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RidowHyrim

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    MMO's, College Football, to list a couple.
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    Student.
  1. Also: this game is part of a genre of games that exists on the premise of being social with other players, and using them to create and experience content together. If you forbid players from grouping up, that degrades the social aspect of the game. If you split the queues, you lengthen the queue times. That hurts the game as a whole not to mention the social aspect of the game; it also sets up bad premades to get utterly stomped by higher tier competitive pvp premades. There are all sorts of other problems ( i only very briefly listed two of them) that would be caused or exacerbated by changing the game to accommodate these few anti-social players that, for the sake of the game, should not happen.
  2. Why the principle of this thread (banning social play in regular warzones) is wrong. (in its simplest form) MMOG = Massively Multiplayer Online Game SWTOR = MMOG eliminating social play ≠ MMOG Halo, CoD, Gears of War, etc, thataway --------------------------------------------> (^also known as lone-wolf ville) Also, stop posting these in the PvP forum. Old, dead, threads are continuously being brought back, and new threads are constantly being posted about a issue that is a non-issue. If you have a problem with people playing together, you're spending your play time in the wrong game genre.
  3. Vanity items are always a good way to motivate players to remain invested in content, and you don't have to worry about balancing anything since they don't affect game play at all.
  4. It's definitely an interesting idea that I've never seen floated before. And I agree, not every class needs the same 2 CC's that every other class has. (way too many classes have a 8 second soft stun and a 4 second hard stun) My only concern is it sounds an awful lot like a blanket silence (except you get 1 cast to start the silence duration), and as a healer in PvP, I hate blanket silences.
  5. I agree, companions shouldn't burden players trying to engage in real open world pvp. Having a companion out because it makes it more 'tactical' is only relevant in a 1v1, maybe a 2v2. That truly isn't world pvp, it's closer to a duel if anything. The problems with companions: 1) They sometimes knock you out of stealth if you vanish in PvP combat (obviously not intended, which is evidence enough how well BioWare thought through companions in PvP.) 2) 8 second channeled crowd control that is not on the resolve - it's freaking wonderful to sit in this, especially if you don't have a trinket. If you do, and you decide it's worth it to pop the CC removal CD, then it only sets you up for CC from actual players. 3) general lag; this game's engine struggles with PvP in the open world as it is, why do we need non player elements (minions that are not unique to any specific class, that for the most part, play themselves in PvP) in our Open World Player Vs Player Combat? 4) legacy abilities: obviously 50% damage reduction, a pet sac/heal for the player, legacy orbital strike, legacy choke, legacy force storm, and legacy flamethrower is on the extremely silly side of things, as pvp goes. These things are a gimmick reward for leveling multiple classes and shouldn't be usable against other players. There's a reason you can't pop those types of cooldowns in warzones. 5) group PvP: Companions are a ridiculous force multiplier. The amount of additional cool downs they bring the a fight, the additional damage/healing, and the additional trash to tab target through is completely unnecessary. Some context for companions in WPvP: The other night a couple of my friends and I decided to seek out some good old fashioned WPVP, with the goal of antagonizing the other faction as much as possible I was on my healer operative, and they were both on DPS assassins. Everything went relatively swimmingly on our first few stops, with us over powering individuals and groups the same size as our. There were a few hiccups when pubs temporarily banded together and spammed their companions to fight back against us, but for the most part, we reigned death down upon the republic players with impunity. Later on, we moved to the black hole. After much of the same as before (we had been at section x), the republic players responded by forming a group of ~10 or so players (from the same guild) that was committed to opposing our murdering of their factions questers for as long as we were there. This is what we had been looking for, a group that was larger than us, that was still relatively small (in the grand scheme of WPvP). It wasn't probable that we would succeed like we had previously, but you can't win glory and bragging rights by curb stomping random questers. Unfortunately for us the larger group decided to tip the odds even further in their favor by using companions outside of a raid. 10 opponents just turned into 20. (You can choose to refute my 1 companion = 1 player math, but the point remains that the amount of enemy health bars that could use abilities against us had doubled) Predictably, the going got rough for the 3 of us. Small unit tactics in close proximity became that much harder to execute with the amount of hostile targets we had to contend with, especially when the pubs used legacy cooldowns. (stealth was truly our only saving grace). As the healer, I was constantly eating 8 second CC (healer aggro on companions) that didn't fill my resolve at all, which is completely stupefying to witness in person. After the fights would progress and our position would inevitably become untenable, we would have to use our vanish CDs (or die a quick death to the zerg). The only problem was enemy companions keeping aggro through vanish, and then running us down and popping us out of stealth, which would often result in a quick death without nearby LoS. Finally, after some time we decided to lower our play style to that of the opposing zerg. I respecced to a DPS operative, we dropped our group, and summoned our companions. Our K/D ratio skyrocketed against the same competition that had forced us to become largely ineffective just prior to our tactics change. The rest of the night was spent triple stealth opening on republic players with legacy cooldowns and companion heals/DPS. We punished that group for another hour or so in the way I just described, and then grew bored and left. Clearly the PvP experience I just retold is not the idealized type of gameplay that most of us hope for. For a while we ganked questers, which is meaningless. Then when we finally had the chance to do something impressive (the opposing group was large, but was mostly poorly geared/experienced PvErs, so killing them all was not an impossible task), the chance was stolen from us when our opponents doubled their numbers when they all summoned NPCs. - the quality of the fights were a horrible, cluttered, slightly laggy (with only ~15 actual players fighting) affair, where only one side (ours) was capable of any semblance of tactics/targeting. - healing was completely removed as an element in this style of PvP - large groups were dropped in order to summon companions and maximize each side's numbers/access to ridiculous cool downs that don't have a place in PvP -tanking was completely removed as an element in this style of PvP - see above -our cool downs (vanish) were negated by glitched gameplay elements (namely: the companions), which resulted in us being unfairly popped out of stealth and slaughtered. This is why I, and others, think that companions don't belong in PvP. Firstly: they are glitchy, as is evident in the examples above. Secondly: they reduce the overall quality of PvP by encouraging players that are fighting together to not even be grouped, which amongst other things, makes support classes mostly useless in the fight. Thirdly: the strong get stronger. No fight in WPvP is ever going to be completely fair (exempting 1v1/2v2s, which are skirmishes and not genuine WPVP engagements), with this in mind, companions only exacerbate the problem by turning a 3v10 into a 6v20, which is an obvious detraction from the quality of WPVP.
