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Stavroz

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Posts posted by Stavroz

  1. WildStar looks on paper awsome and extremely promising.

     

    Having said that i think the best of 3 SWTOR arena system is the best.

     

    Re spawn will make a lot of games stupid.

     

    Stronger teams will farm weak teams and will be unnecessarily demoralizing for teams that it happens to.

     

    Competative games will go on for ever!! Many competitive games in swotor have gone to sudden death and i remember playing wow arenas where competitive games lasted for ever.

    Now add re spawns and damn some games might not end till ppl have to literaly log off and got to bed.

  2.  

    DPS operatives aside, they don't have comparable utility when compared to other sub-10m classes. Low Slash and taunts are a joke compared to PT aoe stun, baseline pull better slow, VASTLY superior sustained damage and survivability and taunts of their own.

     

     

    Waka is prob the foremost expert on Sin/shadows and one of the best players going round.

     

    I agree with pretty much everything bar the low slash criticism.

     

    Low slash i feel is a very strong CC simply b/c it has such a low cooldown.

    You don't have to worry about picking "the right time" to hit your stun b/c of fear of having to wait for a lengthy cooldown and not having any CC's available when required.

     

    It is super effective for peeling when running the 23/21/2 tank spec.

     

    Also when playing full dps infiltration i find it useful to help contain an enemy if i want to preposition myself or just again peel for a friendly.

     

    Having said that i agree with pretty much everything you said and i understand the context you were talking in was as a comparative skill set to PT/Vg.

  3. Step back and think about this... does Deception Sin ~really~ have that much utility? MORE utility than a marauder or PT? It's like the Utility-OP-hybrid-tank-spec from long ago represents all of the current Assassin specs.

     

    Get a grip people, Shadows/Sins DO NOT HAVE THAT MUCH UTILITY. Come to the realization soon plzFFS.

     

    Not meaning to harass you, you're just representing a lot of ignorant people for me. :D

     

    We do have some nice Utility. (infiltration)

     

    Stealth CC (mind maze and Spin kick)

    Taunts

    Knockback

    Stun

    Phase walk (good for orbital station if the fight is at the top and you get pulled or knocked down)

    Lift (but you don't get to cast it often with all the chain cc's knock backs and smart players interrupting it)

     

    But all in all i agree with you its not as amazing as some ppl make it out to be.

     

    The Far superior DMG and Survivabilty with its own decent Utility of PT and Mara trumps us.

  4. None of this is terribly controversial. Sins are fine in that they are in the middle of the pack in ranked. Top Sins can still get top ratings, but it's easier to get a higher rating with a AP PT, Smash mara, or operative healer. Sorcs, mercs, DPS Juggs, need buffs to be in line. Some AC's, like madness sins and conc operatives are currently worthless for ranked period. So they can either tune down the top 3 advanced classes a little bit, or buff everyone else up to the same level.

     

    My point of making the thread

     

    Sins are not OP like ppl claimed they would be in arenas.

     

    They are a harder class to play then PT/Mara and are not quite as good.

     

    So my point stands.

    A good player will do well with a Shadow/sin but he would do better with a mara/PT.

     

    Mara/PT do more dmg.

    They are more survivable.

     

    End of the day in arena Utility is great but you need to stay alive and kill the opposite team.

     

    Doing more dmg while being more survivable helps you achieve that objective better and makes up for the slightly less utility.

     

    Also PT have amazing utility anyway with Taunts, Aoe Stun, Ion Cell guarding (which is what all top PT's do).

     

    DPS Sins/shadows can not compete with that.

     

    This is y the leader boards are dominated my PT/Vang.

  5. Everyone thinks Sins are Op cause they go against the pub stars in 8 Man regs.

    Turns out that Sins are actually junk outside of their opening burst which is pretty much useless against any semi coordinated team.

     

    But Marauders need a buff, its clear.

     

    Not junk but not quite par.

     

    Prob with a Sin/shadow is you have to work twice as hard to get the same results of a PT or Mara

     

    Good players will do well with them but they can do even better with other classes.

