn't hurt me as much as the dead server, but both are serious log-in demotivaters.

     

    Plus tankassin's have much better escapablity tools at there disposal.

  2. Perhaps, but WoW can't be blamed for all of it. If people wanted a PvP-centric MMORPG, then the games that tried it would have been more successful - regardless of their individual issues. WoW had a terrible launch and still survived.

     

    I'm referring more the the industry thinking that an mmo isn't successful unless it's sub numbers are in the multiples of millions, not WoW the game itself. But I do agree with your point, pvp cannot sustain itself as an individual intity and needs to have engaging pve content to survive.

  3.  

    I've played it since early access, well beta if you count that, and is my main toon. I also have a jugg, tanksin, sorc, and operative. There is nothing the toon I want to play, my main merc pryo, can do that I can't do better on any of my alts while bringin more benefit to the group in the process.

  4. I'd make that any info, lawl. I fear it's probably to little to late at this point. Our 200+ member guild is all but gone from the game because of this very issue.
  5. There is that thing about PvP-centric games not having a good history of long-term success too.

     

    imo, that has a lot more to do with the WoW factor business model that most mmo game studios seem to be chasing.

  6. So I havent played in awhile and I log back in to discover there has been changes made to armor/pvp zones/etc..

     

    Great.

     

    But...ah, wth did they do to Illum? Already it was tough from time to time to get pvp there, but at least the daily and weekly missions kept people on the planet between war zones and also centralized around Mid....

     

    SOOOO...they took out the Illum missions...and in turn PVP on the planet...?!

     

    Can someone PLEASE explain the logic I am surely missing in this calculated move?

     

    Bioware vastly underestimated the level of interest in PvP in this game even more so the interest in large scale coordinated PvP. You can see it written all over this game from combat design, to profession/class/build design, to travel design, the modded hero engine, server caps, etc.

  7. What is the difference? I am at the point to pick my adv class and was curious what the difference was between the two?

     

    Thanks

     

    I can only speak to the Merc Pyro build. In short it is broken. Can it be made to work, yes, under very specific circumstances.

     

    As a Merc spec'd pyro you can expect:

    - NO utility from your build

    - little survivability

    - to be the ONLY class without an interrupt

    - a very unreliable method to kite enemies

    - gear that is horribly mis-stated for your build

    - inconsistant and underpowered DPS overall

    - very limited and unreliable Burst

    - No Escapability

    - limited to a single group role that can be filled much better by any other class

    - bringing almost NO benefit to your group

    - you will die A LOT

  8. Given a choice between a hybrid F2P system like LotRO has, or having SWTOR shut down completely... Which would you prefer?

     

    Keep in mind, for those paying a $15/month sub in LotRO, the game is almost exactly the same as it was before it went to F2P, other then that there's more people playing it and they actually get new content. Same goes for CO, pay a monthly sub and you get everything you did before, without spending a single dime extra.

     

    Brother business, profits, and specifically revenue are not that black and white. Obviously I wouldn't prefer that the game not shut down. CMN there bud. Shifting business models this early in the life cycle is always detrimental to the players. Content and all developement will shift from what best for the overall game to what most profitable. Atm there is so much fixing than needs to be done, in all phases of the game, the f2p would be nothing more than a revenue grab for a subpar product. Players aren't stupid and would see that scenerio for exactly what it would be.

  9. f2p is one of the worst possible scenerios that could happen to this game. It's right up there with, if not worse than ignoring pvp, class balance, missing game tools, and lack of end game content.
  10. For Mercs to be viable - they will need some of the CC's available to GS and Snipers - basically add a root/stun to rocket punch/jetboost - so that they can at least try to get some casts off.

     

    It really does NOT need to be a stun adding to resolve. Root or a decently long snare I completely agree with as being a must have.

  11. This may be slightly off topic but.... the problems with merc are not limited to just a lack of certain skills.

     

    Merc is the only AC in the game who's resource to output is designed to liimit our output. By that I mean our resource pool is frontloaded while our effictive dps is backloaded. This design fits better with a tank or high survivability class. To put it more simply, we have to stack heat signatures, target locks, and Incendiary missles to reach our maximum dps potential. This scenario negates our ability to immediately dump damage on a target.

     

    No interrupt, what can I say. I think anyone who plays a Merc can see how huge a deal it is to be missing this crucial skill. No other class in the game has to spec into obtaining a "semi-interrupt". No matter what explaination BW gives towards this line of reasoning it continues to baffle me given the importance placed on the interrupt mechanic in ToR.

