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Sheike

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Posts posted by Sheike

  1. The move that makes the most sense is abolishing gear in PvP. If PvP is truly meant to be competitive, there can be zero gear advantage/disadvantage. If we cannot have abolition, then the previous system of comms would be fine. Who honestly desires the grind over the quality of play?
  2. It now takes a similar amount of time to grind one character to BiS gear as it was taking to grind a Star Wars Galaxies Jedi character in the village. How many posts need to go up about this being a bad thing before somebody responds with a desirable/fair solution? It feels like the gear treadmill has become one length too long, populations feel down and everybody I talk to seems to harbor ill will toward swtor development since the 258 tier dropped. What's going on :confused:
  3. I've really been wondering lately, why are pvp rewards not calculated based on objective participation? I mean is it intended that we try to work as a team to score points or what? Most hutball matches seem to turn into side-tackle fests, I'd guess due to the fact that there's no palpable incentive to score touchdowns vs. derpsing on the sidelines. Also, if players seem to want to deathmatch so badly, why can't 8 v 8 deatmatch maps be created?

     

    P.S. Props for the positive tanking changes :rak_03:

  4. Hey folks,

     

    Whenever we introduce new gear to the game, there is an inevitable conversation about what changes will be made to Bolster. As I mentioned in this thread, our original intention in 5.10 was to take Bolster and move it to 248. That thread along with the rest of the forums led to a lot of great feedback from all of you on how you feel about the state of Bolster, should it be higher, or lower, etc. That brought us to sit down and really look at what we want from Bolster now and going forward and so we are going to make an additional change. Let’s talk about why we originally landed on 248, where we are going next, and why.

     

    Addressing Master Work Gear and 248 Bolster

    Simply put, in order to make Master Mode Gods From the Machine as terrifying as it should be we needed to have a larger item rating jump than usual for our new gear. As many of you likely know, typically a new tier of gear means a 6 item rating differential. In this case, since we wanted to balance against a higher target we opted to introduce two item ratings of growth at 252 and 258 as a part of a single tier. Historically, we have moved Bolster to be equal to the previous tier’s best in slot item rating. In this case, that makes it 248 (which is what we chose). However, since this tier jump was different it also meant that we couldn’t be 100% consistent. By choosing 248 it means there is a 10 item rating differential, where normally this is only a 6 rating difference. Even though it is a “one tier” jump, it actually creates a larger item rating differential than there usually is. To address this, we are going to be increasing Bolster in Game Update 5.10 to item rating 252 (previously planned to be 248).

     

    Also, as a reminder we are not only adjusting Bolster on gear, but also on Augments. We are increasing Augment Bolster from 208 to 236. This will additionally help in closing the gap between BiS players and those being Bolstered.

     

    Bolster Beyond 5.10

    A number of players have brought up the idea of having Bolster be at the highest item rating available. Effectively making gear in PvP irrelevant, where skill is the only deciding factor. Although we understand the desire from players on that side of the debate, it does introduce some issues. If there is no gear chase from PvP that removes all progression from PvP gameplay and it also removes a part of the reward structure.

     

    However, we do know that there has been unhappiness with PvP gearing in general in the 5.0 era, especially with the removal of Expertise. To make large itemization changes to PvP like that will require an equally large update, so this is the type of issue we will have to wait until an expansion sized update to tackle. We will consider a variety of options including reintroducing PvP specific stats/gear, Boslter changes, etc. and we will make sure to talk through planned changes with all of you when we get to that point.

     

    Let us know your thoughts.

     

    -eric

     

    I admit you're correct about the necessity of progression through PvP, but I'm not sure that an entire expansion's worth of resources would really need to be expended in order to fill the gap in the reward structure for gearless PvP @ max level. I respect that the schedule is what it is, let me just give an example of something simple that might suffice: Reintroduce WZ commendations with a reward table tied into the Cartel Market with items available for purchase via comms, then other items available via comms + cartel coins.