  6. OUt of the top 50 world wide top ranked classes

     

    These are the classes and how many places they represent.

     

    PT/Vang 13/50

    Mara/sent 11/50

    Op/Scoundrel 8/50

    Shadow/Sin 6/50

    Sniper/Slinger 5/50

    sage/sorc 5/50

    Merc/Mando 1/50

    Gaurd/Jug 1/50

     

     

    Its still early but it will not change much b/c more ppl play ranked now at the start of season as ppl try it out so right now is currently the highest population playing ranked solo.

     

    Some info to digest.

     

    Disclaimer (at time of this post so distribution is subject to change)

  7. What's the point?

     

    They can Add all the content we could wish for but as long as there are only 4-5 teams quing with this dead population then it's not going to matter.

    Any content they add is 1 year too late for Pvp unless the number of competitive minded pvpers increases 10 fold over night.

  8. I have encountered this bug twice now.

     

    I sit in the Que for a long time and don't get any pops. (Prime time US west coast on Bastion so its a bugged que).

     

    I leave the que by right clicking the Republic symbol on the mini map.

     

    As soon as i do that the QUE pops after i leave the que (instantaneously) I click to enter and it does not put me into the WZ instead it takes 15 elo away from me for "declining" to enter the warzone.

     

    The first time i thought i was imagining it but it happen to me again today.

  9. I have encountered this bug twice now.

     

    I sit in the Que for a long time and don't get any pops. (Prime time US west coast on Bastion so its a bugged que).

     

    I leave the que by right clicking the Republic symbol on the mini map.

     

    As soon as i do that the QUE pops after i leave the que (instantaneously) I click to enter and it does not put me into the WZ instead it takes 15 elo away from me for "declining" to enter the warzone.

     

    The first time i thought i was imagining it but it happen to me again today.

  10. TOR has fundamentally and mechanically the best pvp of any MMO right now

     

    Funny enough i agree

     

    and that is why this game and BW are so sad.

     

    They ****ed up a perfectly good game with lack of QOL features that drove away hordes of ppl so now the population is simply not big enough to sustain any real competitive PvP.

     

    If this game did not have the Starwars IP it would have been down to 1 server over a year ago.

     

    List of Blunders that has littrely forced ppl to leave the game aside from Balance.

     

    Lack of Server transfers for over a year:

    Thousands of ppl were stuck on dead servers, pre server merger, with nowhere to go and no one to play with. They left not b/c the game was not good but b/c there was no game to play for them.

     

    Lack of Group finder to find groups. Again ppl wanted to play the game they loved but could not so they left.

     

    Pulling the plug on Ranked PvP in 1.2. Again ppl want to play the game but b.c they are unable to they leave.

     

    Lack of Cross server PvP. Again ppl want to play the game but b/c they cant they leave.

     

    PPl left the game not b/c it sucks, they left the game b/c they could not play it.

  11. problem is that running in dps gear in ranked as tank is just not viable imo.

     

    Current Alpha tanks in Ranked team Arena are PT/VF tactics/AP (some go up to riot gas/oils slick in tank tree) with ION cell and DPS gear.

     

    Full tank unfortunately is not the best atm, b/c hybrids are too strong.

     

    Strongest "Tank" set up for Shadow is 23/21/2 atm.

     

    30% AE reduction to help mitigate smash and dong cleave dmg.

    Black out for additional 25% dmg reduction DCD.

    Low slash quick peeling tool.

    Sadly its still abit weak b/c only 35% default Armour so you get raped through guard in a lot of games, but with 2.5 changes it will get better.

  12. Class imbalanced has pretty much killed Arenas... Unless you play a Smash Monkey, Sin or OP Healer your just going to be owned..

     

    Double stacking Relics exploit isn't helping the situation either. All the ""Elite"" PvP players have been exploiting this big time and when someone who doesn't know about this exploit goes up against these type of players they just get demolished in seconds... So what's the point of even playing PvP?

     

    What about Snipers, PT's, Sorcs and Mercs?

