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Dcayd

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  1. Thats your opinion. I could say the fact that it is just the same gear grind that mmo's have been for the last 10 years is killing this game. Or the fact that there is only 2 servers with a decent population and a ton more with no population, but Bioware is waiting for it's next content patch to try and fix this instead of fixing the problem now. Or that endgame is basically raid, pvp, and sit at fleet. You think a change like this would make for choice? You must be new to mmo's. Within a week people would figure out what the best possible setups would be and then you'd still have to use specific weapons. If the bonus of dw beat out single saber or double bladed saber then you'd just see juggs, marauders, and assassins dw'ing. You are basically suggesting a game over haul that would only create the illusion of choice, and not real choice. Ignoring that, the amount of work that would need to be done would kill development on the rest of this game and would basically be admitting that the game is initially a failure.
  2. You're the best... Aroooouuund, Nothings ever gonna keep you down. You're welcome.
  3. If you aren't going to take the time to learn basic game mechanics then don't complain when something doesn't work "how you want it to". Resolve is there for a reason. This isn't aimed at the op, just players in general. Aside from some of the other reasons Ive also noticed that if a player uses an ability just slightly before you choke it will often spazz out and switch back and forth between the ability's animation and choked animation, creating the appearance that it's bugged when really it's how the game handles animations. I've noticed this a lot on ravages. The server seems to have registered the first 2 hits, but only 1 part of the animation has played, the force chokes animation starts, then the target performs the animation for the second attack before going back into chokes. On chokes usefulness: *** are you smoking? If you are only using it as a dmg dealer then it's a l2p issue. Tank assassin casting uninterruptible lightning? Force choke. Ball carrier just out of your melée range over fire pit? Choke. Interrupt on cd and you need to stop a heal? Choke. Wanna stop that marauder from using defensive cds? Force choke while team mates beat on him. Is it situational? Yes. But that doesn't make it useless.
  4. Like I already said: take away the bonus dmg and healing. Fights will then slow down making it easier to see where real changes need to be made, if at all. I still believe that all the classes die ridiculously fast without cd's, but certain classes have more/stronger def cd's allowing them to outlast in what is basically a zergfest dps race. As far as removing expertise: it is possible, but would take much more work. Gear matters pre 50 pvp, but bolster definitely softens the gear differences. It would just require clever use of bolster at 50, but it could be doable. Personally, I'd rather see expertise made overall much more powerful, but eliminate the tiers of pvp gear. I don't pvp for "phat lootz", but to out play other people. Just make the recruit gear the only true tier with bm and wh being less about stat increase and more about aesthetics and showing off your valor/ranked wz rank. This would also prevent pvp gear from trivializing pve content as currently recruit is about as good as tionese and bm is almost equal to columi.
  5. I'd like to see the dmg and healing increase dropped from expertise. Leave it as just a pvp defensive stat. I think the biggest reason the classes that dominate right now comes from all classes being pretty damn squishy, but a few have much more stellar def cd's making it easier for Healers to keep them alive. Removing the dmg buff would slow down combat enough to give players more time to react. As it is now, if I don't have my cd already running and I get focused then theres no point in using it anyway because I'll be dead before a healer can get a heal off. I'm in full bm on my main, yet I can survive under fire much longer on my recruit geared alt just because of the CDs. A guildmate is playing a spec he hates because he dies in a stun in his preferred spec. Increasing survival across the board wont make all classes balanced, but it allows for more flexibility than the current "Zerg target A" playstyle currently in place.
  6. Edit: love posting on my phone from work . Resetting the break on death would help a lot, but some classes simply can't take a beating from several others at once. Not everyone plays tank sins and Marauders, and there is a major difference between being focused on my marauder vs operative. Any decent premade knows they can trash an operative in a couple gcd. And you can use the resolve system to your advantage a lot more easily 1v1, but in groups the dynamics of pvp change.
  7. Stuns aren't the problem. It's stuns+ damage + low survivability for most classes + a poor dr system. Some classes need their stuns to be viable. Nerfing stuns nerfs these classes. I'm not against changing stuns so long as the classes that are dependent on them are rebalanced as well. And @ anyone arguing that stuns are needed for pvp: shorter durations make it more important to use your cd's at the right time. Another simpler change would be to just lower the cd on the cc breaker across the board.