     

    - New rewards could be easily added/cycled to refresh incentive to get boots in the dirt.

    - More CM cash flow.

    - The virtual curbing of smear matches.

    Everybody would win.

    *whispers* It wouldn't hurt to throw in an 8 v 8 Tatooine map or a cool menu for the Cartel PvP rewards

  5. These changes should probably be reverted. How can deception/infiltration damage be cut while our DCD's don't protect us well at all compared to other class DCD's? We can't take a hit, we can barely dish it out and we only get one health bar's worth of up time. If we aren't going to be allowed dcd's that give worthwhile protection or allowed any more than one health bar of up time, then you have to restore our damage or we'll just continue to eat crap and get steamrolled. I highly discourage your approach of balancing this game on paper, but not seeing it through in practice i.e. not doing intensive testing with experienced pvpers who specifically rock out on SWTOR. Leave the dcd's as they are if you must, but it shouldn't be difficult to assign appropriate damage to what is supposed to be the melee glass cannon of the game. Eric and others, I want to be honest: This feels like something you guys ought to have realized on your own if you actually play the game as much as you claim to.
  6. Keep in mind tanks do not have a role in pvp and will not no matter how many changes they make. Skanks was the universes way to give tanks a role in PvP, the more they de-emphasize usefulness of skanks, the more the role of tanks is meaningless.

     

    ooooooh I can go into a war as a tank and stand there with my thumb up my butt for 2 minutes before i'm dead, or if they fix it, 3 minutes. Won't be able to kill anything, and if I really want to have fun I can put a bubble on a healer and we'll both sit there and never die nor kill anything. (is that the eventual goal for tank fun?) Bah, at least skanks could kill something.

     

    What about Guard, peeling and ball carrying? Any of those things I'd rather a tank do than another dps. Tanking in pvp absolutely does have a viable role whether people are willing to acknowledge it or not tbh.

  7. I'd like to talk about two things: 1.) Maps 2.) Support mechanics.

     

    1.) I really appreciate that PvP is actually receiving developer focus, although it seems like there is no interest in creating completely new warzone maps, only arenas and a reskin of civil war lately. Would it be asking too much to see something completely new, without strange scoring rules like Hypergate and Odessen that caters to the full-team deathmatch mentality that most players embrace while in warzones?

     

    2.) The changes to tank stats are great (tanks should be tanky), although I do question whether or not they will make support too resilient in pvp. One healer/tank combo is hard to take down. Two healers that cross-heal with a tank switching guard on them is nigh impossible unless your group has mastered the focus target/assist controls with a designated target caller. It's my humble opinion that support will be far too strong in pvp unless some form of diminishing return specifically on cross-healing runs in tandem with the new tank stat changes.

     

    Thoughts?

  8.  

    Beyond April – Discussion Topic!

    As we look back to 2017 and now beyond the conclusion of the traitor storyline, we are planning to continue delivering content in the same manner throughout 2018. When you look at the total year, you received a wide variety of both multi-player and solo activities including a new story, Strongholds, Starfighter updates, a new Warzone, two new Flashpoints, and a new Operation, along with many Quality of Life improvements.

     

     

    *places fingers on temples* Stop calling it a new warzone, it's a reskin of civil war.....You did not give us a new warzone, stop saying that you did/acting like it's the truth.

  9. What on Earth are you talking about?

     

    If you're on a team with no healers and no guard against a team that has both one player isn't going to DPS his or her way through that, no matter how good they are, unless the other team's healers are either noobs or absolutely terrible. Maybe you can pull off a win if their DPS are overall much worse than those on your team but if it is anything close to parity you are guaranteed to lose that match. It doesn't even need to be close to parity. I've won plenty of matches where our DPS were worse than theirs but we had heals, and they didn't, and that was the difference. It's also typically how Reps win against Imps.

