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Jaxtaro

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  • Location
    Escondido, Calif
  • Occupation
    CTO, Owner, Medical Device company
  1. The role of both Marauders AND OP/Scoundrels is to find, seek and annihilate repeatedly all lethality snipers on the battlefield, then to rush to the entrance to catch them there and utterly destroy them yet again with no chance to fight back. Mara/OP vs. lethality sniper is the least balanced matchup in this game where both players are present at the keyboard.
  2. This isn't about Marauders being OP, this is about general game design using a couple of skills as examples. The fact that maras have those skills is coincidental to the fact that each is problematic. Invulnerability The thought process in design is "Without giving them a stun, how to we give these guys something to compensate". Well, if you're fighting 1v1, then 5 seconds of invulnerability achieves the same purpose as a stun. The problem is that PvP isn't a 1 on 1 envioronment, so this skill is the equivalent of stunning everyone with no offensive penalty. The closest equivalent to this (and it's still not as powerful) is snipers' blind, which blinds all nearby characters within a given range. That blind has MANY limitations: 1. It has a range limit 2. It has a limit to the number of opponents affected 3. It fills OVER half of a resolve bar 4. It breaks on a single point of damage. Invulnerability skills have NONE of these limitations, yet do not add a single point of resolve, and has far greater benefit. I don't care who the class is that has it, or how many threads there are about them being OP, the skill itself is a major problem in the context of other CC skills and the resolve system. Melee classes with high damage ranged attacks and high damage gap closers Not limited to Marauders at all. Melee should be melee and ranged should be ranged. Melee ranged skills should be the equivalent of ranged classes' melee skills, on the extreme low side of damage. Gap closers should be on a longer CD than CC breakers, AND there needs to be gap increasers to counter. Currently melee is an "IWIN button", simply because the "moving forward vs. backpedaling" speed advantage, along with the requirement to face your opponent to attack auto-snares ranged if they want to do any damage, along with the lack of proliferation of usable snares or gap openers.
  3. Actually, the worst thing is skills which are in place, such as Mara's 95% defense, which is supposed to cover a lack of stun having no effect from and actually benefitting from resolve, along with being infinitely scaling by the number of people attacking you is beyond OP. Add to that being able to duck out of combat having 0 negative effect or real counter, and melee classes with high damage ranged attacks and high damage gap closers, and you have the real mess we have. There needs to be MORE ranged CC as long as there's so many counters to the benefit of range, or less counters.
  4. This thread reminds me of politicians arguing whether a decrease in the rate of growth is a "cut".
  5. Tab targeting is awesome, when it works logically. Someone please let me know when that happens in SWTOR please. If it doesn't target from nearest player in your FOV to furthest, then it needs to go back to the drawing board until it does.
  6. Time IS telling, there's no denying it. It's a bleeding artery, and that means drop everything and save the patient's life, STAT. There is no company on earth that cannot step in and prioritize, do an urgent resource allocation, resolve the problem, then go back on schedule. I keep seeing from you that this is their game and they know best how to address these issues. This is only partially true, because this game, like any other subscription based service, is subject to market forces, the market is it's boss, and the market RIGHT NOW is dictating their schedule. They can disobey, but just like any boss, the market will dictate the future of the game, not Bioware, and the market is screaming to change tactics, right now.
  7. And you're living in a pipe dream if you think that the rate of attrition can hold out for a full beta of 1.3, the game is on the verge of collapse, due to population issues.
  8. Jaxtaro

    I love CCWTOR!!

    The "problem" is that we are confusing stuns with classic CC, that BioWare confuses the two and gives stupidly poorly thought out values to their one system which sort of covers them all. Classic CC is fine, and it works great. It could use a couple of tweaks (CC breaker refresh is way too long, it should simply be long enough to prevent using more than once in the same fight). Any classic CC is control which breaks on damage. There is ZERO danger to this kind of CC, and it should add pretty much zero resolve, as all it really is to the person under the CC is a limited annoyance, to enable a getaway attempt or to enable the achieving of a goal. The only ACTUAL problem with this is that BioWare was dumb enough to give it to people whose damage relies on DOTS, meaning that the duration is basically until the next dot tick, or 1 second. They need to make these cleanse dots so that they don't auto break, or to survive through dot damage, since an equivalent user would've already DONE the damage that is still being delivered through the dot. The real problem is with stuns, or any kind of CC that allows you to cause damage to a character without breaking it while they have no control over their character. This isn't actually crowd control but a combination of offense and defense that should always strive to be minimized in an MMO. The problem with this is that it's imminently scaleable, the damage allowed to you while you're in this state isn't limited in any way, shape or form, so one stun and 3 people on you and you're insta-gibbed. Stuns should have the highest resolve and their use should be limited in PvP as much as possible. The solution is with a "diminishing return" system. Each subsequent stun only works half as long as the previous one. The other major problem is when you combine the most powerful stuns with the lowest resolve and highest burst damage into one AC, you will NEVER get it right. Ops/Scoundrels need fundamental changes to their class to reduce the "stunlock/auto kill" especially of certain members of other AC's, who you've short changed on CC/Survival in the face of burst onslaught. They are seriously low on sustained damage, and the longer a fight goes on, the worse they are in terms of performance in it. This needs to be addressed and changed, as does their innate survival outside of stupid vanishing tricks to let them survive while not having an "IWIN button" over so manyAC's based on stuns and high burst damage.
  9. Clearly someone's never seen what 3 competent snipers working together can do. The WZ is irrelevant, there is no way to escape the carnage of 3 good snipers working in tandem in AE. It literally rains ground player parts.
  10. Since the WZ adrenals are superior in every regard in PvP, and the choice is "Which inferior stim do I use to gain lesser effect", there's no issue here. Even BW's reuable concern is nonsense, since EVERY SINGLE crafting skill in the game makes their crafting product permanent. As soon as augs, armor, etc revert to lesser stats when you die, and every hour, then you can start on me about how I actually have a reusable effect.
  11. Is anyone asking for more damage? No, not at all. How can people be so seriously dense? If I have the opportunity to get X number of trophies in one spec, and X+2 in another, JUST because the method of damage delivered doesn't fit the poorly planned trophy reward system, then the problem isn't with the play, it's with the trophy system, which should not favor one spec over another, which it does. Playing better doesn't make a dotter able to deliver a 5k blow. A lucky 2.5k yea, but being a given for one and luck for another is still wrong. Please understand a position before you try to argue against it.
  12. That's right, and yet here you are STILL arguing against a very innate basic fairness level whereas those two medals you didn't list (and all I asked for was "a couple", which is if you'll note... 2) be reserved specifically for burst players, and dot oriented players be limited to whatever a burst player can get minus 2. You're not even justifying it, you're just saying "accept your innate inferiority" which is a terrible argument. No one's asking for an innate advantage here, just the same opportunity as any other DPS class. So come up with something substantive where I've gotta actually form a thought to destroy or just go away, you're at this point just making noise to be opposed to something just out of contrarianism.
  13. RIght, the two DPS oriented damage medals, as well as all the healing medals, as well as all the tanking medals. Healers and tanks generally don't get the higher end damage medals, so there's a tradeoff. A DPS player should however, have the same access to the same number of medals that another DPS player does. Anything else is wrong. So is "accpeting your inferior place" which is the position you'd like me to take. Further, what on earth would make you think this is a "causal" player issue? I probably play a lot more often and am higher ranked than you, it's a very basic "fairness" issue, and there's no argument which you can make which validates the current design.
  14. BW, please implement a couple of DoT oriented trophies into warzones. Damage oriented trophies shouldn't be biased toward burst damage specs.
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