Jump to content

dukehenry

Members
  • Posts

    64
  • Joined

Everything posted by dukehenry

  1. I know that the ability tree is a work in progress, but I don't think it is very clear when abilities are granted, and when you have to make choices. it also doesn't help that when you hit specific levels you don't actually get the abilities listed, unless you switch to another spec and then back to the one you wanted. Example: playing a sage and hit level 23. Didn't get TW or FA. Had to switch back between specs to get the abilities. I think it would make more sense if you had a section of passives/abilities granted, and then a second section clearly marked as choices to be made.
  2. 1. My specific spec is a hybrid healing/survivability spec that has proven needed for PVP. Since we are the most squishiest healer, and probably one of the most squishy classes overall, we tend to be easy kills. I have found in PVP that if there are scoundrel healers, commando healers, and myself, I will always be targeted first because I am usually the easiest to kill all other things being equal. In PVE, our healing circle is extremely valuable (as I am told) and we are always welcome to join operations. 2. Due to the fact that you can talent in to the knockback/root combo, it is better for survivability in PVP, but still beneath that of commandos and scoundrels. While in PVE I haven't had any issues (pre or post 1.2), in PVP post 1.2 I am the most useless healer. When I face sorcs or scoundrels on my alts, I always burn them down first, and they usually are substantially easier than the other healing classes to kill. Sages escape method is easily countered by most classes that have roots, and so in most cases my only chance is to hug some sort of pillar and hope to los enemies, which only works against bad players. Against 1 competent and similarly geared dps, I will spend all of my time healing myself, and therefore being less valuable than any other member of the team. I am only speaking to unranked scenarios. [Edit: Forgot to talk about 1.2 changes specific to sages - With 1.2 we have to be smarter about force management. It seems to apply more to PVE and PVP, since you are more likely to die before you can use up your resources in PVP. In PVP, the single biggest change was the removal of our HOT giving us a shorter cast time of our primary heal. Because of this, sages no longer have any significant burst. Combined with our low survivability, this makes us the most unattractive healers in PVP.]
  3. I have been stuck in three HBs back to back to back. Getting rubber banded back after 10s of movement is completely unacceptable. Take HB out of the rotation of eligible warzones if you can't get it working. This is stupid.
  4. I have a BM/WH Marauder. Our guild group of dps that queue together are mostly marauders and powertechs. Every once in a while, we will get an operative or maybe an assassin to jump in too. Marauders are THE pvp class at the moment. To say they are not overpowered means that you are ignoring all of the benefits they bring to the table. 1) Control. Marauders can separate a healer from a group attacking a node better than any other class save a juggernaut. We can throw the target away, then leap to them and then burn them down while they are out of range of guard/other healers. In coordination with another marauder, we can also separate the other healer, or anyone guarding the original healer. Once the first healer is dead, the other marauder can then attack the tank as well and within a short time span can kill both members without much issue. 2) DPS. For those who know how to play their class, marauders can put out very strong dps. This was the case pre 1.2 with decent gear, but now even more so. Ask any marauder who has scored a crit with smash on someone of equal gear, it is silly and awesome at the same time. 3) Survivability. While tanking classes will have a better overall survivability curve over the course of their entire healthbar, marauders are fantastic at using their control abilities to hold off multiple attackers (if forced to defend a node solo) by throwing one away, and then jumping away from battle, while still staying within range of a defend point. If things get really hairy they can battle stealth out of combat, waiting to interrupt at the last possible second. If they do, and still need more time, they can always use that special ability we all love to talk about to last for another few seconds while reinforcements arrive. Especially if a healer arrives to get you back up to to full health, you can now try to survive while all of your cooldowns come back up. Marauders are too strong. A few tweaks however and they would be brought right in line with other classes. They are ideal to kill sages with, this is true. However, no game is balanced on 1v1 matchups. If it were, we would see gunslingers nerfed because they love killing marauders.
  5. Sorry, artifice is destined to be one of the bottom professions forever.
  6. dukehenry