  8. Again, if stealth is working as intended then we need buffs in other areas (either survivability or gap closing) to compensate for it. We are an extremely squishy class. We shouldn't be forced to hovering around the edges of a warzone waiting for some half dead player to run by so we can get a quick kill.
  9. They could fix stealth by doing all the work of bringing stances to the class, or they could just, you know, adjust a value or 2 in their code that would make stealth a little bit stronger. Simplest solutions usually work best.
  10. Stances, really? I play 4 classes regularly, 3 with stances. You know how much complexity it adds to those classes? Zero, zip, nada. They are toggle and forget abilities. The talent trees for those 3 classes are built around specific stances. If you think it somehow adds complexity to the class then I'm surprised you don't think having to apply Acid Blade somehow makes operatives more complex. Operatives have problems, I will agree to that, but before Bioware goes adding pointless abilities to the class I'd rather see them fix the bugs plaguing our current ones. If stealth isn't meant to be perfect then make sure we can still be viable when we get pulled out of it. Fix the combat not dropping bug in warzones, something that affects every class, and prevents operatives from stealthing and classes without self heals from using their ooc heal. Fix our horrible energy system. Fix the current problems before adding stances that will probably just add more bugs.
  11. Make Darth an act 2 title and Wrath Act 3. What they should have done.
  12. I think you understood me. Impale's animation more or less matches the name, but I don't think it matches the actually ability affect. Shatter's name and animation implies it would do a lot of damage and not so much secondary damage. I.E. Shatter, crush, destroy vs Impale, pierce, stab. Think of it this way: in a movie if someone swings a sword at someone else in a wide sweeping motion what usually happens? Typically it outright kills the person. But when someone impales someone else on a sword the person usually dies much more slowly as they slowly bleed out. As far as the physics of lightsabers: no one in the movies has to be whacked multiple times with a lightsaber to die, but we typically have to hit someone a dozen times or so to kill them, so I'm not really that worried about whether or not they could cause bleeding.
  13. From my experience Lethality is very energy intensive and outside of Cull very burst lacking. Dots are generally much easier to heal through than burst, but as was said above, you can spread them on everyone and pad your damage done easily. And, as was said, any decent healer, or class with a cleanse, will get rid of them asap.
  14. ... and take the ability name and animation for Impale and swap it with Shatter. Leave the actual abilities alone of course. Reasoning is two-fold: Firstly, Shatter is aesthetically more pleasing to look at, but I use Impale a lot more. Secondly, Impaling someone seems much more likely to cause severe bleeding than simply pummeling them with your weapon.
  15. For me it's not "If It Wasn't Star Wars, Would You PvP?" but rather "if it wasn't Star Wars, would I be playing it at all". This game is lacking in many ways, and is too much of the same old that other more established games have done. If Bioware gets out of the mindset of endgame = raid or pvp, and gives us much more interesting things to do, basically make it a real universe to play around in instead of a few planets for leveling and a fleet to just sit around on then it could go far. As far as the "new game": I played it a little but was busy all weekend so I couldn't really give it an honest try, but from what I did play I was somewhat disappointed. I know it's still beta, but there were things that really bothered me. For instance: I was playing a thief with sword/dagger or dagger/ dagger combo. The first problem was the actual movement. Running, changing directions, attacking, all the controls felt a bit sluggish, like going from playing Street Fighter 2 to Tekken. I like the simplified ability lists, but many of the abilities felt lackluster or unimportant, and dodging against players is hard because the animation don't really project what's going on very well. You basically choose to just dodge what may be a weak ability or take the hit from what may be a strong ability. And all the pvp battlegrounds I played had some mist effect that was really annoying. I still have hope for both games, but it really seems like 1 just isn't trying that hard to be new or different and the other doesn't have the backing to go as "all out" as they want to. Edit: about world pvp in SW; they should add a planet with 5 or six control points that grant bonuses to every character on the server, wherever they are. You could have a factory that if your faction holds it then all players do 10% more damage to mobs, or food processing facility that grants an ooc healing bonus similar to the food you can get from cantinas. Make each one matter and players will strive to hold on to them. The only real problem comes from the lack of faction balance on most servers.
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