  6. This is the single most important thing that needs to be added to help the PvP community asap. The high end pvp has become stagnant due to the small population of high end ranked pvp guilds per server. This makes it terribly hard for the unestablished pvpers to break into the ranked PvP scene, as the main competition they have to face are the ~5 PvP guilds per server that run min/max'd team compositions in fully min/max'd gear that have been playing together for sometime. Linking the servers would provide opportunity for the high end teams to play in a larger pool of skilled teams, while allowing the lower tier teams to have more teams of their caliber to play against, making the initiation process of a pvp team (something that many teams don't survive) a much less punishing process. There is a plethora of other things that I would like to see in this game (actual meangingful world PvP, arena type PvP, some semblance of class balance, etc) but fixing what is already in the game is priority #1. As it is the only competitive form of PvP in SWTOR, in my opinion, has not been implemented to satisfactory levels.
  7. Nope. My pals and I shouldn't be punished for bailing on a WZ when we get paired with the 4 worst pugs in history. I don't know if yall stick your heads out of the mud enough to notice, but there are some awful players out there. When you get 2-3 of them on the same team, there's nothing you can do but leave. Being punished for that isn't fair.
  8. Pretty much the title. I've found some topics on sorcerer healing stats, but they seemed to focus mostly on PvE. I'm much more interested in information for optimizing stats for sorcerers in PvP. What are the stat priorities? What should my surge/crit chance be at before I start to gear for lower stat priorities? Power/willpower or alacrity? Which pieces should I be buying and taking the enhancements/mods out of? (the force master head has both +power and +alacrity, should this be the one I farm once my higher stat priorities have been met?) Which augments should I use?
  9. Woe be the group that leaves me alone to free cast my heals while they try to face roll my group. Healing at 50 with gear + teammates with gear/in vent seems sufficient enough to me. Of course, I don't see a problem with healers being OP'd. The slower the MMO combat is the better. If I wanted fast combat I would play BF3. Also, if you're pugging it, and you get focused, it's a suck fest.
  10. Sorcerers, not matter what spec, have pretty horrible burst DPS. We have an excellent ability to pad stats, and are exceptional in group PvP, but can't compete with other classes in terms of raw damage in the shortest possible amount of time. On top of that, troopers are incredibly nasty if played right. Commando DPS: Grav round spamming: massive spam cast DPS. If he is left alone to freecast, he's going to put your healers in panic mode to keep up with the damage. Commando healer: good armor, good healing, stupid survivability cool downs. It gets really fun when you have a trooper healer being guarded by a trooper tank. That + damage sheild = lulz Vanguard: excellent opportunity to pad stats, the spike DPS isn't bad either, but I wouldn't say it has sustained DPS. Hard as crap to kill of course.
  11. Sorcerers, not matter what spec, have pretty horrible burst DPS. We have an excellent ability to pad stats, and are exceptional in group PvP, but can't compete with other classes in terms of raw damage in the shortest possible amount of time. On top of that, troopers are incredibly nasty if played right. Commando DPS: Grav round spamming: massive spam cast DPS. If he is left alone to freecast, he's going to put your healers in panic mode to keep up with the damage. Commando healer: good armor, good healing, stupid survivability cool downs. It gets really fun when you have a trooper healer being guarded by a trooper tank. That + damage sheild = lulz Vanguard: excellent opportunity to pad stats, the spike DPS isn't bad either, but I wouldn't say it has sustained DPS. Hard as crap to kill of course.
  12. I would also be interested in this, it would be cool if it could remain viable at 50 and beyond.
  13. I agree, not to mention Force Surge (tier 6) makes the reduced damage done from consumption via Dark Resilience less relevant, making it harder for my to justify specializing in 2 quasi-useless points to get access to the increased mobility with my shield. I would like to have the increased speed for PvP while shielded, but it isn't likely that I would be using consumption very much with out the Force Surge proc, what with all the players trying to kill me and all....
  14. Please fix this, it is very frustrating
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