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varietasplus

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Everything posted by varietasplus

  1. I love the new warzones and arenas, tacticals, implants, the class overhaul and the regular PVP balance, you obviously put a lot of thinking into it. I also welcome the revival of combat team playing regularly, especially the braveness of playing non-stealth melee against the ranged self-healing tanks. I really appreciate how much you emphasized the importance of improving PVP experience by teaching us how to play and justifying the same damage output for both melee and ranged. I also can not wait for further ability pruning (especially for the overperforming sentinels) and the anniversal operative buff. And on behalf of all melee players, I wish for more ranged/stealth roots, stuns, slows, because we don't really enjoy if our character moves at normal speed or can hit the enemy. We need more challenge.
  2. Cool, now I would like to see a daily schedule in the same manner for PVP class balance and additional game content. You don't want to tell us you only invest resources into Cartel Market items, do you?
  3. I would like to point out that owing to SSD wear (swapping to virtual memory) players might as well consider filing a group action claim for damaging hardware, so I would be extra quick fixing this issue. Just saying.
  4. I have Steam client and I have the same issues, just as you described: memory usage starts to climb from 40% (16 GB system memory), increasing by 1% points / few seconds, then once it consumes all memory, it starts to use the SSD as virtual memory until it is full as well, then the game crashes. Turning off "Enhanced shadow" slows down the procedure, just like changing the graphical settings to low, but problem is not solved. Since I don't want my account to be closed, I will refrain to address the "developers", no matter how hard it is.
  5. You gave me an incentive to add a bonus mission to each.
  6. I hereby sentence the (remnants of the) Combat Team to spend an eternity in a mind prison rotating the following daily missions: 1. Monday: You are a Jedi Shadow and a sniper is guarding the turret. Take it. Bonus mission: d-sync stealth out (remain in combat state). 2. Tuesday: You are a Jedi Knight and a madness sorc is blocking your way. Defeat him. Bonus mission: respawn in combat state with debuffs. 3. Wednesday: You are playing a random class (safe operative) and you have to win a duel against a mediocre operative. Bonus mission: grab your friend and lose to a good operative 2 vs 1. 4. Thursday: You are in a warzone team made of non-stealther melee classes. Enemy team only has ranged. Try to land a killing blow. Bonus mission: give a reason to play non-stealther melee DPS in warzones and prove ranged classes are inferior in any relevant aspect of PVP. 5. Friday: You are playing melee in Vanilla Hutball. An operative takes the ball at mid. Try to target him during the 3×1 seconds window you are actually seeing him: after grabbing the ball, on the top platform and behind your goal line after he has rolled through quarter of the stage from the top. Bonus mission: Leap with your knight on the top platform of a Quesh follow-up. 6. Saturday: You find yourself in an arena in a team of 3 Vs team of 4 players. Rush into battle with a (non-maniac) smile on your face. Bonus mission: commit a stage suicide on Mandalorian Ring or Rishi. 7. Sunday: You are in an arena. Your DPS buddies' IR is 189, 278 and 316 respectively. Try not to do more damage than the three of them combined. Passive attitude on your part is prohibited! Bonus mission: laugh along (while wiping your tears) when they say they are just here for the rewards. +1. Sunday special: You have a lie-detecting shock collar attached to your neck and you are standing in front of the Sentinel Community. You are trying to tell them with a straight face you don't hate the class. Bonus mission: remove Transcendence and Force Camouflage in next patch.
  7. Can hardly wait to see how you NOT nerfed madness sorcs. Good to know you are listening. BTW some are still playing sentinel in PVP, so you might consider some more ability pruning for that class and then remove it from the game for good. And don't forget to buff operatives, that is an anniversary tradition afterall.
  8. In certain arena matches I have such bad lag that every second GCD is wasted, my skills would not activate, yet the GCD animation triggers. It has never happened to me since launch, only last few weeks. This is totally inconsistent, I either don't experience it at all or the whole arena is wasted.
  9. I like the class balance changes and the additional PVP content part ...
  10. It is bugged in a manner of speaking: if you used the catch-up function, you can not complete the season owing to the weekly caps. This is the 3rd season so it is only fair that the developer team could not write a code that can properly calculate the maximum progress available based on remaining time. Classis Bioware.