     

    Lacking the primary tenate of a ranged class, a reliable snare or any way to keep enemies at range for any reasonable amount of time. Currently we are forced to spec into having one of the worst snares in the game. While classes with the highest survivability/escapablity are given much better snares from there base class, regardless of there advanced class choice.

     

    TL;DR version. The design choices for the mercenary class are fundamentally broken and in some cases actually work against themselves instead of boosting the build as a whole.

  12. +1 to OP

     

    No real reason, no utility & since 1.2 less DPS and a free kill in PVP.

     

    QFE and I'll add that (for Mercs) there is really no such thing as "ranged". Mercs completely lack the tools to truely be an effective ranged DPS class. Mercs are effectively a bad version of a Marksman Sniper minus the range and tools to maintain the range gap for any useful amount of time.

     

    The only plausable reason I can see is if you are a PVE only player dead set on being a Merc because most other dps classes can to the same job better while bringing more to the group than just DPS.

  13. It's pretty sad how many hacks are out there for this game and how easy it is to get around being reported. Many of these hax were reported in beta. I personally reported the speed and teleport hax in squadron 238 or 147 can't remember exactly and I have several friends that reported the resource pool hax around the same time. Here we are almost 5 full months after launch and they're still very prevalent and wide spread. PvP wise these are game breakers. I'm absolutely dumbfounded that they are still so easily accessable.
  14. The option I would prefer is not shown. I would like to see PvP in the wild; natural, spontaneous PvP that happens when questing. This keeps it interesting because you have to look over your shoulder all the time. Questing zones where both factions meet is the best PvP in my opinion.

     

    The best pvp i've seen in this game so far has always occured in "the wild". A fight breaks out in the middle of no where or near a quest hub and everyone starts calling in back up. Bam, pvp running wild for hours. Yes at times we were outnumbered but we were always able to regroup and find an advantage that allowed us to hold off superior numbers.

     

    I've only seen 1 or 2 encounters of "tactical pvp" on ilum and in both cases the smaller organized group with a plan rolled the larger group unorganized group.

     

    That is why I voted for raw pvp, because that kind of fun pvp is the only reward I need.

     

    I've seen pvpve go horribly wrong in other games. I do think it could be successful if done right. Things like spawning npc's is a bad idea that just create more lag on an already taxed system. If you have static "underdog" bases (or whatever is implemented) nothing will change. That underdog system will just become the same old boring "hide in the base and pull" scenario we've seen for months.

  15. "BurdoThePious: Is there a reason why the Commando / Mercenary Advanced Classes do not have an interrupt ability (eg. Mind Snap, Distraction, Force Kick)?

     

    Georg Zoeller (Lead Combat Designer): Yes. The lack of an interrupt ability on these Advanced Classes is a purposefully designed weakness in their ability arsenal. At the current time, adding an interrupt to the Commando/Mercenary would increase their combat utility, especially in PvP, beyond what we are comfortable with.

     

    That said, this issue is one we’ve re-evaluated with every major patch and will likely continue to revisit in the future. It is not inconceivable that an interrupt may be added to these Advanced Classes in a future update, especially if more PvE content is introduced that relies on a certain number of interrupts being available in a group."

     

    Link

  16. Change the focus of "PvP development" away from warzones and concentrate more on open world PvP.

     

    A good start would be to allow any kill of another player within +/- 1 LvL at any pvp contested location/planet count towards "kill credit" for pvp quests.

  17. They've said point blank they are reworking Ilum from the ground up at some point in the future.

     

    I would suggest making open world pvp just exactly that, OPEN. As in any location/planet at any time. Especially on pvp servers.

    • Player kills count toward dailes
    • Opponent must be +/- 1-2 lvl to count
    • Maybe grant a merc comm for each kill

  18. "It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high."

     

    You have two crafting skills that are entirely based on situation consumables. The only way to accomplish your stated desired effect is to completly remove them from use in combat. Any effect these items have on combat will remain the "go to" until they are either phased out or replaced with something more powerful.

     

    Same thing goes with your approach to pvp gear. As long as it remains in game fully pvp geared players with have a systematic advantage over players without said gear. Will class utility and roles be reviewed along with these changes?

  19. Now you get to be steam rolled by groups of Lvl 40+, have fun. This is a band-aid on a severed leg. If you are going to bracket these things, then do it all the way. 10-19, 20-29, 30-39, 40-49, & 50.
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