     

    What i think some ppl don't realize is that the meta is solo ranked and team ranked is a bit different.

     

    Op Healers, Mara's and PT's are universal solo/group ranked

     

    Snipers, Sorc DPS and Merc DPS is very good in Group b/c they benefit from good team work and support where its the opposite in Solo ranked.

    They don't perform that well b/c you don't get the support like you do i team setups so they suffer a lot.

     

    Sins are the opposite.

    They are strong in solo ranked but suffer in team ranked b/c they are very squishy and easily countered by competent teams.

    Once their burst is over they are shut down and killed easily, where in solo teams are not very co-ordinated so they are aloud to run rampart and create havok.

  13. Ok firstly to preface I play on the Bastion in APAC hours (late night / early morning US) where we still have 150+ on fleet and a bunch of the times 2 instances of fleet during weeknights.

     

    Despite this population there is rarely anybody queuing for 4 man arenas apart from 1 team. That team is always a great team that play together lots with a great composition. So before you queue you know that your probably going up against that team only and if you don't have your compositions or players right then don't bother because you will just be losing to them all night.

     

    This isn't a crack at that team because they are doing nothing wrong but the problem is the lack of teams playing.

     

    Ideally with that amount of people on fleet you would want about 5 teams plus from each faction queuing which would create a great variety of opposition, allow elo matchmaking to actually work, and allow teams to queue when they don't have their best composition or players on knowing that regardless of that they will have a chance to win and be matched to a team with a similar rating to themselves.

     

    At the moment though, due to the lack of teams queueing, and importantly regardless of your elo rating you know that your going to go up against that strong team 90% of the time. This doesn't really entice a team that may have an average elo of lets say 1100 to queue knowing that they may be queued against a team of 2000+. That 1100 team rather needs to know they are going to play a team of a similar rank to themselves.

     

    I also have great concerns that if Season 1 isn't incentivised correctly then nothing is going to change and we will be stuck with hardly any teams and the problems that causes.

     

    So my question is how can we increase the number of 4 man arena teams queued? What will it take with Season 1 coming up?

     

    For me personally I think the first fix would be to limit the average elo of a team you verse to within say a 300 point range. This would give teams the initial belief regardless of the strength of other teams queued they will only play a team within their range. Yes that means if a team of 2000 and a team of 1100 are the only two teams queued then both wouldn't get a pop, but I am ok with that if it encourages a lot more teams to queue knowing that they will only be playing teams near in the range to themselves. It is also tied with my other suggestions aimed at increasing the number of people in the queue to begin with.

     

    Secondly we need some kind of rewards that isn't just a pet or title to encourage people to queue. What I think may work here is to run each Season like a reputation event. So lets say for Season 1 we have a daily and a weekly for 4 man ranked arena that awards lets say 1 certificate and a reputation item for the daily and then 3 certificates and a reputation item for the weekly based on the number of matches played. I think this needs to be tied to 4 mans to encourage people to queue for this otherwise everyone will just do solos all the time and we would not be encouraging groups to queue.

     

    Then we would have a vendor, similar to the Bounty Hunter event one, which for that Season would sell reputation items, pets, titles, special colour crystal for that season, mount, companion skins, armor etc. for that season. Those items would have no pvp rating attached to them apart from a special title, a colour crystal and maybe a few other items that are tied to your rating. The idea here would be to award people just for competing and to encourage people to regularly compete to earn the reputation items and certificates etc regardless if they win or lose or their rating. The idea with not tying it to rating apart from a few special items is we want to give incentives for everyone to play, not just those winning all the matches. This may also encourage a hell of a lot more pug teams, and with more teams in the queue and the limit to the ranking range they would play they would still be very competitive.

     

    Lastly I think that Bioware also needs to create an exclusive mount in which they to maybe the best team each week, the best performed of each class and also to another random 4 people each month on each server (providing they haven't won the mount before in which case it would go to the next in line etc). This mount could then be used as the mount on the reputation vendor in say the next season or the season after so everyone will have the chance to gain it eventually, but gives players a good 6 months with the exclusivity of the mount. This I believe is another way of rewarding top teams and players but at the same time and most importantly encouraging participation.