  11. 1. Did you participate in pvp season 1 and have you managed to complete it? Yes, in the shortest time possible. 2. Did you find rewards interesting and worth engaging the system for? The gear was ugly - which is default for SWTOR when it comes to "free" stuff. Tokens for replicas are welcome. Bronze/Silver/Gold/Platinum badges must be brought back based on the hidden ELO. 3. How are you enjoying the new system? The removal or ranked resulted in the departure of many good players. Quality of gameplay significantly dropped both in warzones and arenas. Skill gap among players is greater now than ever. Matchmaking is terrible, accomplished players do not mix well with pugs. Teaming you up with worse and worse players the better you get is quite irritating. 4. Give any feedback, meaningful changes that can be incorporated in the future. Class balancing must be done separately for PVE, warzones and arenas. If you enter an arena specced for PVE or warzone, you are done for and vica versa. Top priority of matchmaking needs to be minimal ELO-spread at the cost of quick pop times. Class defining skills must be baseline, whereas all slows/roots/stuns should be optional. Root breakers must have 1-2 min CD. There is no reason for arena weekly to require more matches done than warzones. All DPS arena teams should be 3 vs 3. In case of 4 vs 4, tank does not equal a healer. 5. Are premade groups ruin your experience as a solo player? No, terrible/ignorant players and the lack of proper matchmaking ruin game experience. Premades are either formed by a community enjoying each others' company or as a result of frustration of being teamed up with clueless pugs. I used to be play and enjoy both solo and premade. I have given up on the former after patch 7.0 for no one is playing objectives, neither have the minimal knowledge of their own class, let alone the enemy's. On a final note: the 5th question is absurd in an MMO and it is quite troubling to see a certain person posting anti-premade threads every month for at least 5 years now non-stop. Non-damage farmer premades bring quality to the game and there is simply no valid justification to remove it from a multiplayer game. Having hard time to find teammates is a personal problem and can not be fixed by the developers.
  12. Preventing/prolonging/surviving the globalling/tunneling while doing the necessary damage to win is peak competitiveness.
  13. General I/1. Teams should be made of players with similiar skill level: 10 + 9 + 3 + 2 does not equal 4 * 6. Mixing accomplished players with bads lead to frustration on both ends. Longer queue times with proper matchmaking instead of frequent pops please. I/2. There should be no negative effects (like death field or PT fire) persisting through death (respawning in combat state) or ignoring unique skill with high CD cleanse effect (Force Camouflage). I/3. Advanced class disciplines should be unique or reworked for shared disciplines are not balanced (Sentinel Focus > Guardian Focus, Sorc DOT > Assasin DOT, Operative DOT > Sniper DOT). I/4. There is no point in putting baseline skills (like Transcendence, Garvity Vortex or Zealous Ward for the sentinel) into the ability tree as an option, since no one with a right mind would pick sg else regardless of PVE or PVP content. This applies to all classes, there are hardly any real and meaningful choices. I/5. You can not balance for PVE, warzones and arenas at the same time in the current system. You need ranged classes to have the same damage output as melee for PVE, but you must not have that for PVP. Melee should have significantly higher hp, power and damage reduction in PVP environment. Unless they have pocket heal / tank, it is self-punishing to play melee in warzones. I/6. Ability choices should be: Single target (dueling potential) / AOE potential / Survivability (mobility, self-heal, damage reduction). Each class should have to potential to defeat another one in a duel if they choose the specific abilities. Time to put an end to 10-years operative reign and the current Madness Sorc flood. I/7. All classes need effective defensives againt globalling/burst. No class should over- or underperform depending of environment: PTs and Juggs are perfect example. I/8. Reduce the effectiveness of taunt and guard in PVP or guarded player's power should be reduced by 30-50%. I/9. Remove double roll from operatives and apply z-coordinate to roll, so they can not roll over space (in the air). Game breaking in HB: not only are they teleporting owing to dsync, they can single roll from top floor to the goal line being untargetable and invisible. Resolve bar II/1. 8 second sleep should build full resolve bar. II/2. Using resolute should build full resolve bar. II/3. Slows and roots should not be applicable to whitebar. II/4. Roots, slows and speed skills are out of control. If a melee class sacrifises utility skill for root since it is necessary for the rotation (damage output), then it is absurd to negate it with low CD root brakers like Force Speed. Root breakers and speed increase skills should be removed or have 2 minute CD. In the meantime, root and slow skills should have 1 minute CD instead of frequent/instant cast (engineer sniper). Root and slow should build resolve bar. Warzones III/1. Built-in map exlusion option for warzones or let players choose from two simulanous pops (that must not be the same ofc) or let players leave without penalty before match starts. III/2. If only one team has 4-men premade, the other team gets a buff: a bonus player or boost to hp/power. III/3. In most cases, the first minute decides the victor in all wz but Odessen. Losing team members (or teams with inferior damage output which is very common nowadays with number farmers) should have all their skills CD reset upon dying to give them a chance to turn the tides of war. IV/4. Total damage done should not be displayed at the end of the warzone. Number farmers should be provided a new game type. III/5. Stealther sleep skill should be a 1 meter melee skill so that stealthers can not apply it if you cast AOE damage on yourself. III/6. Ongoing CTF turret cap should not be interruptible by sleep, dots or chip damage. If a stealther can not put incoming enemy to sleep in time (before cap starts), they must fight. Enough of troll classes. III/7. Remove Quest Hutball warzone from the rotation for good. Also, it is extremely stupid you can pass the ball up to the second floor from the ground floor. Still no explanation why Force Leap can not be used on top floor. III/8. Refilled player gets double rewards automatically as compensation and match is not registered in statistics if it is a defeat. III/9. Let players change loadout before match starts to compensate for your lack of proper matchmaking. Arenas IV/1. Matches must not start until both teams have 4 players. Period. IV/2. 3 dps + tank does not equal 3 dps + healer. The fact you implemented this matchmaking is proof you don't play the game / not good at what you are doing. IV/3. While there is no ranked anymore, arenas are obviously less forgiving towards poor gear/players skill, so to avoid toxicity, there should be a minimal gear requirement of 332 and valor rank 60. Also, don't team up high ELO players with undergeared beginners. IV/4. Stop class stacking FGS. IV/5. Let players opt-out of tank + healer + 2 dps matches or reduce the effectiveness of taunt and guard. Boring as hell. IV/6. Arena reward/season progression should be toned down to warzone requirements (Weekly: 12 instead of 24). More difficult content and not necessarily less time consuming.
