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drakhla

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  1. Patch Notes 1.1.2 Hired 40 additional developers and completely re-designed the PvP system in the space of a week. Really, think before you post. Reality doesn't work like this, especially in a game where PvP is only a portion of the whole.
  2. drakhla

    Guardian/Jug

    Jugg is my newest character, before this I have been playing mercenary, sorc and operative. My impression so far is that juggernaught is much more of a specific role class that anything else in PvP. Juggs shine when doing huttball objectives especially, and they work really well in premades with healers and support. Unless you're really damn good I don't think you'll be topping the damage charts with this class, but you are much more valuable to your team than a random DPS character in all warzones. If you play within those limits you'll do well. Taunt is possibly the most underused ability for us, and its STUPID GOOD. Imagine a big battle near a door in voidstar or over a turret in alderaan, you can be throwing up taunts all the time against players attacking your team, and it makes a massive difference in the battle. If you're trying to play it like a ****** DPS class then you're just not doing what it was intended for, nor playing it to its full potential. Thats my two cents - accept the limitations and focus on its strengths: objectives and team damage mitigation.
  3. It is a bit too difficult in my opinion, but it is manageable. We had a much harder time on Bulwark (before they fixed his damage mind you) in directive 7. We wiped 3 or 4 times before we managed to get it right. I think a contributing factor was the turrets were bugged at the time, for instance my character would float in mid air as if mounted on the turret but the turret itself would not turn with me. But I assume that has been fixed. Personally I think the normal mode should be tuned down a bit, as that sort of normal mode is more geared towards the casual gamer. But like any FP its all down to learning from your mistakes (wipes) and then coming up with a educated solution. Took us a while before we figured out we needed a healer in the middle, and which mobs to target down first.
  4. Some sort of enrage mechanic is necessary, but I wish it was a little more creative. One thing I will say for LoTRO is that they had some pretty good HM mechanics. For instance on the grand stairs dungeon you had X amount of minutes before a boss left the dungeon, and you had to fight through a bunch of mobs really fast to get to him. It made group composition a lot more meaningful, as generally speaking one player had to do a 'death run' through the mobs to tag the boss into combat before the timer was up. It also rewarded skill as it was quite possible to fight through all the mobs legitimately and get to that boss. It essentially was an enrage timer with a different mechanic, so you couldn't stack healers and tanks and just faceroll it (you needed a specific type of class to do a death run, or a good composition to legit make it to that boss). In that same dungeon another hard mode challenge was to kill the boss without killing his adds, so it forced you to have a good off-tank who could kite the adds around and made the fight much more difficult and tactical. Simple things like this make fights so much better and they're fairly easy to come up with, and that sort of creativity is necessary in my opinion for a 2011 MMO.
  5. Not sure about debuffs but you're absolutely correct we need a proper interrupt system. Locking out 1 heal for 4 seconds is not nearly enough as I can just switch to secondary heals, then back to my primary. Should lock the 'school' so to speak. Personally I'd prefer something like interrupt stops an ability for being used for say 8 seconds, and increase the cooldown on interrupt.
  6. Hes referring to a premade group, which is like 3 or 4 friends going in and playing PvP together. Obviously this makes the guys much stronger because they're working together. From what I can tell that level 15 guy is just really good. I play on my level 15-20s and I'm able to take out level 30s and 40s fairly often. The skill of the player means a lot. For instance your average player doesn't even use interrupts in PvP etc.
  7. I don't see any point for getting MVP.. As far as I can tell its +1 commendation per vote. Whoopie That being said I tend to vote for the people who try to organize things in chat or do objectives.
  8. Are you referring to the force lightning or the shock ability here? Force lightning aint all that, its best feature is that it hits you with a slow. Its a 3 second channel, easily interruptable (either with interrupt or force leap or any knockback)...What exactly is the issue? It doesn't do nearly as much damage as shock does.
  9. I never have any problem killing marauders, not on any class with knockbacks anyway. They're really not that difficult to kill, especially as the vast majority of people who play them dont know how.
  10. I'm sure the next post will be someone saying 'L2P use the resolve system', but its not a good solution for some situations. I.E. I'm stunned on a flamepit with the ball - I HAVE to burn the cooldown just to survive, so I can't wait for the resolve bar to fill. Then i get insta-stunned again and still die in the fire..
  11. The issue with the speeders is that its really easy for me to reinforce one of the side turrets virtually instantly from my respawn point. When I go back to spawn I actually check my map and see how many people are defending each side, and if those people are moving around a lot (generally fighting), and then choose which side to reinforce. The travel time is so short I can literally be in the fight all the time with only brief interruptions. I don't think removing the side speeders is the answer, just make it take as long as the middle speeder..Done. And quite honestly I think there needs to be a damage threshold on interrupting caps. So there isn't a trickle of 1 person runs in, AOEs, next person runs in, AOEs.. Or someone does an auto-attack on you that does 2 damage but still stops the cap.
  12. Um I can run around and dps just fine with only minor stops for certain skills. Mercs generally just one button DPS instead of using other abilities. Heatseeker Missile, dart, missile blast, rocket punch are all easily usable on the run and do tons of damage.. Brief stops for tracer missile and unload then back to running around.. The reason why mercs have trouble against sorc is not because sorc is OP, but its because mercenary lacks an interrupt ability (other burning our knockback cooldowns). If you want to fight a sorc you need to get in his face, not turret DPS from range. Use rocket punch (talented knockback) and jetblast to interrupt his heals and big attacks.
  13. Yeah BH has ridiculous range damage, far and above that of sorc. Sorc just has more utility in terms of dps, especially when it comes to stacking DoTs everywhere. I can literally run around and just DoT the entire enemy team and sit back and rake in DPS medals..But my actual 1v1 damage not nearly as good as BH. This is speaking as a lvl 50 mercenary btw, and I've played a few sorcs as well.
  14. Because if gear didn't matter there would be no reason to grind endgame PvP, simple enough. In 1-49 it doesn't matter as much because of no expertise, but the gear difference does exist at all levels.
  15. Tracer missile spamming almost never overheats..Its my main form of damage in a PvE boss fight and I use it specifically because it allows me to keep using other skills. As a lvl 50 merc i'll weigh in on the tracer missile spam. Anyone who 1-button DPSes with this class is dumb and obviously does not know how to play. My usual rotation is heatseeker missile, explosive dart, unload, then tracer missle tracer missle tracer missile to get the 5 stack, railshot then repeat. Far more effective than a tracer missile spam. However I think it is somewhat dumb the amount of damage it causes.. I would personally like to see a slightly higher channel time. Increasing the heat requirement isn't really an option as it would significantly damage PvE.
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