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tamgros

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Everything posted by tamgros

  1. Video or it didn't happen. I just went into a warzone and this is working fine. Like the title of this tread says, the onus is on those who think the system is broken to prove it's broken.
  2. I helped figure this out: http://taugrim.com/2012/01/04/understanding-swtors-resolve-mechanic/ 4 months ago. Not really sure why you link me that though, it doesn't address what I was talking about. I was talking about when the resolve bar starts going down. Just go to a warzoen, get stunned and see when it starts counting down... it's after the stun wears off... which is a good thing, it means less stuns in a period of time before getting capped.
  3. No, resolve is to stop chain losing control of your character. There are lots of ways for most classes to get around being immobilized, and there aren't that many full roots in the game. There are tons of snares but every class has them pretty much. Melee complain all the time about being snared, but the melee class's snares are stronger than the ranged classes. Rift has snares/roots on the DR. Play that as a melee and tell me how fun it is to be kited all day by the ranged classes that have speed boosts/blinks
  4. I'm almost positive it doesn't start counting down until the CC is ended (including when you use the CC break or when someone hits you while you're mezzed). If this isnt' the case, I'd love to see a video of it
  5. This comment makes no sense. You can tell the healing classes by the weapon (and in some cases which buff), and you can tell if they are using cast time abilities by looking at their cast bar above their head. How you linked this to legacy is beyond me... unless you're talking about race? But if you're trying to tell if something is a healer by which race they are, you're doing it wrong.
  6. Sorcs aren't OP except for some team utility in HB. Sorc dmg/healing is being nerfed in 1.2 much harder than Operatives. 300k dmg isn't really that much, most classes could get those numbers by spamming a few abilities.
  7. tamgros