  14. I can confirm the same experience on multiple different type of dps classes. Very high starting win rates, always top dps, then I am constantly put into teams where I have more dps then the other three dps in my team alltogether. If not 4 dps scenario, then I end up with a tank whereas the other team has a healer or healer-tank combo, guaranteed defeat. The more I play, the closer I get to 50-60% win rate without having any chance of altering the outcome, most matches feel like 3 vs 4. I rarely see teams of equal chance of winning. Bioware does not understand that in terms of skill level 10 + 9 + 3 + 2 does not equal 4 * 6. Each player should progress between brackets until they become the weakest link, but instead the better you get, the worse team mates you are teamed up with. And what is worse, I was teamed up with a sorc dps a few days ago. 324 gear, totally clueless about the fundaments of the class, got killed in a few second both rounds. He started complaining why the enemy targeted him and when he was told not to queue ungeared and unskilled, he said he did not understand our suggestion, he has over 50% win rate and I had no reason not to believe him. What a brilliant ELO-based matchmaking system ... Good to know Bioware rewards all your efforts into improving yourself.
  15. More precisely: to your surprise. The solution would have been to force players to pick the only server they get the cartel coint grants in the current galactic season instead of removing it from the rewards alltogether. You killed the incentive for most just to negate an unnoticable effect cause by only a few. And no, it had nothing to do with inflation, on the contrary. You have zero understanding of how economy works. First, you have to sterilize the credits from the game micro-oeconomy by creating hugh credit sinks (legacy unlocks, purchasable dyes, mats and other CM/QoL items), so that people have incentive to exchange their goods for credits. Second, you have to give CC to players to provide the source for supply to meat demand to break down prices on the GTN for spending the credits. So exactly the opposite of what you are doing - No wonder nothing has changed during GS3.
  16. First of all, you have to drive away number farmers from warzones into a different game mode, they are killing the fun factor of casuals/new players and objective-focusing PVP guilds. Second, I inform you that in terms of skill level 9 + 10 + 3 + 2 does not equal 4×6, so implement a proper matchmaking. As for arenas, winning an arena (round) is enough to get 8 medals, so utterly pointless to give medals in arena at all. Giving a medal for 30k or 60k damage hit is just dumb and should be removed. You get the former by simply farting in a warzone, whereas some classes can not crit 60k. Damage/healing/protection medals are totally useless and does not represent how much you contribute to winning. You can win Odessen or Hutball with 0 damage done. In the meantime, you can do huge ammount of damage without any effect on the outcome of the warzone if you fight in the middle of nowhere. Dealing damage/heal/protection is just a means to an end, should not be displayed at all and voila, damage farmers are finally gone. AOE fluff damage negated by AOE heal/self heals is good for nothing as well. Medals should only be handled out for any action leading to completing objectives: HB: carrying the ball, killing ball carrier, passing towards enemy line with a minimal progress distance, clearing mid, pushing down stealth from your goal line, killing enemy player by stage hazards. Remove Quesh from the queue for good. Odessen: activating nodes and mods, guarding points, disabling enemy points, killing mod carrying enemy, taking over enemy nodes. VS: Planting/defusing bomb, interupting player planting bomb, fighting near doors. No medals for player kills, good-bye number farming. AH: capturing and defending pylon, picking orbs, killing players carrying orb. Damage done irrelevant. CTF maps: ignore damage done, only team effort matters. As for the team with only one node: defending medals should only be granted if the node is under attack or there is only one defender there, so no medal farming by afking as defender. You have to make taking over turrets quicker, CTF maps are the most difficult to change the tides of war (especially Novarre Coast). Sleep should not interrupt channeling capture, stealther has to act quicker or engage in fight. Healers are in a special position: thank you for your contribution, you get your medals for healing team members working on objectives. Finally: even if ranked is gone, no player should be allowed to enter arenas without minimal iRating of 332 and valor 80. Undergeared beginners / bad players die instantly in arenas, will be harassed/annihilated in seconds never to return to the game mode which is a problem for the whole community. Again, in terms of skill level (and gear) 9 + 10 + 3 + 2 does not equal 4×6. Removing ranked was the worst idea ever been done to PVP, for you have brought toxicity and frustration to regs and normal arenas instead of getting rid of out.
