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detora

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Everything posted by detora

  1. detora

    Queshball, baby!

    But you also stated previously that serious pvpers quit because of the "degraded state of reg pvp". That's just... nonsensical. Why would a competitive player quit because of a casual game mode? The game is not balanced around regs warzones.
  2. detora

    Queshball, baby!

    ??? Serious pvpers don't play SWTOR; regs have nothing to do with it. That isn't to say there aren't good players that continue to play (ofc there are), but this game is far too simplistic in class design, CC and interrupt mechanics, awful arena maps, etc... to be competitive. Not to mention the terrible game performance. It's designed for casual players. And that's cool; enjoy it for what it is.
  3. Kudos for doing this. I'd like someone (you, if you're willing) explain the concept of CC for newer players. In the 25 or so games I played tonight, I'd say 1/3 of them someone on my team didn't know what a mezz or sap was.
  4. Mercs (specifically Arsenal) are very forgiving and extremely easy to play so it's natural to see a lot of them. The only saving grace is that their "anti-focus" DCDs are on long timers (Kolto, Reflect). The real issue IMO is the passive healing/CD reduction on the shield (who wouldn't take that talent?) and a spammable 30m root when spec'd (which used to be tied to Rocket Punch, a 4m ability on a 9sec CD) and a 70% slow on blazing bolts - that lingers for 3sec afterwards. Arsenal is a clicker's wet dream. Insult to injury is e-net, which, due to the popularity of the class, makes it an extremely powerful ability that has very little counterplay due to Hinder not respecting white bar. IOW, the no "punish" for throwing e-net whenever you feel like it. Good mercs will excel at the class and are hard to deal with. As it should be. But it's simply too easy a class that can stand or backpedal and survive way longer than necessary with little effort.
  5. What incentive do people have, truly? Ranked 8's have been gone since 2.4, and most of the population as well. Back in the day, playing objectives was something people did because they either wanted to work on strats or wanted to get on a ranked team. Although most guilds never queued up, but that's besides the point. There isn't an "end game" for 8v8; only scrimmages. There is no penalty for losing. Nor is there any benefit to winning.
  6. It used to be that way, particularly when 8v8 ranked existed. The removal of that game mode has led to people not caring about winning because there's no incentive. Newer players who weren't around then don't seem to realize this. Regs used to be a way to practice strats and coordination, though most guilds weren't confident enough to field a team (which eventually led to ranked 8s being removed).
  7. Respectfully, it's a L2P issue. Mechanically, operatives survivability is mostly "active"; i.e., roll. They have to spend a GCD to evade or, in the case of Lethality, proc Infusion (which costs another GCD). Things like Shield Probe and Evasion are good in a pinch, but aren't design so an operative go full mongoloid (/wave @ Juggs). Here's some tips, if you don't already know: Operatives have no DR when stunned (Evasion is negated when stunned as well). So as a DPS, time your burst with your hard stun. If they're Concealment, keep track of their rolls. If you see them double roll (generally a big no-no unless you really need to GFTO), wait a GCD then root/hinder/stun. Lethality gets a free heal every 8secs, but you can CC them anytime you want. Roots force an operative to use Countermeasures/Halo (if spec'd), Evasion or their cleanse (depending on the type of root), the latter being on the GCD. Likely they'll roll afterwards, so another GCD they aren't doing damage. If they're white-barred and you want to secure the kill, use a Hinder ability (enet, gore). Since you were the healer, help out the DPS (who clearly weren't very good) by throwing out some damage and chaining a stun off theirs.
  8. I'd settle for Hinder respecting resolve. IOW, if you're white-barred you can still use phase walk, roll, combat stealth, etc...
  9. detora

    Later

    1) Pugging normal BGs in WoW is the definition of aids. Far worse than SWTOR. The only saving grace is that there is cross server so you don't see the same faces too often. 2) Ranked vs Normal warzone gear isn't that big of a difference. And the cost to gear in SWTOR is insanely cheap. Gear should never be an issue or an excuse, even for casual pvpers.
  10. I've felt for a while that Kolto Waves should be instant AoE ground target. Increase it's CD or whatever to make it not stupid OP (particularly for PvP), but whenever I heal on my operative I almost never cast anything. Sure, ppl die. IDC though, it's just regs and the average pug can't manage their DCDs or know when to disengage the fight for heals. I havn't healed 4s since 2.whatever. Back then there were only a few burst classes we had to worry about as healers. Namely, carnage and deception. Smash was a thing then, but that AoE spike was mitigated if your team didn't have Downs and just spread out a bit. Our HoTs were stronger, so it was less aids to heal. Point is, burst specs as a whole got buffed like mad since 3.0, and operative instant cast sustain healing got nerfed. Stands to reason they play second fiddle to sorcs, and probably will for the forseable future.
  11. Target of Target guard swapping is not the best way and easily countered by teams with decent situational awareness. Once you've used your CC break, a hardswap will happen once you're out of white bar. The best way to reduce the frantic nature of swapping guard is to control the enemy dps. And that isn't necessarily your job. Swap guard to teammates who have little or no DCDs and are taking abnormal amounts of damage. Then again, are you talking about solo ranked? You'll just get tunneled if you don't have a healer so GL and HF.
  12. 3.0 Lethality may not have changed too much, but it's a shadow of it's former self. It's basically a troll/regstar spec now. Which is fine. Leth DoT's didn't scale well at all. The idea of tab-dotting since 3.0 is literally a waste of time since the spec has 0 energy issues and the DoTs themselves do f*ck-all. And DoT spread with Carbine Burst?! An even bigger waste of a GCD. But the biggest damage nerf to Leth in PvP was the removal of Explosive Probe. Leth is only a threat nowadays to people who stand there and eat Culls to the face. Don't get me wrong, I love the spec. I main it (I'm just a casual Regstar these days) because it's a challenge - compared to say, AT PT or Madness Sorc. I like trolling people into 1v1s and spam healing myself while I wait out their DCDs. But that's about all Lethality is good for now. Being annoying. As far as survivability, Lethality is more than OK in small scale fights. The off-healing is rather retarded. But the fact that DPS Operatives' best DCDs are on the GCD (e.g., Roll, Kolto Probe, Kolto Infusion) is what makes them poor for big scrums in regs and group ranked.
  13. detora