    Republic

    To the OP's credit, it may be the server as well. A lot of servers saw IMPs getting much more valor and quicker dailies done, thus more gear. There is also the argument that most noobs to MMOs roll pubs. On the other hands, many people knew that Pubs would be the underpopulated side. Many really good PvP guilds rolled on the Pub side, and imps are diluted by pure numbers. So many servers are balanced or actually Pub dominated. Moral of the story, it's not just pubs. I'm sorry you can't win as a pub on your server, you should probably get some friends and some good strats if you want that to consistently change.
  8. I don't get this thread. They've said on multiple occasions there will be ratings. "Ratings will be calculated after each match based on..." Sound familiar? Be thorough with your reading of patch notes and interviews, saves you lots of time
  9. OP, preach it brotha! So who's to say that SWTOR can't build part of its game around PvP? They're bringing in rated warzones, that's something to work for. If you have huge gear disparities in a rated system, then the ratings mean much less. Your post basically calls for this game not to have good PvP, it makes no sense to me. I'd prefer if there was no PvP gear grind at all and there was just a system of stat choices that are equalish (depending on your playstyle). Ie, they should hand BM gear to every new 50 who wants to PvP. Oh, and I run with a solid premade.
  10. You're not really highlighting a problem with healing, you're highlighting that the ability to sustain is more important than killing people, in certain situations. That's my issue with your post, you say sustain compositions are OP because sustain comps are good are good when it calls for sustain. What if a healing/tanky team isn't the one with the huttball? What if they didn't get the 2 cap right away? What if they want to actually get through a door in voidstar when they're on attack? Basially every one of your arguments about why they are too powerful is countered by how bad this 4 healer composition is in the inverse situation. This is many people's definition of balance...
  11. I've played pretty much every class... Resolve works. Every class has ways of getting around it and utilizing it. There will be times that you run into a class that counters what your class can do, there will be other times where people will simply outplay you. I suggest that you figure out how to counter and outplay people before you blame the mechanic. If you're getting stunlocked, you're probably out of position and getting focused.
  12. Were teams allowed to take all buffs or just the ones that their group represented? Ie did the commando/van/van team do this with only the 5% end buff? Not that I'm for buffing/nerfing sorcs, but Commando heals are obviously going to do the best in a confined space as they are basically tank heals. Edit: but I agree that Sorcs/Sages are hardly overpowered... I still think that commando/van/van isn't the optimal team, but it is better than most. Sentinal/mauraders get better once you get to a full 4 group.
  13. To my knowledge there are no reflects, you probably just missed an animation from someone else using their knockback.
  14. Siorg quoted this earlier from the dev tracker: "David was trying to clarify the 'Future of Warzones' section of the PvP presentation, but that's caused a bit more confusion; apologies. I huddled with Gabe Amatangelo about this question and got a definitive answer. You can queue as an eight-man Operations group in Game Update 1.2, for ranked Warzones only. In the future, whenever cross-server Warzone queuing is possible, the plan is to allow people to create teams of eight which can be named, etc. The PvP team is aware of the importance of ranked Warzones and PvP rankings in general, hence allowing eight-man queuing. Apologies again for the confusion. We hope everyone's going to enjoy the feature!" But yeah, kinda sad that less than a handful of people have expressed interest. I think Maven on Ajunta Pal will be fielding an 8 man, and there are about 3 guilds that will be doing it as well. This preseason thing is kind of interesting, it'll probably be a situation where if you want to actually play a ranked wz you'll have to arrange a time with another guild to queue.
  15. The guy is 31 point Madness specced. It's a lot of dmg, but you're a 10m DoT class that is squishy. It's one of the most vulnerable DPS classes in the game because you can't burst people down very easily, and don't have the escapability that infiltration gives you. This is hardly overpowered. I could see changing a few things in Kinetic combat. Reduce the dmg on wither/slow time a bit and make it so Harnessed shadows/darkness is interruptable, but still make it immune to pushback. This seems to make some sense. This would keep them pretty much the same in PvE and make them counterable in 1v1 situations. Also, whoever said that Shadows have more mitigation than Juggs is just crazy. Juggs are the tankiest, they are just debuff/CC bots, they don't really bring any pain... I wouldn't mind them seeing a slight dmg buff.
  16. ^ This. I would say that the middle tree is a bit underpowered atm, The only thing it's really good for is helping to burst down heavy armored opponents. That being said, watchman/annihilation is fine... more than fine actually. In fact, you'll see once rateds come out just how powerful sents/mauraders are with their heal debuff and really powerful group buffs. So yeah, powerful class for sure.
  17. Against a tracer missile spammer? I win = interrupt. When I was lvl 18 on my warrior when they didn't split out the 50s bracket I'd just go around trolling trace missile spamers by charging and interrupting them, totally locking down 17k+ HP mercs. I find it funny that two of the more complained about classes specs are so easily countered by an interrupt (tracer spammers and interrupting Force Lightning madness sorcs before they get their proc). There are a few Trees that I think could use a buff (best example is the middle tree for the Maurader/Sentinal), but certainly every Advanced Class has some very good options. Edit: I felt it's worth noting that I fully endorse this thread. I know it's silly, but I think if this thread was stickied with the title "read before posting" then the PvP and class forums might be much cleaner.
  18. Put it on a hotkey? It is rather annoying when you get several on you though, makes it tough for the actual healing tick to happen. Not sure if it's meant to be that way, but it allow for more scenerios were both people die in 1v1s which is great IMO
  19. I wouldn't say it this harshly, but rated warzones are coming out, you want people to have equal gear opportunities so the rating actually means something beyond how much you farmed. Making BM easier means that rating = skill lvl. Maybe these people are so afraid of what their rating will look like when gear level is equal.
  20. Wow, lots of nay sayers. You guys may not like GW2. If a game is good, and SWTOR is, there is already a pretty large skill gap between players. Gear amplifies this too noncompetitive levels. On top of that they're coming out with rated warzones. IMO that should be your incentive to PvP, to improve and have fun with people.
  21. Yeah, it's just there as another skill to be used for leveling. Kinda odd, having a skill that does tons of dmg while the target is incapped would also be bad for PvP as it would just be a stunlock fest. You normally want to avoid taht.
  22. This is a byproduct of the way Resolve works. I'm not sure why Bioware chose to sticky a post about resolve that doesn't even explain the way it gets calculated, but whatever. You can get 1000 resolve points before you get capped. (hover over the bar to see how much you have ___/1000) A mezz has 100 resolve for each 1s mezzed (mezz = incapacitate that breaks on dmg): Operative/scoundrel mezz is 10 seconds so that's 1000 resolve, thus filling the resolve bar Shadow/Sin is 8 seconds, thus 800 It's a tradeoff. Every cap in a warzone takes 8 seconds so a shadow mezz doesn't work as well as an operative. Operatives have a 2s buffer. Against a good opponent an 8s mezz won't work because you have to mezz -> unstealth -> then cap, that takes longer than hitting any damagina ability without a cast time/travel time. Edit: Taugrim has a pretty good blog post about how resolve works: http://taugrim.com/2012/01/04/understanding-swtors-resolve-mechanic/
  23. What is imbalanced and what about reslove is a joke?
  24. This is why I don't want Arena. Do you really think the masses want to watch a death match with well timed cooldowns, CC, etc? It can be ok to watch but the differences are pretty technical and hard to make into an exhilarating experience. The most popular esports have a bit of a chess game to them. Both LoL and SC2 have their deathmatchy elements, but are so much more in terms of tactics than an arena/deathmatch. Those are the kinds of things MMOs have lacked in the past and why they aren't legit esports. Honestly, Huttball is a huge step in the right direction. Kinda odd, but some times players like to play something that isn't all that fun to watch, the reverse may also be true, but personally I love Huttball.
  25. I'll do more testing, but I'm pretty there isn't an internal cooldown on the dmg part, just the healing part. So the increase in % would help with threat I suppose, but the actual dmg is pretty poor, i agree. The actual dmg gain from those points will be minimal. So yeah, I'm not really a fan of that talent point either.
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