     

    So they are my suggestions, they are primarily geared at getting more teams to play as that is what I think the number 1 concern is for most servers, but at the same time rewarding the top performers.

     

    So over to everyone else..... How do you think we increase the number of 4 man arena teams queued? What will it take with Season 1 coming up?

     

    Good post woofi

     

    I sugested the the Reputation rewards for season 1 awhile ago as well but did not get much feedback.

     

    IMO it needs to happen to help promote the arenas and PvP.

  14. The reason why Arena is failing and has to a certain extent already failed in SWTOR is simple. Tanks. In WoW Arena there is no tanking, they aren't a viable class to partner up with as they do not put up enough pressure nor have enough CC to fill the slot on a team. The problem lies with Guard. The difficulty of tanking in a PvP environment is what causes so few players to choose this role in SWTOR and only VERY few players can play the spec to it's maximum potential. You remove the ability to queue Arena as a tank and you increase the amount of people able to queue for Arena. There are tons of good DPS and healers who don't queue for Arena simply because "We don't have a good tank", or "Our tank is playing with another group of players". Good tanks end up being passed around like a Tijuana ****** in a Sailor bar.

     

    How easy would most of you be able to queue for 4v4 Arena if you could just grab 2 other DPS and a Healer and queue? How much more viable would some classes/specs who weren't considered viable before now be? Guard is somply killing PvP in this game, you saw it back when 8v8's where around when usually the best team, had the best tank. Tanks control Arena in this game, a lot of the issues with OP Healing comes from the fact that they have Guard and are more effective than Sorc and Merc healers while guarded. Not saying they still wouldn't be MORE effective, but the differences between the 3 AC Healing classes wouldn't be as large as all 3 have adequate cooldowns to survive long enough if played correctly and are properly supported by the team.

     

    WoW Arena would not have been possible, nor as an important part of PvP in that game if there was a reliance on TANKS. Very few times in WoW History was there ever a time that tanking was useful in Arena and that was 100% caused by bugs, proc stacking, etc that have long been fixed. By making it necessary to have a tank in Arena you are gutting the essence of how 4v4 should be. 4v4 should be as simple as saying "Oh HAI we have 4 people online, lets queue for Arena." By removing the option and the ability to queue as a Tank in Arena then blacking out the talent "Guard" you have increased the playability for Arena by 10 fold. Teams aren't pigeonholed by the tank that they have, finding a healer is significantly easier than finding a tank.

     

    The only thing that Seperates WoW Arena from SWTOR Arena is Guard. You want Arena to be enjoyed by more than 1% of the population? Remove Tanks in Arena, then games don't ever go to the acid unless in very rare 2v2 or 1v1 situations, you'll see teams of every class and spec flooding Arenas. More teams will queue.

     

    Guard perpetuates the problems with Sorc and Merc healers because both teams live long enough for the Sorc/Merc to eventually run out of cooldowns and force/heat to keep himself and his teammates alive. Wheras operative healers do not. I have been in many solo q arenas where my team with the Sorc or Merc healer wins against the Operative healer team.

     

    This is my petition to save SWTOR Arena, you can only do it by removing Tanks. This isn't PvE, we don't need the big bad tank to hold aggro on elite raid bosses, we're 4 people trying to kill the other 4 people. That is what is being lost in translation in SWTOR Arena.

     

    So full of fail I don't know where to begin.

    The way tanks work in Pvp is one of the few fresh new and innovative mechanics that BW has gotten right.

    If u can't kill ppl In arenas bc of tank it's bc you and your team suck or the other team is simply better.

     

    Tanks are no where near OP and in fact take more skill to play at high end competitive team arena then most classes.

     

    The reasons arena are failing is population which does not allow a proper matchmaking system so less skilled players get stomped by better teams and then blame other things for their failure.

     

    If this game had very large arena population then ppl would be constantly matched against similar skill opponents ad BS arguments about tanks would not exist.

