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L-RANDLE

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Everything posted by L-RANDLE

  1. Same... Getting 4 min, 15min, and 1hr lockouts for about a couple weeks now...
  2. Raansu tears... lol. Tanks already arent very viable in PvP...
  3. The legendary MelliMelon lads and lassies
  4. dude i was looking for this for like 2 years!!!:D:D:D:D
  5. Sup Tech.... I got my wish, but has anyone confirmed what bolster is doing?
  6. This is the only exception. The issue is with weapon damage. Hits have native weapon damage attached. The 186 weapon damage is higher than 174 PvP (regardless of what bolster says). The reason you mix is because the EXP hit is sizeable, but by carrying EXP on the other slots, you overcome this. You still get an EXP nerf, but you get +100 or so damage on high level attacks. When I did the calc it was a 4% increase in attacks across the board... This issue has been present since bolsters inception, and even though I explained to Tait why and how it was broke, they didn't comprehend that weapon damage bolster doesn't override native weapon damage on hilts. I have done any testing on this in awhile, but yea. I wouldn't bother getting a pvp weapon until the very last item.
  7. For regs, at least weapon based classes, 41 EXP crystal 186 Hilt PVE 174 PvP mod 174 PvP enh is BIS....
  8. It's acting more dynamic than it use to.. basically you can't do 3x162 purple, but you can get away with like 162 purple, 158x 2 purples iirc. It looks at each slot and weighs it accordingly so you can't go 186/186/80 and get max EXP on that item..
  9. -1 You can buy stacks for 50K. If you have a problem making money, see my signature line...
  10. As far as I know it's only a one way street. You have to be over the item rating for it to show up. Iirc, you can't use 162 purples in your hilt of off hand, but really if your EXP is over 1900, then don't sweat the minor differences...
  11. When you zone into a WZ a notification pops up that a certain piece of equip isn't bolstering correctly.
  12. This is still pretty much the case....
  13. Getting your natural node capped is how you lose. Capping an off node happens because you are playing against bads or people that don't play CW 101. Back in the day (launch).. The standard CW strat was 2-6-0, or 2-5-1. One caps node, 2 runs up the side to slow down/scout any advances. Mid 5/6 checks flow of enemy to natural node, and one or two peel off to assist if needed. and this was BEFORE they removed the side speeders, and added a taller wall on the side to prevent hopping over it to decrease travel time. So unless you have a team full of trollrollers or Pred spamming Maras, going off node is high risk, and about twice as hard to backfill. In todays game, if you take mid, you can control the alleyway going to the off node. If you control that alley, and watch people coming off the speeder, the only other route is underground. But that much is obvious if they don't drop mid. You pretty much have the other team on farm, assuming you don't have mouth breathers on your team and able to respond to a flow to your natural node (and not over commit). This is CW 101. Cap your natural node, fight for mid. If its a stalemate, someone needs to try to leak to the off node and solo it, preferably stealth.
  14. There is a huge difference between missing a special offer versus providing a "service" to allow players to balance servers on their own, then summarily killing the content that was the main driving force behind it. regardless of the "cost", its a waste of time if the same thing happens,....... again.....:rolleyes:
  15. So anyone else concerned this is another well placed BW troll to get people to spend CC, only to add leet unlocks during the expansion? Players been asking for mergers for damn near a year now, so why now? Just saying....:confused::confused: Been searching for a reason to play again...
  16. I'll also give an example. "The premade problem". If you que with a premade, and happen to get a full PuG as an opponent, the match scoring(end match ratings), should automatically give the premade a lower handicap to perform to. If the premade don't meet it(i.e. the PuG is competent and performs well), the system should decrease their rating accordingly. The only issue is determining what goes into the handicapping, but valor(experience indicator), HPS/DPS/Mitigation(performance indicators), composition(balance indicator), and how you que are already compiled. You can go deep into how you want to approach those indicators, but this system will ensure that every player handicap number is a much better indicator or "skill".
  17. I've said it many times. From the perspective of increasing participation, you have to have one pool for ranked (and regs for that matter) to implement a system where it doesn't matter what class you play, or what the group composition is.. Sounds difficult? Not really. This current system is fully capable of making assumptions based on those things already. The answer is handicapped matches. It works two fold, it keeps casuals engaged and not discouraged. It keeps the queue loaded for the leet to separate themselves from the pack. The only real problem is BW doesn't do meaningful things to make PvP enjoyable for everyone.
  18. Because you are changing stats. Depending on which gear you are wearing. Bolster isn't designed as a replacement. It's an add or subtract or do nothing type of system. They are not going to scrap this entire design to move to a substitution system..
  19. But what's the difference between.recruit gear and having modifiable PVE sets attained by questing, getting bolstered to 2018.+Main+End? Nothing... In fact bolster works better for new players than recruit gear ever did. The issue is about endgame gear. Raid/FP gear that's higher than the bolster cutoff. So I guess you should say players "New to PVP" vs New players in the game.
  20. That's a bit misleading. New players get gear that fully bolsters if they take the time to actually understand PvP. The issue is raid quality/endgame gear.
  21. BW has shown that isn't a simple task. That's asking to make bolster more complex than it already is. It would have to throttle up and throttle down. I propose a one way street throttle up to max level. If you want some gearing for PvP, make EXP adds as a separate gear slot with minor increases or no EXP adds from gear at all...
  22. The only real.answer is to boost everyone to raid quality and whatever EXP number they deem necessary to have ttk where they want it. Delete gear entirely as it relates to PvP. If they haven't learned by now, I pity these devs and the decision makers of this game. Gear grinds, don't keep people playing. Good meta, engagement with the community, and ramping of content does. PvP= piss poor maintenance mode..
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