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Psiwolf

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Everything posted by Psiwolf

  1. Reading is hard, amirite? Yellow text wasn't talking about SWTOR, he was talking about gaming in general. So you're incorrect as well. Also, Starcraft is NOT "all about the number of operations u can do in a second". APM is only a part of it.
  2. You've obviously never followed professional gaming. Go watch some clips on Starcraft players and how they train. Have you never heard of the term APM and how it drops off as you age?
  3. You're wrong. PvP doesn't mean anything has to die, all it means is "player versus player" as in it can be anything competitive that pits one person against the other.
  4. Please nerf my damage to over -9000 so even my damage skills heal and give me lots and lots of survivability, because full heal spec sorcs like myself are even more squishy than dps sorcs because we run around without all the additional stuns/snares.
  5. Hey dude Rakata Mind Prison server is a US-PvP west coast server~ Come check out our server forum @ http://www.rakatamindprison.com We have a pretty active and close knit community and the population is a pretty good size!
  6. Lol.. So you went from winning most/all 1v1 situations then out of the 8 classes, you removed operatives/assassins and warriors (is this both jugs and marauders?). Now you're left with 4 classes. So are you saying you win most/all vs the remaining 4 classes? Or do you mean you never see operatives, assassins, juggernaut, and marauders in pvp? Well I THINK YOU'RE LYING!
  7. You're wrong. This is what the expertise stat is for, to be able to balance pvp damage/prevention/healing. This is why expertise has a different scaling effect on these 3 things, so they can be tweaked individually.
  8. You're retarded. Using 4pc rakata + bm gear was better than using full bm gear in 1.1.5. That's the reason they put in extra expertise and rescaled the way dmg/prevention/heals improved. L2P k thx.
  9. Well, I also play in many premades as the other people who have mentioned their healers not dying in premades. 1.2 didn't change my ability to kite, only my panic heals (or lack thereof) and the amount of damage compared to heals being output.
  10. Yeah, so it's fair for 1 dps to take out 1 healer and unfair if 1 healer is able to outlast 1 dps right?
  11. If you think a healer gives an edge in pvp post patch 1.2 you're a fail dps. As things currently stand, 2 dps > 1 dps 1 heals. Not only will the 2 dps kill both the dps and healer, but they'll probably even both be alive to help the rest of the team while that dps and heal need to respawn.
  12. I do all that. I still ended many games with 0 or 1 death in wzs post 1.2 even while pugging, but what you don't seem to understand is, HEALING is NOT FUN anymore. Why do something that's not fun when you're trying to have fun by playing a video game? I don't care about the consumption change in pvp. It hurts because now I run out of force quicker, but I can still manage by not casting and regen or by using the occasional consumption or by running outta combat and seething. However, the main problem is the huge increase to DPS across the board, removing my big/fast heal and replacing it with a small/fast heal, giving me no way to catch up once I get behind heals, and even when I cast the big heal, it's not big enough to make up for the 2.2 seconds doing nothing but casting.
  13. Nice, but I used to pvp with a full heal spec, not a hybrid pre 1.2 and that's kinda what I was hoping for post 1.2.
  14. Wow, I find myself in the same position. Pre 1.2 I would go to bed at like 2-3am and be super tired the next morning. Post 1.2 after the first night, I don't think I'ved logged on since. The next time I log on might be wed/thur for my guild's raids. Maybe. Depending on how I'm feeling and whether I have anything more interesting going on, like mowing the lawn or doing laundry.
  15. Yes, because having a balanced team with healing, damage, and tanking generally got you places pre 1.2 and this was percieved by all as negative. Well good for you that you'd happily choose to never see a healer again, because that's what's happening, not only in wzs, but in the game in general. Healers are viable post 1.2. However they are neither fun to play nor as good as having another DPS to add to the gibfest and one team being able to dps down the other team faster.
  16. Wow... This is completely unexpepected and un-EA like.. Their subs must be dropping at an incredible rate. o.o;
  17. /sigh This spoon feeding is why you feel the need for BW to remove the side speeders. Try to do a little more independent thinking. No, it's on a server by server basis, depending on what the majority of one side does. While the strategy may not work 100% of the time, it works quite often.
  18. No, you don't go west/east (left/right and snow/grass) because of the speeders, you go that way because of the metagame. If you know the other team will send the majority of their team to mid, then you take the outside nodes, as it will be easier, since there will be fewer people. The faster you cap two, the faster you deal damage to their ship, which means the faster you win. And it's always easier to defend a capped node than try to attack a capped node.
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