  15. I found your endurance stim & single saber use instead of a double bladed on your shadow W T F worthy as well. :p

     

    LoL what?

     

    My Portrait says Stavroz and the guy with the single saber is Make'them'Pay a sage.....

     

    also endurance stim....yea i have the tank stance Combat technique and have 40khp...clearly i am tanking....

     

    Hmm funny things are happening today, not only in game but to ppl outside of the game that don't know what they are looking at.

  16. This is a crazy bug that i just found today in the solo que Ranked arena

     

    A Pt with the Pyro Cylinder (CGC) and "Guarding" his healer.

     

    http://img34.imageshack.us/img34/2028/cvu9.jpg

     

    Not sure how he is doing it, but I heard it b4 but did not believe it till i saw it today.

     

    Anyone know how this bug is possible?

     

    Also its not a visual thing, His protection was too high at the end of the game to be just taunts.

     

    Got a SS of my chat log after the game.

     

    http://img703.imageshack.us/img703/3257/33i2.jpg

  17. Yeah, Mud, Thurin and Xenobia are three of the top sorcs on Pot5. They run with a top tank and a top operative. You're watching videos of players who practically break game mechanics they're so skilled. If they played other gimped classes, you'd be saying that those classes are fine and to l2p. Mud and Thurin both say that if you're not playing with a competent group willing to play around your handicaps as a sorc, you're screwed.

     

    Try out Lightning in solo ranked and you'll find out why people hate it. Madness is so much better in the solo queue it hurts.

     

    So you are admitting its a L2P issue.

    If skilled players can make them work and pwn on them as well then ppl simply need to get better or choose classes that are easier to play.

    Sage/sorc is a high skill-cap class, not a under powered class (as DPS), there is a difference, which many fail to distinguish.

     

    Don't blame the class blame the ppl behind the keyboards.

     

    Prob is if you buff the DPS anymore then these high skill players will simply be unbeatable b/c the class will be too strong seeing as they are already competitive on them right now.

  18. I hate my tk sage in arenas, my favourite toon favourite spec i hate, ty for giving our feedback to the devs. I see all your hard work in the patch notes keep up the good effort.

     

    season 1 is coming and guess what! i cant use my main character, thank you guys so much.

     

    Its funny how top teams run classes that are considered gimped and win all the time and curb stomp teams full of QQers that think Maras are god to the point that they don't que any more yet its the classes fault.

     

    Sorc/Sage DPS is not only effective in group ranked its also a good counter to Mara's.

    Casual prooved this against the Drama team on the PTS and MVP also regularly run Sorc DPS in their teams and are the best ranked team on the bastion and prob the world.

     

    For solo ranked que i agree the class is hard to play b/c it needs proper support from its team mates and in solo its a Pug so its hard to synergies and co-ordinate the class with the rest of the group.

  19. What about my BiS tank that has one endurance crystal?

     

    Its a fair point but there should be a minimum expertise check.

     

    I think It should be 1900 personally.

     

    But 100% should be a lock out for leavers.

    It should be harsh but not crazy b/c some ppl legit disconnect.

     

    I think a 20min lock out is fair.

  20. Seems like a pretty cool idea. Here's a list of some of the most popular (active) streamers on Bastion. My apologies if I missed anyone, feel free to throw your name into the ring:

     

    http://www.twitch.tv/justbodies

    http://www.twitch.tv/gudarz

    http://www.twitch.tv/wifileague

    http://www.twitch.tv/smakyo87

    http://www.twitch.tv/scold_1

    http://www.twitch.tv/fuse_box

    http://www.twitch.tv/rrmaniac

    http://www.twitch.tv/murk1n

    http://www.twitch.tv/plajje

     

    I'm sure if you used previous/highlight clips from anyone here, they wouldn't mind.

     

    I'll add you on skype probably tonight and see if I can round up some highlights.

     

    http://www.twitch.tv/bobcow32

     

     

    but quality is poor b/c he streams from Australia.

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