  17. How are you enjoying the Galactic Season system overall? Not really since your greedyness resulted removal of everything that made GS2 enjoyable. Do you like the Companions offered through a Galactic Season? Irrelevant for these companions have no personalities. Do you like the rewards offered from Galactic Seasons? GS3 theme is like plastic toys from the kindergarten and the armors look terrible, zero incentive to get those. You have never understood that a large percentage of people hate RNG and have specific needs they could have achieved by the CC granted in Season 2 (effective incentive). All items I have got from boxes through GS3 are utter crap and will end up in the dustbin where they belong. You don't understand the nature of the economic issue at all, there is nothing desirable to buy for credits on the GTN, your RNG sh*t is not gonna change it for you offer useless packs. Do you enjoy the content used in Season Objectives? No, because weekly cap can not be achieved by simply playing PVP (including GSF). Beyond a certain point, PVPers don't play PVE and they either fall short on progress or forced into utterly boring content to play. Have you been able to complete Galactic Seasons? GS2 was worth the time for the CC, GS3 has nothing to offer of any worth. PVP season items are even worse. How does completing a Galactic Season fit into your desired play session? Not at all for I have to play boring PVE content (heroics or flashpoints). I ignore all world bosses and time consuming missions (find certain items, crafting for war efforts, etc.). Do you have any other feedback or suggestions for Galactic Seasons? Kick the designer of season weapons/armors (especially the PVP one), return to GS2 rewards and make it possible for reaching weekly cap with PVP activities only.
  18. And now arenas are even more toxic for veterans fly through the roof by undergeared noobs (or overconfident mediocre players), whereas new participants are squashed like bugs literally in seconds in a game mode that requires hundreds of warzones experienced and on overall knowledge of all classes. How is that not gonna end up driving people away from PVP?
  19. That does not make this feature (bug) any less dumb.
  20. Matches are one-sided because: 1. Maps are not designed properly for turning the tides or provide alternative ways to win. 2. Class-balancing is terrible conceptually and most importantly not PVP focused, 3. Average player skill level is very low and they are ignorant of objectives. 4. It literally takes years of practise to master your class and learn at least the fundaments of other classes to be competitive but hardly anyone is willing to put that much effort into the game. Getting 8 medals is way too easy: you fart in a warzone and you already get a medal for a 30k hit. If you play objectives with your team (even if you lose), you can easily get 4 more medals. Rest is coming from fighting. If you have taunt or off-heals, you don't even have to do damage. Arenas are a joke, you don't even have to break a sweat to get 8 medals. Map design, class balance, match-making and medal system needs total revamp, but the dev team does not seem to have the proper analyst for that and honestly these problems have been present since the very beginning.
  21. Certain DOTs (like Death Field, Operative Poison, PT fire) are not cleansed by Force Camouflage, Resilience or respawn in regs. It this a bug or working as intended? Kinda beats the purpose.
  22. The whole point of the map is to counter the RNG factor by covering potential nodes and mod spawn locations. This ofc is too complicated for the average player/damage farmers moving in herds. Vanila Hutball is another example of creative map design, but demands almost as much teamwork as OPG. As a result, a vast majority of players dislike HB and OPG. Period.
  23. Whining to nerf the pop rate of the most creative PVP map ever made was an unquestionable evidence of what to expect from current generation in terms of intelligence. Was way too complicated, had to go. I guess they will still make good use of it for experimental monkeys to relax after an all-day-session of brain demanding tasks.
  24. People already throwing after losing first round in SR. Typing /stuck should be a day-long queue ban for SR and an hour lockout from any other group activity.
  25. Don't get me wrong for a general answer, but you have to pick the options that suit your playstyle/current skill level most. From a different perspective, if you are not certain which choices to make, play more regs/pre-season SR and you will eventually find out what is best for you.
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