    Scoundrel ranting

    @Warlord_Mailken: What is your Op's name on SL? I'm intrigued about this Concealment playstyle of yours and seek in-game lessons.
  14. You must not have played 4's since 3.0. What you list on paper vs what actually happens in competitive group ranked are very different.
  15. You don't remember Panser, yet you rep the guild tag? Kids these days...
  16. detora

    Scoundrel ranting

    I'm curious what class you play? Operative (all specs) has IMO the highest skill cap in the game currently (although that isn't saying much nowadays). What may appear as "op" is usually quite calculated. Granted, Concealment's rotation was dumbed down in 3.0 so even a monkey can put up good burst, but knowing how to survive and be a real offensive threat on an Op takes a lot of awareness. As for Operative DPS, roll is very powerful and one of their best defensive CDs. Since it is on the GCD, thats a GCD they aren't directly attacking you. If they're Concealment, they resist everything for 1.5 after each roll. You simply don't attack/CC them during this time. If they happen to double roll away, that's good for you: they're retreating, and for the next 10 seconds they're susceptible to getting pooped on. Stun locking an Operative is probably the easiest way to kill them, or at the very least forcing a CC break/Camo. Keep track of their use of DCDs, and focus them before their breaker has come off CD. If you're going against a Lethality Operative, you probably shouldn't waste your time tunneling them until they get in close to spam Cull. Their DoTs did not scale well at all in 3.0, no Explosive Probe for burst, and generally speaking they aren't a big threat. Unless you can root or chain stun a Leth Op and burst him down, they'll lolroll away and heal to full.(if you're not aware their roll procs a free Kolto Infusion once every 10sec). Remember, Operative's self healing is all on the GCD, so those are GCDs they are not attacking. Operative healing is powerful but is quite bad when dealing with burst damage. The best way to deal with Operative healers is to CC them whenever they don't have full resolve. Their HoTs will fall off and their team will die soon enough. In PuG regs this isn't very easy since everyone is just hitting buttons with no coordination, but try to do your part. I realize it's frustrating to play against 5 operatives because they're so sneaky. However, I'd be willing to bet that you'd be equally frustrated going against 5 AP PT's.
  17. Hey guys, A buddy of mine and I just transfered here from POT5 (RIP). I was curious about the 4s scene in general. Are there consistant teams queueing? Is Kickball a thing here? Are any teams in need of a DPS or Heal spot? Any info on 4s would be appreciated. I currently have my Marauder here (Notari) and may transfer my Operative if this server has potential. Cheers.
  18. Carnage's DPS output is fine (in PvP at least). If Gore was brought back to 4.5sec, the CD would have to be increased to 15sec to compensate. It essentially then would be the same as it was pre2.0 (minus Rupture and Retaliate).
  19. Mercs cast more than any other healer, and in PvP it's the easiest to shutdown. They aren't easy to kill persay, but the meta in 4s is Pressure/Burst (Hatred/AP being the best). Cycle all hard stuns on the merc, coordinate interrupts when they're whitebarred. Your team will die unless you're very good at hard switch (which is still viable, but much harder now with loldotspread). Add to that they have no aggro drop in PvP and it's GG.
  20. It will change the meta for people who care about objectives in unranked warzones I guess. But personally, reg wz's are fun when you pewpew and not care about winning or losing. More people spam capping means easier targets to blow up. I'm ok with it.
  21. I gave rough numbers because the OP was basically parsing on some sage healer (e.g., face tanking). So yes, "frozen in time" as you say. Like a training dumby. Only bad DPS complain about how overpowered healing is in PvP. Trust me, healing in 3.0 is absolute AIDS against good players that know how to focus fire, CC and interrupt.
  22. L2P issue. On a warzone training dumby, in full Dark Reaver, any average DPSer should be able to parse at least 3k sustained (a "good" one will push 4k). So 3x3k=9k DPS. Add in 3 interupts and 3 hardstuns, there is no healer in this game that would be able to facetank that.
  23. This thread isn't about an "event". It's to find teams/guilds that want to queue 4s on the regular. If PuGs want to join, cool, but we'd rather face real competition than a couple of guys testing the grouped ranked waters. GG's last night. We'll be queueing up every night we have enough people on (which is most nights), usually around 9PM EST. I know Tauntauns will show up if they have the people, but I would like to see other experienced guilds committing to queueing too.
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