    Huttball Tie

    They would have had to pass, the ball itself will explode killing the carrier if held for too long. With 1.2, I don't see how any one team could pass that long, unless done dangerously close to your own spawn point so you would always be assured reinforcements and new people to pass to. The other team could build up on their own full group and just zerg down the carrier if he is in a corner, since passing would be problematic. Knowing that this is the mechanic, I don't have a problem with it. Have won and lost because of it, and it is always exciting, either just killing the carrier before the timer expires, or being just short.
  7. I currently run two characters in warzones. A healer "main" and a dps "alt" and I can tell you without question that our full group of dps rarely loses a warzone. It is simply too easy to burn down a healer. 1 dps can take apart any healer quickly enough. Stuns, interrupts, burst dps - it is easy. If I am putting together a warzone premade, it would be all dps, and we would be in good shape to go against any team we face.
  8. Imagine you have 12 people queue up same faction, with no one from the other queue'd up. Lets assume that everyone is queue'd up solo. SWTOR should put 6 people in each group. It currently doesn't and it is getting frustrating. Going up 8v4 because the game can't put equal amounts of people in each group is frustrating. Also, this isn't an issue of people not clicking. This early in the morning we have a small number of regulars play, and a simple who tells us that the system is broken. Addition: We just got into an 8v3 crossfaction WZ. Why wouldn't the game simply put us in a 4v4 instead of that crap stomping?
  9. I could be incorrect, but one of the initial changes in the 1.2 patch was that it was supposed to add 300 resolve. Did it get taken out, or was I dreaming?
  10. Due to the mechanics of most knockbacks, if the person is against the wall standing on the terminal, running in and using a knockback won't work most of the time. You will simply knock them back into the wall. I have used my consular knockback over 10 times, without any significant result. The enemy either flies up slightly, or goes up against the wall, doing nothing. Non-targetable two ways: 1) tab target is garbage. I had one enemy in front of me on the terminal (not in front, on top) and one either on the side. Tab target wouldn't target the guy in front for a good 3 seconds. It may not seem like a lot, but due to the size of the warzone, it makes all of the difference. 2) trying to click on an enemy in a mess of friendlies is impossible. You can't click a nameplate, so you have to madly sit there and click on a person to use your nukes. Again, if it takes 3seconds to work, you lose the warzone.
  11. Players being able to stand on top of the terminals in Novare coast is a borderline exploit. New strategy is to get a tank to stand on the terminal with a guard on them. You won't be able to burn them down before reinforcements arrive. I think this goes against the quick paced nature of the warzone. By having a player stand on the terminal, you eliminate the possibility of being able to use ranged caps. If you throw a sniper/gunslinger into the mix you can hold the point with 3 players for an extremely long amount of time. If tab targetting was a little smarter or players were easier to click on the old fashioned way via the mouse this problem wouldn't be as bad. However, when one character model can obstruct the "clickable" nature of the terminal and be untargetable due to the poor tab targeting in game as well as the fact that they are being melee'd by friendlies making them unclickable to kill. Not a problem in premades where focus fire and coordination are not a problem, but in pugs it completely changes the pace of the warzone.
  12. Well if the rewards for staying in a terrible losing match weren't absolute crap, I would agree with you. Pre 1.2 we didn't have problems with afkers and people leaving early. Now, very few stay behind. The carrot approach will always beat the stick.
  13. Would be interesting to note. Bioware hasn't said anything about the 180 they have pulled on the state of pvp. The initial game was always slower paced, more tactical. Now, it is zergfest after zergfest. I would like a definitive answer as well. If this is PVP, then it will be something I stop doing. If I wanted zerg pvp, I would play any of the other pvp mmos out there.
  14. One problem with 1.2 was introducing large changes to classes as well as large changes to the PVP system in general. Bioware should have released the class changes first. Then, after people get used to playing their new class (because in some cases it plays like a new class), Bioware could have made adjustments to these changes to ensure some level of balance. Meanwhile they would have had more time to look at whether or not their expertise changes would work, apply them and tweak them.
  15. I could be wrong, but the reduced time has always been in the game. It is reduced to the time that the previous team needed to cap. However, if you mean when the other team surpasses your progress it ends, well that is part of the new change to reward the winners, and punish the losing team. Seems like the entire philosophy of this latest patch is to encourage winning and punish losing teams so that they don't want to pvp anymore.
  16. I may be reading it wrong...but they outhealed out, and outdpsed you. Their average dps was much better than yours, even with healers. Even if you ignore those who may have joined and just sat around and did little. I have seen warzones with one side having 3 healers, and the other having 4-5 above 500k damage, just getting outhealed. That is arguably healers being OP. Unless those doing damage aren't focus firing, in which case they deserve to lose. Doesn't look like this happened here. You didn't only lose because you didn't have healers. You apparently didn't have dps either. Likely a big gear disparity.