     

    You're also making the mistake of assuming that people who want matchmaking only want it because the lack of it causes them to lose matches. The lack of matchmaking works both ways and you end up on the teams with two healers to the enemy's none just as often as the reverse. I find that just as un-fun. I'd much rather have competitive matches and earned wins than matches where my team blows through every Voidstar door to the datacore while they can't get through our first because we had healing and they didn't. That loss was determined before the match even started.

     

    One of my PVP mains is a healer, by the way.

     

    Finally, why do you find a need to defend a lack of matchmaking? Are you a bad that can only win by premading with guard and heals and facing pugs with neither? There is literally no other reason to defend a lack of matchmaking in this game unless you like stacking the deck in your favor before a match even starts. Matchmaking should be a basic feature present in any MMO's PVP "warzones" at launch.

     

    :ph_agree:

     

    :ph_good_post:

  10. - A maximum of 2 healers per team or diminishing returns on cross healing as it's become rather ridiculous.

    - Reworking bolster to a point of sensibility and continued class balance passes/testing (in agreement with Lualei).

    - Viewable pvp player stats (in agreement with Janglor).

    - Map voting @ Queue Pop (in agreement with Banderal).

    - Stacking the pvp content wheel regularly (voice acting not required).

    - Not presenting reskinned maps as new maps. Lying is lying and with respect, I have to request that the dev team absolutely never does this again.

  11. So I have a request for after most of the balancing issues have been worked -

     

    We don't have a lot of warzones to play in pvp (4 v 4 arenas are not warzones, please stop passing them off as such).

    A couple of timed 8 v 8 deathmatch maps for pvp would be phenomenal. They don't need opening cutscenes, they don't need voice acting (pvpers do not care about that stuff). Seeing as a lot of people just want to dm in most matches anyway, could we please talk about having something like this?

  12. It would be great if there were more solid incentive to complete bonuses in flashpoints. Frankly speaking, taking every chance to skip straight to the reward is an annoying practice that detracts from the content, you can even get kicked from group for refusing to participate in skipping, it's cheesy.
  13. He was joking, and while I understand you realized.. there was a reason for it.

    That small heal only complicates a bunch of things.

    It's not really something we need and I'd rather not see it's return to avoid complications.

     

    Besides, only Darkness has access to Depredating Volts. And Darkness doesn't need anything.

     

    We got our Force Lightning taken away somewhere between 4.0 and 5.0.

    Which imo is a damn shame. That stuff was useful in rare occassions and I liked having the option of blowing a Recklessness to do this. It really required you to think about either or not you actually wanted to do that.

    Creative thinking solutions = a good thing. Don't take that away for the simple sake of class ideology.

     

    No dps class should be tougher than a tank class, period. Why exactly does deprevating volts count for so much when it's nothing to write home about and what exactly would the minor heal complicate? Also, I disagree with Darkness/Kinetic Combat getting stuck with nothing new, so I want to ask if we can have a version of spinning strike with an attached debuff or something awesome like that. Furthermore, imo the tank classes feel squishy and lackluster on live atm

  14. So let's get right into this, but first I'd like to make something clear - I main Assassin, Juggernaut, and Mercenary so I understand how the giving and receiving end of Merc can feel. I want the best for the state of the game and therefore refuse to make up a bunch of crap about the current state of this class just to drag it down out of spite. I'd like to keep this short, sweet and to the point:

    High Damage = okay.

    High Mobility = okay.

    Off Healing = okay.

    All of the above in tandem with three health bars before death = not okay.

     

    Innovative Ordnance needs love - With respect, please do not just make the dot effects tick harder, you're better than that.

     

    I have no point of reference for BodyGuard, so if somebody would like to draw a few points on that I'd be appreciative

  15. I think Darkness getting back its 2% heal ticks would go down quite nicely :D

     

    Considering the fact that some classes get to put up multiple health bars before going down as dps while we only get one, I'm not exactly sure how this would be unfair for us to have at this point.

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