  17. I agree with much of what he has said. I truly do hope BW looks at the metrics over the next week or so, and realizes how much of a nerf to defense has been created. Players die much quicker, especially if a battlemaster is involved. Fights are quickly becoming a zergfest, and healers viability is quickly being replaced with dps. Pre 1.2 it was rare for a team in Voidstar or CW with no tanks or healers to win against a team with healers. Now, it is becoming commonplace as healers can be focused down in reduced time. With healers being burned down at a faster rate, they become less useful against good teams. Pre 1.2 having a fight between two small groups of relatively equal gear was interesting and tactical. Now it is fast and brutal. Smash the other team in seconds to win, brute force trumps tactics in 1.2
  18. After being in 3 straight wzs where apparently people are afk or change their mind in doing a wz I thought I would post my idea to change the queue system. The problem with the current system is that when you have met your minimum, all of those in the queue are saved a spot and get a notification that they can enter a wz. The problem is that if you have people afk, or don't want to go - the people who do are penalized as they wait for replacements. This is an unneeded hassle. Instead of having a queue pop as soon as your side has 6 (have had wzs pop when only 6 level 50s on super late at night against 8 imps) - this is what I recommend: 1. Have the queue notification pop only when you have 8+ queued in the system. That way if anyone is afk or changes their mind, there is a better likelihood that the group will not be penalized, only the player. 2. Make the notification first-come-first-served. The first 8 to accept get in, the others are put back into the queue. Now, any delays are passed to the people who afk or change their minds, whereas those who want in, get in and have a greater chance at success. Thanks
  19. Depending on the day, it either takes 30 mins or 4+ hours to get done. Problem is that one side will become huge, and then will camp mid. The other side will disperse and only when the larger side leaves will the smaller side show up and start to get bodies in. It is a stupid system that rewards zerging the middle and just sitting there farming crates. Instead they should do something to encourage pvp, and not camping of the middle and crate grabbing. If you do manage to get pvp going with some nice sized groups, the game is so laggy from nodes being taken or people dying, that it sucks to play even that. Ilum should be completely retooled.
  20. What is being done to address population imbalances? Incentives to switch factions, ability adjustments to ensure both factions are on equal footing, other buffs like tenacity to help lower pop factions? Thanks
  21. Sorry, not possible. Two people hitting for 2-4k each roughly? No way he stays at full health. He was either being healed by another healer, or you are simply not being truthful.
  22. First day the maintenance was short, hours shorter than expected. The next day it was super short. Add them together, one regular day of maintenance. Get over yourself. [Edit: You guys need to understand that for a game in its first month+, maintenance is super important. Other mmos have been plagued with issues for months after release. BW wants to try and fix things as soon as noted. If you were having this disconnect issue, you would want it fixed. They fix things during these periods. If they don't do it, that means that there will be lagging issues that you will then complain about. If it falls in your prime time to play, that sucks. However, most of my days off are on Tuesdays, meaning I always lose time. I don't complain because it is what it is. Deal with it.
  23. If you people think server populations and faction distribution isn't a problem, you should take the rose coloured glasses off and face reality. BWs top concern right now SHOULD be fixing population imbalance. I know of quite a few players who are rerolling to the dominant faction on their server, and it is really killing the other faction's population.
  24. Problem is that usually people are leaving because they are getting pounded in a loss, quite possibly because they are already short. In such cases, you would never get out of the wz, since you are already short handed. Until they fix the ever skewing population between factions, I can't see this happening.
  25. So, after sitting through a morning of being put on 4 man teams against full imperial teams I have to wonder why the queue system is so bad. I suggest you fix the logic behind how it actually fills up teams. You may say "you don't have that many of your faction on at the moment" to which I will say indeed it appears so. But don't put us in a warzone if we only have 4. Make us wait, and make the opposing faction wait too. If they have enough to queue up two teams, but them in a huttball. However, on nights where we apparently had a lot of our faction pvp queuing, I was a part of huttball matches where the same faction teams were 8 and 4. I mean, couldn't the game figure out you have 12 in the queue, so put 6 on each side? Very frustrating how a simple system fails so miserably. ======================================= Also, if you have a full operation and everyone is there, why not have a "ready to go" checkbox so that people can skip to a quick 3s countdown to start if everyone selects it? Would speed things up!
×
×
  • Create New...